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sp1989

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Posts posted by sp1989

  1. 2 hours ago, Well said:

    Just see i've badly made the Waterfall patch on some engine.... wich result to delete Fx if Waterfall is not installed... only on some engine, but that hurt....

    Hot fix soon . Sorry

    perfect! In the meantime donloading waterfalls will fix the issue? 

  2. I always come back to this mod. Its just a wonderful fun mod that adds so much to the game. Everytime a start up a new save I regret not adding it. I wont make that mistake this time. Im just waiting on one more mod and i will officially start my first save of 2021. Bravo!

  3. 7 hours ago, Hohmannson said:

    They aren't. They are descent modules of early Soviet spacecraft Vostok and Voskhod, used by Gagarin(first spaceflight) and Leonov(first EVA), the inflatable airlock is for that too. And Well made them great. No Soyuz bits here, use Tantares for that, it matches Restock style seamlessly.

    Of course.  But to be fair if you’re building a stock TMA Soyuz, they do function very well at creating a stock Soyuz. 

  4. Just now, Nertea said:

    No, probably not. Better place to start would be Tantares, no?

    I know its blasphemy but i am not a fan of tantares. I want a kerbal look as well as I like keeping my part count down. We have the ability to make an R7 rocket and vostok rockets. But there isn't a mod that I have found atleast that is just a kerbalized TMA. Especially since with making history we essentially have THREE TMA orbital modules. A TMA service module is easy enough to make stock but I figured your TMA would be perfect. No worries though, thank you for all of your mods. They really fill almost all of my KSP gaps. Best Wishes. 

  5. @Nerteawould you ever consider adding you TMA from near future spacecraft to restock+ scaled and proportionate to the making history pea-pomagrantate pods? I feel like that squad gave us a third of what we need to make a proper soyuz and the the rocket to do so. Your TMA is perfect however rescale doesn't work on it (i am most certainly doing something wrong or incapable of making it work) and rescale on the pea-pomogrante pods looks awful to match your TMA pod. If this is has been requested or brought up before I am prepared to receive the requisite flogging. However since you already have the assets and quite possibly are the most amazing modder ever, and we dont deserve your grace, you might consider editing it and adding it. Many thanks. 

  6. 7 minutes ago, Poodmund said:

    For reference, @sp1989, these MH parts have not been redone in ReStock (all the rest of the MH parts have):

    • Munar Excursion Module (M.E.M.)
    • LV-T91 "Cheetah" Liquid Fuel Engine
    • LV-TX87 "Bobcat" Liquid Fuel Engine
    • SP-### Structural Panel Series
    • SM-25 Service Module

    AHHH ok forgive my ignorance. Like I said its been quite a few months since I have played. I am working on modding a new game and I haven't played very much yet. This is very good to know. Im still testing stuff and cherry picking mods. I just know from past saves that Re-Stock is essential. I was just looking for soyuz parts and as amazing as Tantares is, in terms of what and how much it adds, I have never been much of a fan of it. I know thats probably blasphemy. I feel like there isn't very many if any truly kerbalized soyuz mods. If they do exist they are no longer maintained. Anyway thanks for the info, astonishing work with Re-stock truly. 

  7. I came here to ask a question about Making History and scrolling through I seem to have gotten my response lol. I honestly think the making history parts are pretty ok on their own. They don't necessarily need a "restock pass" but what my question was going to be was would you ever expanding upon the Making History parts. Obviously @Nerteahas made himself crystal clear about updating the parts. Which I totally understand. However in the does the idea of expanding up on MH like you did with re-stock+ interest you at all? Again this is out of complete curiosity. I am not asking, demand, or or requesting anything. Like I said your feelings about MH are evidently clear. Making say a Soyuz Capsule and service module doesn't interest you? Mk2 (Gemini) service module docking and rcs etc. There are quite a few missing parts in MH. I have been away from KSP for several months so maybe I missed something in terms of a mod or an update but I am surprised that there are little to no mods out there that fill the gaps in MH. Best Wishes, again not trying to add to the "MOAR MH HISTORY PARTS" discussion. Just curious is all. 

  8. Has anyone made a mod or parts pack that expands on the "russian" command pods added to KSP with making history? It seems like like an obvious mod but I can't seem to find one that fits the bill in terms of expanding up on that part. We have the R7 rocket in game. We have a way to make a a Vostok and a Voskhood completely stock. But no way to make a proper soyuz that doesn't include part clipping and a bunch of creative uses of canisters and fairings. Maybe I am missing an obvious mod but I can't find one. Long story short my question, is anyone working on one? Or is there are already a mod that makes expands upon the pods added with making history? 

  9. idk if this has been addressed but is there a setting of Kerbalism for science. I love almost everything about Kerbalism except for the science gathering. Its not a critique at all of the mod and its immersion into realism. Im just looking for all the realism of Kerbalism without the realism of the science gathering. I prefer the stock version of science gathering. 

  10. 19 hours ago, bcink said:

    Thank you very much for your kind words! Very glad you are enjoying the mods.

