JAFO Posted January 17, 2021 Share Posted January 17, 2021 49 minutes ago, PenguinMafiaDon said: Don't change that, I love the Thunderbirds look ;-) Likewise. "Dated" doesn't necessarily mean "no longer cool". It can also mean "classic", and the Thunderbirds/Mark IV look is most definitely a classic. One doesn't mess with perfection. Quote Link to comment Share on other sites More sharing options...
Nertea Posted January 17, 2021 Author Share Posted January 17, 2021 Oh, it's not about the design, it's about the technical execution. Ie the art itself. Quote Link to comment Share on other sites More sharing options...
Misguided Kerbal Posted January 20, 2021 Share Posted January 20, 2021 On 1/17/2021 at 12:10 PM, Nertea said: Oh, it's not about the design, it's about the technical execution. Ie the art itself. The art is great like everything else you make! The IVA is great, the Exterior is great, everything is great! Spoiler What does need a revamp is Near Future Electrical. Also throw Kerbal Atomics in there too. Quote Link to comment Share on other sites More sharing options...
cinemagic Posted March 3, 2021 Share Posted March 3, 2021 (edited) Caution for using mk4 cargo bays. 1. They have to be sealed with mk4 fuel fuselage from both ends. Different from stock mk2 & mk3 parts. Mk4 has more kinds of "open space inside" parts such as crew cabin, service bay and even the drone core. Some one might by happy seeing kerbals in EVA walk all through these parts and consider these parts as sealed space like cargo bays. They actually are not. If you connect a for example crew cabin to one end of a cargo bay. the cargo bay will not be considered sealed even it's closed during flight, and anything inside will produce drag. 2. The mk4 tail cargo piece cannot seal anything inside. Any stuff inside will cause drag. and it produce the same problem like above when connected to cargo bays. Edited March 3, 2021 by cinemagic Quote Link to comment Share on other sites More sharing options...
Kranvagn Posted March 3, 2021 Share Posted March 3, 2021 Just like the others is an amazing mod, tried it on 1.10 but it works on 1.11 ? Quote Link to comment Share on other sites More sharing options...
RandomKerbal Posted March 7, 2021 Share Posted March 7, 2021 On 3/3/2021 at 1:12 PM, cinemagic said: If you connect a for example crew cabin to one end of a cargo bay. the cargo bay will not be considered sealed even it's closed during flight, and anything inside will produce drag. 2. The mk4 tail cargo piece cannot seal anything inside. Any stuff inside will cause drag. and it produce the same problem like above when connected to cargo bays. Oh, is this true? I never notice that. I only pay attention to the aesthetic of my ship everytime I build one. Quote Link to comment Share on other sites More sharing options...
Michaelo90 Posted April 10, 2021 Share Posted April 10, 2021 The crew cabin and the cargo tail are indeed buggy, they don't shield anything, and it breaks any cargo bays connected to them too. However, if you put a drone core or service bay between the buggy part and the rest of your cargo bay, everything will be shielded! Quote Link to comment Share on other sites More sharing options...
theJesuit Posted April 11, 2021 Share Posted April 11, 2021 I do hope this may on the cards for Nertea to look at next it would be great to have this working as well! Peace. Quote Link to comment Share on other sites More sharing options...
Grimmas Posted April 12, 2021 Share Posted April 12, 2021 On 3/3/2021 at 9:49 PM, Kranvagn said: Just like the others is an amazing mod, tried it on 1.10 but it works on 1.11 ? Yes, it works in 1.11 Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted April 12, 2021 Share Posted April 12, 2021 On 1/17/2021 at 10:10 AM, Nertea said: Oh, it's not about the design, it's about the technical execution. Ie the art itself. Baby just needs a quick coat of paint... ;D Quote Link to comment Share on other sites More sharing options...
Neebel Posted May 14, 2021 Share Posted May 14, 2021 Does this mod support FAR? Quote Link to comment Share on other sites More sharing options...
Fox62 Posted May 23, 2021 Share Posted May 23, 2021 Not sure if this has been answered by people earlier in the thread already, but is there a patch for this that adds the ability to store LH2, LH2/Ox, and LH2/Ox/MP the way you can store liquid fuel in the Mk IV fuselages? Because I'd love to use this with the Near Future Aeronautics nuclear engines, but those need LH2 (at least with my mod set-up, and I don't want to change it because LH2 just makes sense). Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 26, 2021 Author Share Posted May 26, 2021 On 5/23/2021 at 8:06 AM, Fox62 said: Not sure if this has been answered by people earlier in the thread already, but is there a patch for this that adds the ability to store LH2, LH2/Ox, and LH2/Ox/MP the way you can store liquid fuel in the Mk IV fuselages? Because I'd love to use this with the Near Future Aeronautics nuclear engines, but those need LH2 (at least with my mod set-up, and I don't want to change it because LH2 just makes sense). Unless something broke it a lot, installing Cryo Tanks should just make this happen already. Quote Link to comment Share on other sites More sharing options...
