Kaput

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About Kaput

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    Rocketry Enthusiast
  1. What about module manager configs to make the Tantares parts a bit less overpowered? As much as I love Tantares, getting a Soyuz style launcher to orbit while only barely touching the 2nd stage seems a little silly
  2. Small bug with the expanded cygnus/phoenix. By default it has no storage for LFO so its basically useless for a cargo ship in the stock game. Looks good though ^^
  3. Apollo is already perfectly doable using TKS parts and looks pretty damned good. Only real things missing are a more accurate sized/shaped engine and maybe a bigger docking port/parachute combo. Small request, could we have an adapter for the Soyuz rocket (R7/TLV whatever its called currently) that can be used instead of new fairing mount that can be used with procedural fairings? Maybe even a module manager patch for the current fairing base would work. The stock fairing model is a pain in the backside to make a remotely accurate looking fairing while procedural fairings does it fine.
  4. For the sake of not breaking peoples saves/crafts again I'd suggest just making new ports instead of converting existing ones ATV panels are looking good, seem a little long in the picture but I'll hold the pitchforks until they are in game Speaking of ATV, is there any way to make it not default to putting crew in it other than removing the entire ability to be crewed? Gets a bit problematic when you launch an ATV to a station only to realise two Kerbals went along for the trip
  5. Congrats Beale. Curtquarquesso: I would honestly love a major focus on balancing whats currently in the pack versus adding or revamping anything else. The launchers are especially messed up balance wise. Also noticed that with the new slightly larger docking ports there's a few gaps in the parts catalog for adapters for them to sit nicely on some craft, maybe something to think of for adding to flesh out the parts
  6. 64bit on Windows is an unstable mess (so much so that Squad are giving up on it with 1.0 until Unity sort their crap out) so random crashes are expected. The chances of getting KSO, KW, FASA and Tantares working together on 32bit are slim to none, its a simple memory issue. Also I'm vaguely sure that half the plugins KSO relies on have no official compatibility with 64bit anyway. Additionally, if your mods were fully updated you wouldn't have a BoulderCo folder any longer as the latest ATM versions don't use it.
  7. Finally finished my new station Made mostly with Tantares parts and some stock parts (mostly for the science module on the left of the screenshot). Shown with a visiting Soyuz, Apollo (made with Tantares and RLA and docked to a docking adaptor/tug) and Orion (SDHI with Tantares solar panels).
  8. For some reason some of the textures for engines and tanks (the MPR-1 and MPR-1R along with the Stratus-V tank) turn completely black after a second loading of the game with ATM. The first load (where ATM creates it's texture cache) has all textures perfect but restarting KSP afterwards results in a number of missing textures. Attempts to get ATM to ignore the RLA folder entirely have so far failed so I'm hoping someone has an idea I've missed.
  9. Made a small module manager patch to allow the command pods with no IVA's to use the MK3 placeholder (to get the portraits up for the crew at least). @PART[Polaris_Crew_A]:Final { INTERNAL { name = Placeholder } } @PART[Polaris_Orbital_A]:Final { INTERNAL { name = Placeholder } } @PART[Tantares_Crew_A]:Final { INTERNAL { name = Placeholder } } @PART[Tantares_Orbital_A]:Final { INTERNAL { name = Placeholder } } @PART[Tantares_Orbital_B]:Final { INTERNAL { name = Placeholder } } @PART[Alnair_Crew_C]:Final { INTERNAL { name = Placeholder } } Just copy and paste into a .cfg file in your gamedata and enjoy Remember to remove once real IVA's are added
  10. I'm gonna go out on a limb and say half the problems Higgs is having is ship design. The screenshotted one has struts going to the launch clamps instead of actually strutting the ship properly. Struts should be going from the outer tanks to the middle tank and from the top of the outer tanks to somewhere as high as possible on the upper stage. Said ship only needs a maximum of 6 launch clamps (basically 2 per orange tank on symmetry) to hold it perfectly stable, half the problems with it not being "touchy" is the amount of physics calculations being done to separate all the pointless joints those struts and clamps are making.