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Raptor22

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Everything posted by Raptor22

  1. Oh man, I remember Bobcat's mods fondly... back in the wild west days of KSP modding! The game truly had a different atmosphere to it back then; textures were grittier and more cartoonish, rather than the sleek, semi-realistic look of modern stock stuff. Many of the parts were nonsensical - remember the old RAM air intake, or the Mk 3 parts that existed before the current Mk 3 system was implemented? (The really cursed shuttle parts that had few to no applications, and were deprecated around 0.90 I believe)? Back in those days, each new mod was a surprise, pushing the boundaries of what KSP was capable of. It was probably 5-6 years ago, when I was back in middle school, that I recall being in 1st period and looking at Kerbal Stuff (RIP the predecessor to SpaceDock) and saw the first use of PlanetFactory (the precursor to modern-day Kopernicus) adding in new stars. I was BAFFLED to see Kerbol orbiting a black hole with other stars; even though there were no planets orbiting those stars (and thus very little reason to go there), it was still exciting to see the potential of it! Few mods nowadays elicit that "What!? That's even possible!?!" feeling in quite the same way. The most recent one has to be Parallax, especially the 2.0 update with its absolutely incredible ground scatters. I hope to see more mods from the pre-1.0 era get resurrected. Not necessarily overhauled (though, if people want to release it as a sequel mod, sure), but just made to work smoothly with modern versions, while preserving their looks and aesthetic as a memorial to a bygone era of KSP. Stuff like Bobcat's other mods such the DEMV series of rovers, the HOME habitat system, etc.; @Romfarer's Lazor system, @LazarusLuan's LazTek SpaceX packs (which speculated possible colonial transporters before ITS was even announced, let alone its successors BFR and eventually Starship), @Yogui87's Lionhead Aerospace probes and rovers, @InfiniteDice's ships and weapon systems, Kethane (the OG resource extraction mod - with, I dare argue, superior mechanics to stock ore harvesting, as Kethane is scanned and discovered in a hexagonal grid system, and the deposits have a limited amount of Kethane that can run dry), etc. Though, what I dearly hope to see the most of all, the venerable Kerbal Shuttle Orbiter System (the first proper shuttle mod, in my opinion). KSOS's design is timeless; it has the charm of the old alpha KSP days, while being sleek enough to blend in with modern parts without being too garish. The shuttles snapped together using attachment nodes, quite similar to the Shuttle Orbiter Construction Kit of today (which, I'm willing to bet, was inspired by KSOS in terms of assembly of the parts), giving the parts a sort of PlayMobil vibe with how they seamlessly fit together. There's been countless people who have claimed that they'd be reviving KSOS over the years, with @Eskandare taking over from @helldiver before before he, unfortunately, dropped off the radar too; I believe the most recent person to request to take over the mod is @StinkyAce. Sadly, there has not been a substantial update to the mod in nearly half a decade, without someone stepping up to the plate to take it over, it'll likely be lost to time.
  2. Considering that it's been around a year and a half since Eskandare's last post... in October 2020... yeah, unless someone takes over from Eskandare or if Eskandare rises from the dead and returns to modding, it's dead in the water.
  3. Considering that this mod hasn't seen an update in around half a decade now, I'd say that the first order of business is having the mod updated at all, then we can move on to getting it over to CKAN.
  4. Not going to get my hopes up too early, but a release of this update (or at least a beta of it) would make for an awesome Christmas gift, lol
  5. Man, I can't wait to be able to use these new parts, especially for the modular drydocks! About two years ago, I tried to make an earlier version of what I was envisioning: a network of orbiting servicing and repair docks, where damaged vessels could come in to be fixed, or aging vessels to come in for overhauls and upgrades. This was Service Dock K-1 They were nowhere near as large as the massive shipyards used to build capital ships in orbit, but they were nice all the same. Still, it was clunky to use them, and they never really worked as intended. I got maybe 1 or 2 repairs done out of them, and they were all excruciating operations trying to wrangle the parts around as the USI Konstruction cranes really aren't very user-friendly (especially for fine positioning). One thing that I'd love to see (if you don't already have it planned / in the works) are collapsible docking ports. I recall that USI Konstruction has (or had - USI is essentially dead nowadays...) collapsible ports, where once connected, you could click a button and the ports would disappear, connecting the two parts together with a new node. However, I don't know if it works in the current KSP versions... I haven't tried it since about 1.7.3 or so. Being able to print out parts with the printers, assemble them into sub-assemblies, use a crane / arm to move them into place, then permanently attach them using collapsing ports. That would be awesome! While this may be a far-flung fantasy, as I don't know if it'd be possible to do with the game's design limitations, it would be amazing to have a "print in place" capability. Essentially, a modified version of the construction menu, where you can select and place parts sort of like how you would in the SPH/VAB. Then, after a set period of "printing time", the part will appear on the vessel. Either that, or something to a similar effect - I've found the stock EVA construction controls to be really clunky, and having to get several dozen kerbals outside to build something is a nightmare in having to maintain all of their positions, or otherwise having to spam ladders everywhere. Essentially, EVA construction, but without the EVA. Agh, I'm probably not making any sense, but I hope you get the general idea. Enough rambling from me, though. I can't wait to see the next release of this mod!
