Jump to content

Kerbas_ad_astra

Members
  • Content Count

    1,595
  • Joined

  • Last visited

Everything posted by Kerbas_ad_astra

  1. This one is the mod of mine that is most likely to need a recompile, since it deals with shaders and things that can change between game versions. I'll get to it when I can.
  2. tanklever and enginelever should behave at any value (up to the limits of computer precision), but if you set podlever to be 2 or greater, SMURFF will try to give pods negative masses. There's some math that runs at the end to clean up errors like that, so if you do that, it will put the originals back (i.e. as if podlever = 0).
  3. I had left that model alone because the new IVA for the Mk 1-3 pod does not line up quite right with Ven's model (the windows in particular are in new locations), and I definitely don't have the skill to make my own. That said, let me know what you think: Top: Ven's Mk1-2 with Squad's Mk1-2 IVA. Middle: Ven's Mk1-2 with Squad's Mk1-3 IVA. Bottom: Squad's Mk1-3 with Squad's Mk1-3 IVA.
  4. If you get the new version I've been updating, Ven's Mk1 pod is made the default variant:
  5. Thanks for the kind words! The activity level of a part does not depend on occupancy. Astronaut seats are meant to hold the body securely, so just because you're the only one in the cockpit doesn't mean you can just lounge over two chairs at once or something. When I look at the Kerbal Health configs that are defined for some mod parts that KeepFit says are Exercising spaces, it looks like they already have special stats that reflect their capabilities. For example, the large centrifuges from MKS and SSPX drastically reduce the effect of microgravity, and the MKS Medical Bays have
  6. I'm keeping Ven's Stock Revamp going because I like its clean aesthetic more than Restock's relatively "busy" high-frequency detailing. That said, its models aren't getting any younger, and I'm not up to the task of making new models as new parts are introduced, so I understand why people might hesitate to get attached to it. That's why I reorganized it a few versions back so that it's easy to delete the "stock revamp" parts and just keep the new parts, for people interested in migrating back to stock or to Restock.
  7. ...Well, don't keep me waiting, I wanna see it! I'm not inclined to change the controller, but if it's technologically straightforward, I might add an 'advanced' controller to take advantage of it.
  8. By throttleable, are you talking about a pre-baked thrust profile (SSSRBs, etc.) or on-demand mid-flight adjustment (what XT Landertrons used to have, but no longer do)?
  9. That video was probably made with one of XanderTek's old releases, which throttled the landertrons. Nice for a soft landing, but also cheating considering these are SRBs. Since late 2015, the landertrons will fire at full-thrust; they will automatically cut out when they calculate that they're about to start rising again, but given the granularity of the timing and the simplicity of the calculations, unfortunately there's usually at least a little bit of a hiccup and a drop at the end. I've found I get the best results (in testing at least) with a TWR of about 3.
  10. A few months ago, I asked @timmers_uk and @Rodhern (who unfortunately had not logged in for over a year, nor since) for permission to resurrect this mod when CLS was updated for KSP 1.8+. Timmers granted me permission, and now that @micha has updated CLS, it's time to bring back KeepFit: It's not just a straight recompiling, though -- I've changed the core logic so that, instead of updating e.g. the long-term G-loading once every three minutes (and always starting from zero, even at launch), the mod now tracks each exposure interval as a rolling average which is initialized to local gra
  11. KeepFit A Kerbal In-mission Fitness Degradation and Gee Loading Addon Features All Kerbals have a fitness level. Each capsule has a defined 'activity level' describing the comfort, room, and built-in fitness capabilities for crew in flight. All Kerbal fitness levels go up or down based on their opportunities for exercise (which functions in the background, not just on the active vessel). A living space can be cramped (losing 5% fitness per day), comfy (-1%/day), neutral (0%/day), or exercising (+1%/day). Unfortunately the stock game does not have any parts that are suitable f
  12. And so of course it's only after I make a release that I discover I'd made an error sixteen months ago (caught while I was verifying that the Mk1 Cargo Bay mod works in KSP 1.9 -- it does, BTW). 1.15.1, 02020 03 15 "Nattering Nodes of Negativism" Fixed node orientation on Mk1 pod, and also adjusted node height slightly.
  13. I've been lurching my way to KSP 1.9, updating parts along the way as-needed... 1.15.0, 02020 03 15 "I Prefer The Real Revamp" Adapted to new models in KSP 1.9 (Skipper, Mainsail, Thumper)
  14. That fixed it -- CommNetManager 1.1.0 and your ESLD 1.3 (freshly installed, none of Booot's stuff carried over) works properly.
  15. Warping is fine, but something's not right with your BeaconCommNet implementation. To test it, I cheated a beacon with an RA-100 dish out to Bop and one to Minmus, and activated both relays. The RA-100 has a 55% signal quality to Kerbin on its own from Bop; if the beacon comm network is functioning, it will connect through the Minmus beacon for 100% signal quality, but that wasn't happening. When I replaced your BeaconCommNet.dll with the BeaconCommNet.dll and CommNetManagerAPI.dll from DBooots's 1.8 release, the network functionality started working properly.
  16. Happy Pi Day! Your wish is my command: 0.1.1 "A Mod Of A Different Color" (02020 Mar 14) Added controls to change background color (also made default background color lighter) Re-enabled Procedural Fairings mod support Verified functional in KSP 1.9.1
  17. It allows ships with active beacons to act as if there is zero range between them, for communications purposes. Sort of like the hyperpulse generators from BattleTech. No idea if/how this interacts with RemoteTech (zero lag?), but I suppose that's what CommNet Manager is supposed to help with.
  18. No, it's not just patches. It was before (models were all-rights-reserved), but after I got Orion's permission, I (with @linuxgurugamer's help) merged the patches in and bundled it all together. Is it not working for KSP 1.9? I haven't had the chance to check yet.
  19. I haven't changed how models are textured at all. A few parts got some proportions adjusted, like a couple of engine fairings, but that was in the set of changes made for KSP 1.6.
  20. You should probably use SMURFF or Realism Overhaul to make the parts perform more like real rocket parts (i.e. better than stock) so that rocket construction is merely "challenging" rather than "an exercise in futility", but the parts will work just fine (are there any parts that just don't work in RSS?).
  21. You can check the ".version" file in the Landertron folder to be certain that you have the latest version. Version 1.2.0 should fix that problem.
  22. That's a good point. @linuxgurugamer, my username on Spacedock is Kerbas_ad_astra. Can you add me as an author to Kronal Vessel Viewer Continued?
  23. Whatever the number is, it's one fewer now -- @linuxgurugamer is handing this one over to me, since I've managed to stumble into the experience of how to pacify the shader bundles. Enjoy your blueprints! @DarkNounours, I've just tested this version with Nebula decals and they look normal, so it looks like recompiling the shaders has resolved whatever issue there was in your test.
×
×
  • Create New...