    I've tried to make some cool things that just seemed to be missing from the game for whatever reason. I certainly plan on getting back into the mods once I finish being on this hiatus. Probably not too much longer, in terms of some weeks or a couple months max. :}

    Thanks again!!!

    Are you panning on making a rover to fit in the cargo bay? I feel like with the breaking ground parts it could be more useful than ever.

  11. 2 minutes ago, bcink said:

    Thank you very much for your kind words! Very glad you are enjoying the mods.

    I've tried to make some cool things that just seemed to be missing from the game for whatever reason. I certainly plan on getting back into the mods once I finish being on this hiatus. Probably not too much longer, in terms of some weeks or a couple months max. :}

    Thanks again!!!

    Thats exactly it! These things are missing from the game, even as mods they are missing. Yes you can make something like this with stock parts and other mods. But this is well made and it works so well. Like there are plenty of colonization mods but they're incomplete because may of them dont have transportation systems and means of gettign too and from. I mean I suppose the purpose of the game is create things with the parts you have but mods like this make it fun. I look forward to the future. 

  12. Why the hell is it taking me so long to discover these mods?!? why aren't these mods the most popular on the forum. Theyre incredible, they work, and they're beautiful. I hope you continue work on this because i absolutely love it. There are now problems with this mod that i can tell and no errors come up in my log so its a-ok with me. I am so happy I found this mod. and your altair mod. Please please continue your great work. Im not saying that you need to continue this or that it needs updating. What I mean is that you should keep on creating because you make the community better. 

  13. This mod is exactly what I need. I love beales parts but I just want a soyuz and a progress for my save. Also Beales parts are a little too small for my taste. So this is perfect for me. My only wish and yes I am echoing everyone else's concerns is the footprint of this mod. Its really large considering its only a parts pack? Have you or anyone on this thread done any optimization for this mod to shrink the size? Is this mod even still alive? It still works but i guess what i mean is it still being maintained? I can't believe it took me this long to find this i hope its still being worked on. Good luck. 

  14. 12 hours ago, Francois424 said:

    I know I'm late to the party, but I just got the latest DLC and installing 1.7.2 right now.
    Thanks Squad for continuing development of this fine game.

    Now going to try to make an all stock propeller solar Rover.  :P

     

    What's wrong with the Mun's gravity?  Been out of the loop for too long (again)

     

    Not sure if it affects ships but you better have a ladder on your mun ships because the eva packs wont get the kerbals off the mun surface at all. 

  15. 1 hour ago, benjee10 said:

    Restock is definitely compatible with Plume Party (in fact Plume Party plumes are used by Restock to replace stock effects). 

     

    This is really a limitation of stock rather than the mod. For a craft like this with non-standard RCS thruster placement, you want to be able to define which thrusters are firing in response to various axes in order to minimise induced torque and be as efficient with propellant as possible. In this case, the thrusters are built in, so the thrust transforms have been grouped into separate RCS modules to allow toggling of them separately. However, these action toggles are based on the orientation of the control point, so what is firing 'fore/aft' when controlling from the cockpit will not be oriented correctly relative to the docking port to be firing when controlled from there.

    It's certainly possible to reconfigure the Shuttle in-flight to overcome this, but given that KSP doesn't give us a way of naming which RCS group is which on a part with multiple RCS modules, it can get a little confusing. It's for this reason that I'm recommending flying with the cockpit set as the control point, as it maintains a constant control scheme for translation at all times during flight. It takes a bit of practice but I find it a lot easier this way than trying to get my head around constantly changing control schemes/orientations. It just means you have to complete the final part of docking visually, without the help of the navball, which is actually pretty easy if you plan your rendezvous smartly and use attitude hold on both craft to ensure you only have to worry about translation. Also the parts by default have all of their actuation toggles on, so this will only affect the craft files provided. 

    I definitely plan to add more decals/flags etc. Variants are a bit tricky because of how much additional texture space it uses (which is why the Columbia style wing strakes are an optional extra), especially the black elevon tiles as that'll require dividing up the mesh to allow both the forward wing strakes and the rear of the wing to be switched independently. However it's definitely something I'm interested in and if I can find a workable solution you can be sure I'll add it. 

    In terms of PVG, if you look at the manual it includes my suggested settings for use with the reDIRECT stock craft provided. 

    Gotcha! Perfect then. Will do. 

    My only request in regard to decals is if you could in the future make it so the the flag decal with the prbiter doesn't invert? Thats just my OCD.

  16. First of all...bravo! This is an extraordinary mod and deserves all of the likes and downloads. Frankly all of your released mods are extraordinary. Once again Bravo.

    No on to my problems because maybe its just me. Is anyone else having a problem translating up and down? I thought it was just me but even mechjeb cant translate the shuttle during docking up and down.  When I switch the control point back tot he cockpit i can translate up and down but for some reason when I select the docking port it doesnt translate well at all. I cant'' translate up or down or forward and back. It seems to only translate side to side. Is this just me? I hope this si just a me problem and i just have to press an action group or something. 

    Once again and for the last time bravo well done.

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