  6. This mod was working just fine in KSP 1.12.2, however suddenly the parts have all been rescaled to be way larger than they should be, breaking all of the craft I've made so far with the parts. I see that there's some configs with rescale lines (looks like a value of 1.068? This seems to be a bit larger than that, though) in them, but I don't think that I've messed with any of that. I don't have Realism Overhaul or anything like that. Can anyone help me to diagnose this problem? I would upload my KSP.log, however it's quite a large file and would take ages to upload, so I'd rather hold off on that until needed to not waste time uploading and waste drive space. I did recently update Tweakscale, however none of the parts are tweakscale-able, so it's not like I inadvertently tweakscaled the parts.
  7. Yeah, I just noticed that the Dropbox link has either expired or they've taken it down. @JhorrigaCould you consider re-uploading it?
  8. Do you plan on making a version of this for JNSQ, similar to how you made the JNSQ-KSRGAP Flight Contracts?
  9. So is there no way to have the center of thrust shift off-axis? Not by rotating, mind you, but by staying pointed the same direction, but moving up (causing a pitch down), down (pitch up), left (yaw right), and right (yaw left) relative to the COM - in other words, translating on a 2-axis plane. I'd think that even shifting the center of thrust a few meters would be enough to get a good translation going. Since it seems to follow the COM even as it shifts around (with fuel consumption, etc), I'd imagine that it wouldn't be unfeasible to have it shift off the COM. Then again, despite having played KSP since around version 0.24.2, my knowledge of the internal workings of mods is still quite limited, much more so when it comes to plugins, so this may not be possible. As for flying in atmosphere, while the ships weren't necessarily built like spaceplanes, we did see several instances of the NX-class flying into a planet's atmosphere, and at least one that I can remember of the Consitution-Class entering the atmosphere (that one episode where they accidentally went back in time and ended up abducting a USAF pilot). The NX-class is probably more suited for atmospheric flight due to its more robust structure (stout pylons leading up to the nacelles, no thin neck for a secondary hull, etc.), and its sleeker lines compared to the Constitution-Class. Sure, they weren't meant to land, like the Intrepid-Class, but being able to at least launch them, and then make dives down into an atmosphere for whatever reasons you need (to find a Suliban Helix, rescue a stranded Klingon vessel, or fight alternate timeline pedants in WW2) before ascending back up to orbit. Either way, from now on I'll see if I an use Kerbal Konstructs + Kerbinside to launch the NX-class from some high-altitude bases up in the mountains so that I have less of the atmosphere to deal with. At any rate, the drag on the nacelles doesn't explain why the shuttlepods are pitching up a lot. I'm always having to use RCS to wrangle those things under control, and their small tanks means that they run out of RCS pretty quickly. Is there a way that you could use a module like deployable lifting surfaces to turn the wings into lifting and/or control surfaces to help stabilize and control it during atmospheric flight? Because, without something like that, the wings might as well just be decorative. Finally, on an unrelated note, at some point, are you considering adding the ventral docking bays on the NX-class? While we would have to use the aft-facing bays with the NX-Refit, it would be nice to use the ventral bays to dock with the normal NX-class like in the show. Perhaps I could combine it with stock robotics to have that boom arm that comes down to grab the shuttlepod and hoist it up into the bay. There's also those two cargo bays on the saucer section to the port and starboard (with the doors on the dorsal and ventral sides of the saucer - you may have seen it a few times in the show when they deployed one of those small work/inspection pods from there). I love to make ships like this highly functional, so the more cargo space available, the better. Regardless, I'm loving this mod, and can't wait to see when the Constitution-Class is released!
  10. I use 1/3 throttle or less, but even then I have to feather it down to zero quite often. It's a fresh install from Spacedock; in the near decade I've played KSP, I've never once touched CKAN. Well, now that you mention that the thrust from the engines goes through the COM, that should rule out asymmetrical thrust issues, so this must be an aerodynamics issue. I'll run some more tests with the aerodynamics overlay on and let you know if I find anything unusual.
  11. I'm having an issue where most of the craft (the ones I've tested, at least; the NX-01, NX refit, and the shuttlepod) pitch up when accelerating in the atmosphere, making it damn-near impossible to control with anything other than a painfully slow ascent. I don't have any aerodynamics mods like FAR installed, so I don't know what is causing this. RCS is barely enough to keep it under control (and for some reason the NX-class has the same amount of monopropellant as a shuttlepod, despite being like 100x larger?), so I run out of monoprop pretty quickly. I don't know if it's because the impulse engines have two settings (takeoff and landing) - maybe a 3rd, cruise setting would help with that? Is there any way you could add gimbal to the impulse engines? According to trek lore, they used magnetic fields to vector the charged exhaust from the impulse engines in order to steer the ships. Having gimbal control would massively help to improve the ship's maneuverability and control, especially due to the problems of wanting to pitch up (and I mean up as in going past vertical and almost pulling a loop) during ascent.