Navyjoker2000 Posted July 27, 2021 Share Posted July 27, 2021 Any plans on updating this mod to 1.12? I am sure you are working on your other projects in order of what’s most important for you. Im just curious though. Quote Link to comment Share on other sites More sharing options...
Noah Foloni Posted July 28, 2021 Share Posted July 28, 2021 It works in 1.12 just fine from what I can tell ( because I use it) Quote Link to comment Share on other sites More sharing options...
Navyjoker2000 Posted July 28, 2021 Share Posted July 28, 2021 50 minutes ago, DaBakonAder said: It works in 1.12 just fine from what I can tell ( because I use it) Awesome! I will definitely try it out then! Quote Link to comment Share on other sites More sharing options...
ss8913 Posted July 28, 2021 Share Posted July 28, 2021 14 minutes ago, Navyjoker2000 said: Awesome! I will definitely try it out then! most part mods from any version of KSP will work fine in 1.12 .... Mk4 has a few functional bits like the fan engines, but those seem to also work. Really the only incompatibilites I've found on older parts mods (ie, B9 specifically) is that some of their animations stopped working around KSP 1.11 - in most cases, this doesn't break any actual functionality though so it's still usable. I personally use Mk4 parts quite a bit though, and they do not have any animation or other problems with them in 1.12. Quote Link to comment Share on other sites More sharing options...
Navyjoker2000 Posted July 28, 2021 Share Posted July 28, 2021 2 hours ago, ss8913 said: most part mods from any version of KSP will work fine in 1.12 .... Mk4 has a few functional bits like the fan engines, but those seem to also work. Really the only incompatibilites I've found on older parts mods (ie, B9 specifically) is that some of their animations stopped working around KSP 1.11 - in most cases, this doesn't break any actual functionality though so it's still usable. I personally use Mk4 parts quite a bit though, and they do not have any animation or other problems with them in 1.12. Thank you for the insight. I am looking forward to trying it. I have tried other part mods like MK2 and MK3 expanded mods and a lot of the textures are not working. The engines are all white and the docking ports are all white. Didn’t know if it was the case with this one as well. But apparently not! That’s great! Quote Link to comment Share on other sites More sharing options...
OrdinaryKerman Posted July 29, 2021 Share Posted July 29, 2021 14 minutes ago, Navyjoker2000 said: Thank you for the insight. I am looking forward to trying it. I have tried other part mods like MK2 and MK3 expanded mods and a lot of the textures are not working. The engines are all white and the docking ports are all white. Didn’t know if it was the case with this one as well. But apparently not! That’s great! Unlike the Mk2 and Mk3 Expansions, this doesn't rely on stock textures. (the two other mods used some older stock textures that were removed in 1.12) Quote Link to comment Share on other sites More sharing options...
ss8913 Posted July 29, 2021 Share Posted July 29, 2021 24 minutes ago, Navyjoker2000 said: Thank you for the insight. I am looking forward to trying it. I have tried other part mods like MK2 and MK3 expanded mods and a lot of the textures are not working. The engines are all white and the docking ports are all white. Didn’t know if it was the case with this one as well. But apparently not! That’s great! despite those missing textures, those parts still work; I also use them. I'm betting that if one were to roll back to an older KSP on steam and snarf out the texture files from the install, then go back to your regular install, you could drop them into the appropriate folder to put them back... but despite the missing textures, they still function as before Quote Link to comment Share on other sites More sharing options...
Navyjoker2000 Posted July 29, 2021 Share Posted July 29, 2021 1 hour ago, ss8913 said: despite those missing textures, those parts still work; I also use them. I'm betting that if one were to roll back to an older KSP on steam and snarf out the texture files from the install, then go back to your regular install, you could drop them into the appropriate folder to put them back... but despite the missing textures, they still function as before I will have to figure out how to do that on steam. Not sure how to roll back but keep all my save files, settings, etc. and what textures would I look for? I really like the MK2 and MK3 expanded. So I will give your tip a try. I guess that would be a question for there thread in what textures I need to look for. Thanks! Quote Link to comment Share on other sites More sharing options...
Rakete Posted September 10, 2021 Share Posted September 10, 2021 Is this mod still maintained? Last update in the OP was for 1.10. Something seems odd with the drag upon usage with cockpit and cargobays. Maybe I'll take some time to investigate and write a more detailed bug report. Maybe (atm. not on priority list ) Quote Link to comment Share on other sites More sharing options...
Nertea Posted September 12, 2021 Author Share Posted September 12, 2021 https://github.com/post-kerbin-mining-corporation/MkIVSystem/issues/36 Will it ever be fixed? I don't really know! Quote Link to comment Share on other sites More sharing options...
OldMold Posted September 13, 2021 Share Posted September 13, 2021 Well, installing FAR is always an option - the voxel drag approach seems to take care of the issue Quote Link to comment Share on other sites More sharing options...
Brainpop14 Posted September 13, 2021 Share Posted September 13, 2021 On 7/28/2021 at 2:27 PM, DaBakonAder said: It works in 1.12 just fine from what I can tell ( because I use it) So, 1.12.2 then as well? Quote Link to comment Share on other sites More sharing options...
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