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akron

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About akron

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    Quetzalcoaxial

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    Not Ohio, seriously it's a coincidence

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  1. Greetings! I have been doing some back-end prep work on the mod (Yay!). So I wanted to post, as it has been a while, to assure that the mod is not dead (Yay!) I am actually looking to see if anyone will be willing to partner to work on modernizing a lot of the more dated components of the mod, in particular the use of older modules and configs. I basically need help tightening up the part cfgs and improving compatibility with newer mods, along with balancing and a just better overall integration and testing. Some parts may need updated models and/or textures, which I can still contin
  2. Yes, I don't play RSS/RO and I haven't really gotten into understanding the stat changes for balance. I have to rely on RSS modders to write configs for my mod Cheers! I have plenty of work to do still, but the support is appreciated. I've got a bit of catching up to do with recent KSP updates
  3. Hello and welcome. Thank you for the compliment! As far as antennas go, you can most certainly remove parts from the mod that you simply do not use or use a separate mod that disable parts from the editors. If going the first route, do be careful about removing textures, some parts share space on the same texture sheet particularly antennas from Cassini, Surveyor, and the like.
  4. I believe it works still with both with some minor issues with some parts, see recent posts. I think I may need to remake Surveyor completely to fix those attachement and animation issues . You need to download the Github repository zip file for the latest version (Click on the green "code" button, then "Get code"). Then you'll need the appropriate versions of the dependencies for 1.8 and 1.10
  5. Yes, that is correct. Only the GitHub master is updated with patches. I was going to wait until Viking was done to push an update up to Spacedock but I may push an update now.
  6. Well, yes. That is the node for the mast mount. Removing it fixes it but you won't have a way to attach the mast at the correct location. You'll have to attach it to the "Top" node and offset it manually. It also won't trigger the mast support struts to be visible. No, but I have to familiarize myself with the new SCANsat changes. I don't play KSP regularly anymore so it will take me a little bit. I'm trying to get all the mod files updated now, starting with the 1.10 patch yesterday
  7. Github Repository Patch Update Integrated BDB and DM science patches (By Bellabong) Corrected Load error for IUE Solar Panel on KSP v1.10.1.2939 Download Here. Click on the green "Code" Button and download the Zip Test Install: Remember to download the repository Zip and not the Beta 0.16.1 release
  8. Not 100%, there are a couple of quirks due to the new ScanSat stuff.
  9. Yes, it works but there are some issues. Looks like the biggest one if the IUE Telescope not loading due to some drag cube shenanigans. There's also some hinkyness with DMOS scienceDef. I am hoping to fix these this weekend. If you do get drag cube errors, delete the Telescope part cfg for now until I can smack the bugs back into submission.
  10. What was the part? People were having issues with the Telescope Would be good to get some more info
  11. From that example, I can tell that the node has rotated 90 degrees (towards X+ I think) but I cannot figure out the cause. It's gotta be something about the way the game saves that node's info but it's just a standard node declaration so I don't know why the other top node is fine.
  12. I will try to re-export that part. Not sure what the deal is with drag cubes. Yup, go ahead and use the Github repository from now until further notice
  13. I would absolutely love it if you took a crack at setting up localization files. Be my guest, and thank you! Where are you downloading the mod from? The latest version is the one on the Github Repo (Not the Github DL page)
  14. Hey all, I am still trying to make time to do more throughout testing of the Mod in KSP 1.10, but please continue to report any issues. UPDATE Began UV and texture work on the Spartan lander (Viking). Before getting so far as to do AO bakes, I started laying out the wiring for it. It's been challenging but fun. I decided to do two versions of the bus. First will be the default Viking skin with all the appropriate bits and wiring. This will be less flexible but there is just no way to do justice to this unique spacecraft without using less generic parts, similar to how I had to do wit
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