  12. I think you're getting me and another person confused. I'm not using VR - you're confusing me with @RocketSimplicity. I don't even have a VR set. Please re-read the comment I made earlier, and keep in mind that when you're answering two people's questions at the same time, you need to remember who is having what problem so that you don't mix them up or somehow combine them together. I've tried using it without MAS, but then I won't have any of the MAS IVAs. I've tried using MAS without RPM, and none of the props will show up. So it seems that I need both RPM and MAS for it to function. The HUD seems to function in the regular MK 1 cockpit, not the MK 1 inline and a handful of others.
  13. Let me fire up KSP once again. I'll get some screenshots to you shortly. It might be worth noting that I've had this problem both with a Steam install and an install that I did from downloading it directly from the KSP website. Almost all of the props seem fine, except for the JSI hud, which shows up with the pane being completely solid black (which is not only annoying in that it means I have to look down at the navball for attitude info, but it blocks out a good chunk of my field of view. It might have something to do with how MAS/MOARdV edits it with a patch, so I can't quite tell if it's on JSI's side or MAS's side. Update: Mk 1 Inline cockpit: It looks like the mission timer display is also messed up. Correction: I was an idiot and forgot that you have to press the on button. It works fine. I'm also getting this pop-up: When I checked the logs, this is the most relevant line I could find: [ERR 16:46:19.553] [AvionicsSystems] INITIALIZATION ERROR: MASMonitor configuration failed. [ERR 16:46:19.553] [MASMonitor] Failed to configure prop #232 (MAS_JSI_BasicHUD) [ERR 16:46:19.553] [MASMonitor] System.ArgumentNullException: Value cannot be null. Parameter name: Failed to find MASFlightComputer initializing MASMonitor at AvionicsSystems.MASMonitor.Start () [0x00024] in <0bf90ae8ff9d477c823199001f706a26>:0 So it seems to have something to do with how MAS interacts with the JSI HUD. I have the latest versions of both RPM and MAS and all necessary dependencies.
  14. Agh, you're right. Normally I include it - it slipped my mind this time. I guess that's what happens when you're reporting bugs late at night when you're tired. Here you go (apologies if it's long - I have an extensive mod list): KSP.log I'm also throwing in some additional Module Manager logs and the Module Manager Config Cache, as I've sometimes seen mod developers ask to take a look at it. MMPatch.log ModuleManager.log ModuleManager.ConfigCache
  15. For some reason, the RPM hud seems to be broken. I tried downloading MOARdV since, from what I can tell, it's supposed to be able to work fine as a standalone without RPM, however it doesn't. When I've downloaded RPM, most of the instruments seem to work except for the HUD, which shows up as all black. Any advice on my conundrum?
  16. So it looks like this thread is a lot of affirmatives for people having the same problem, but not a whole lot of solutions aside from "just get rid of contract configurator". Is there anything else that can be done? I pretty much solely play career and would hate to get rid of it. The fact that the problem is still around nearly 2 years later in KSP 1.11.2 is rather concerning, to say the least.
  17. I've found that the wheels for the MMSEV have very low power - it can barely handle even the gentlest slopes. It seems that anything over 5 degrees is simply too steep for it. For a planetary exploration rover, it doesn't seem to make much sense that it can't handle slopes gentler than many paved roads. I'm not sure if anyone else has been having this problem. It also burns through battery extremely quickly, depleting the rover's electrical charge within a matter of seconds. Even adding extra batteries to it, I can hardly get more than a full minute or two worth of continuous motor use out of it before I have to start coasting to recharge. That, combined with the low power / torque of the wheels, makes negotiating any slope greater than, say, 1 degree a real challenge.
  18. Don't the warp engines also produce their own gravity waves? I've gotten the warp drives to work just fine without a gravitic generator - though I get a lot more power and thus higher C factor if I include a gravitic generator for auxiliary power.
  19. 12,200 ton capital ship, GOOO! Man, I love this mod so much. Being able to send utterly massive ships to warp without having an ungodly number of warp engines and coils is a godsend now.
  20. Snack resources show up now (hooray!), however I've discovered a new problem: in flight, the Snacks window doesn't show the estimated times. You can still use the "Snack time" button in that window, but hitting the stop/start simulators thing does nothing. Snacks still seem to be consumed, and the estimate in the VAB/SPH still works. It's usable, that's for sure, though in flight you're blind as to how many days you have left (unless you go and manually do the math) It just shows the body name, but doesn't show any of the vessels. I can deal with it for now, it's not that hard to do the math manually (divide the number of snacks remaining by the number of crew multiplied by the number of snacks they eat per day). Just thought I'd bring it to your attention. EDIT: I've seen lately that occasionally, the estimates will inexplicably show up again, and then other times disappear. I'm trying to hunt through logs myself to see if I can make heads or tails of this. For now, potentially disregard this.
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