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akron

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Everything posted by akron

  1. I can confirm that ProbesPlus does not add or modify functionality on the golf club
  2. Means it's your mods and not the savegame. Sorry we couldn't help. I'd keep posting info at your other post here and wait for someone to have an answer as my thread won't get you the right visibility. In the meantime, if it bothers you that much, there's nothing short of nuking it. Re-install the game from scratch along with all mods. I do mean from scratch: Delete all folders! (Backup your save if you want). You can also just do a second install to test. I usually have like 3-4 KSP installs simultaneously to test and play my own career save
  3. Correct I haven't used CKAN since before KSP 1.0 so I don't run into these issues. There could very well be conflicting configs, though I still encourage checking for mods that change fuels
  4. @JoE Smash Legit no clue what it could be. I just tried it on my test install, which has KSP, Expansion, DMOS, and my mod and the fuel tanks sort correctly. Do you have any custom fuel mods or something? That could be it. I believe that the ModuleManager log will tell you all the modifications done to a part or fuel type
  5. Yes, I will. I was looking at what it would take to convert the existing Venera parts into a Soviet Mars mission. I guess it would depend on the demand for those over other missions first. Uhhhh... not sure if you're serious. Unfortunately, no. It would take far too much work re-doing all the models, textures, and animations for such a small gain. Please let me get to the new stuff
  6. Yes, it's on the to-do. I've got one of the science experiments for it in-game. I'll try to get it done at some point ahead of the Ultima Thule fly-by
  7. Hmm... maybe you can still make use of a reduced science gain, even if you don't use my science parts. And yes, like @DStaal mentioned, there's some overlap with DMOS, stock science, and even BDB experiments.
  8. It's nice to hear a different view point. Most people that don't care for the extra science just play Sandbox mode. For now I'll keep the parts balance to a science/career mode for those that use that main path to unlock parts. As the mod gets even larger, there will nothing nothing but more science parts! It'll be hard to keep up with, but if you come up with MM patch or anything to remove them, let me know and I can include it as an optional patch. Also, check out the Janitor's Closet Mod, it allows you to block parts without messing up anything in the mod. Good to hear! Let me know what else you find while playing
  9. Just off top of my head: Delete all the science parts but not their textures, the ScienceDefs, and the ModuleManager configs. Then you can remove DMagicScienceAnimate. FYI, you can reduce science gain through the difficulty option in your save and it is strongly recommended that you do so whenever using any science part mods. To be perfectly honest though, you'd be missing out on at least 1/3 of the mod. I would suggest lowering the science gain on your career save by a big margin so you can use science mods without feeling cheaty. Also, you can limit the number of science experiments per craft and force yourself to send multiple missing instead on one with everything. Also, reducing the science gain makes space stations and bases with science labs viable and necessary. The reduced science gain will also increase the number of experiments needed to fill up a lab, thus requiring more science experiments, for which you can now use science mods and the circle completes. I play career exclusively and I can confirm this balances it out. Sorry you're put of by the long booms and trusses. There's got to be a name for that condition. Rest assured the they are scaled to their real-life counterparts, some of which extend outwards some 4 meters or more! EDIT: Some parts may have built-in science. If you remove the science configs, they'll be gone as well. You'll lose both the Venera and the Huygens landers, for example.
  10. Beta v0.16.1 Download: To prevent issues, please remove any previous versions of the mod before updating Please read the FAQ I've uploaded BETA 16.1 to hopefully make it easier to support any issues. Will be ready for 1 patch 16.2 if necessary while I continue on to finish the Mariner parts. To accelerate this next release, I am going to skip some Mariner parts. I'll complete Mariner 4, then skip to Mariner 9. This will leave me ready to jump into to the Viking orbiter and aeroshell. I'll finish the Mariner line in later releases. Play testing in my career mode has left me wanting for more early tech lander parts so I'm now kinda looking forward to Luna . I'll try not to add more stuff to this release though, because finishing Luna means doing Lunokhod *Holy triple post, Batman*
  11. I think am going to just package the Github into release 16.1 this evening, to make it easier for everyone to download the latest. If there's any issues, I 'll get a 16.2 patch out.
  12. Did an initial color and painting pass on Mariner in between testing 1.4.4 Also decided on a name, Argo, with a logo inspired by the ARES project Has anyone else had a chance to test the latest in 1.4.4? @Maxime10, yes, please send me the full log so I can check plugin versions. The latest repo is designed for 1.4.4 Also, welcome to the Forums!
  13. Don't know how that happened. I fixed it. I think, here's the link: https://www.dropbox.com/s/cww0jg51ajyzcp9/ProbesPlus_CraftFiles_v0.3.zip?dl=0 I'd start trying BETA 16 here. FYI, the current release works fine with either 1.3.1 or 1.4.x you just have to make sure that the dependencies are their 1.3.1 versions.
  14. Alright, I'll wait for you log file and we'll figure it out. I just did a fresh re-install and it works fine for me with latest pre-reqs In preparation for a 1.4.x patch, I have updated the craft files. Please let me know if you find any issues with them. It should help those who are having issues with Cassini-Huygens Sample Crafts v0.3: Currently going through @Gordon Dry's reported issues with Real Plume (Which I haven't used in a long time) and the SRB. Does anyone else have issues with the SRB jettison displaying incorrect ∆v? I have 3 such SRBs by my count, Voyager's Propulsion Module, IUE's motor, and Surveyor's retromotor
  15. Lol, ok. Download the Github repo, I think there's some new patches in there that you might need. I'm still testing 1.4 myself though
  16. What version of KSP are you running? Maybe send me your log file
  17. Some lander parts are released: Surveyors, Huygens, and Venera-Vega This release I am working on adds Viking There are no rover parts out yet. I have promised to begin working on them soon, but it will not be this next one as it already includes quite a bit. Beta18 is not 100% confirmed so there's a potential to start on rovers then. As far as timeline, I would like to get Beta17 done by end of Summer, Mariner is being worked on for now. This means rovers could be started after that. Please be patient as work on the mod part-time. I am going to go ahead and the redo my banner post as it is being far too confusing to people
  18. Welcome to the Forums! I may have far too prematurely posted the planned list of lander parts, since I don't even have enough to warrant 2 mods as of yet. I am testing KSP 1.4.4 and on the next patch or update I will go ahead and remove any references to the "Ground Ops" subset of parts to prevent confusion. Until there is a need to separate landing and rover parts onto their own mod, they will be included on ProbesPlus as they have been so far. Please note that this does not affect my planned parts, just how I present them. As I get back to modding steadily, the plan is to alternate releases between an orbital-parts heavy release and a lander-part heavy one. Obviously not mutually exclusive. As it stands, there's a good mix coming next with Mariner and Viking
  19. Those can be ignored. Texture assignment is handled by Firespitter or TU, if installed. It wasn't worth fixing them since it does not make a different in-game. I'll eventually put some time on this. Do let me know if the textures stop working though
  20. @HooHungLow that's pretty incredible! I love it. I really need more landing legs in the mod.
  21. Nice! That's such a nice antenna. @CobaltWolf don't even think about removing it
  22. I actually have yet to figure out tech tree placement. I'll reduce the propellant capacity. There just needs to be enough for the correction plus the rcs. This is not standard scale either. I left it at a realistic size conversion so the size is between 0.625m and 0.9375m. I think the bus diameter is something like 0.72m. It's only going to carry 5-10 units of monoprop. I also realized that since the camera system mounts higher than the lowest part of the bus, placing 2 attachments nodes on each will make it a little more difficult to use. I'd have to see how it goes.
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