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-ctn-

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Everything posted by -ctn-

  1. CosmoCast Facebook Page All for Science YouTube Channel All for Science WebSite Sometimes I guest on the episodes, specifically the videos on YouTube, but let me know what you think if you peruse our content!
  2. Thanks! I am doing good, just busy. Work full time, going to school again now, and also helping to manage a space-related PodCast and small video series. I have some new things for this update that I'm working on, but I don't want to share just yet. Stay tuned!
  3. Haha, someone just brought that to my attention. I wasn't aware I could get in on the 1.2 action! I'll be downloading it asap to try to get these mod updates pushed. Thanks!
  4. Hey everyone, just wanted to drop in and say I haven't forgotten about these mods. I'm waiting for 1.2 to drop for non-Steam users before I get chance to tweak it and fix bugs. For the new update, I'm going to try to balance the parts a bit more, and I want to add a 2.5m SRB. I'll also try work on the emissives again. Stay tuned for when 1.2 drops for everyone.
  5. Hey everyone, just wanted to drop in and say I haven't forgotten about these mods. For the new update, I'm going to try to get the solar panels actually functional and play with balancing the parts. The biggest issue will be the solar panels. Stay tuned!
  6. Hey everyone, just wanted to drop in and say I haven't forgotten about these mods. For the new update, I'm just going to balance parameters. Stay tuned!
  7. Hey everyone, just wanted to drop in and say I haven't forgotten about these mods. As far as I know, the current version works fine in 1.1.3. For the new update, I'm going to try to balance the parameters of the parts and do texture tweaks. I'm going to scrap the new model for now - as evidenced, I just don't have the time anymore to get that working. I may pick it up again in the future. Stay tuned.
  8. Hey everyone, just wanted to drop in and say I haven't forgotten about these mods. For the new update, I'm going to try to make a more accurate collision mesh to make engine placements easier, and along with minor texture tweaks and CFG tweaks. It will be more of a balanced part, containing just enough dV for a Duna surface-to-Orbit launch. Stay tuned!
  9. Great mod! I've been meaning to try it out and I finally downloaded it yesterday. The Falcon 9 parts fit really well with my own Dragon / CRS mod. I really like the Rosetta/Philae parts, however I think it would be easier to attach them together if Philae had an attachment point on its "face," so that it can piggy back on Rosetta via a radial decoupler. I plan to mess with the CFG in my own install after work today. Just wanted to drop some fan mail! This mod in particular got me back into KSP over the weekend, so many thanks! Cheers -
  10. I have not had anyone complain about this mod in 1.1.3 besides the post above. Let me know if you run into issues and I will try to update it. I haven't had time to test it myself yet; busy with school and work at the moment.
  11. It's all good, it's kind of a weird problem to have and I'm glad it got tracked down. Im also not the greatest at balancing parts, so it may have way more ablator than it should, lol.
  12. Confirmed... Turning the ablator resource down will turn the part black. KSP does this for a cool effect on the stock heat shields, so as they burn up in the atmosphere they turn black. Because my pod part has a built in heat shield, the entire part turns black. You can remove the ablator module in the config file if you want to get rid of the mass and not use it or use stock heat shields with it.
  13. Did you try it with the ablator on? If the ablator is set to 0 then KSP might be making the texture black, I believe it does this if you end up using all the ablator in game. The fix would be to make the heat shield a separate part than the pod. I may end up doing that. No promises yet, though. Edit: You could also remove the ablator module in the config file.
  14. What is CLS? And I don't see anything in that log about any texture loading errors.
  15. I would try installing it manually, but turn on logging and if it does it again, just send me the main KSP log .txt file. I think it's called KSP.txt or KSPlog.txt or something. If it's a loading error that will say so somewhere in it.
  16. What version of KSP are you running? And are you running 32 or 64 bit? My first thought is it might be some kind of error because the textures haven't been converted to .DDS yet. If you have a really heavily modded install you little RAM or running it in 32 bit, it may throw errors loading the textures. Try it again and if it happens, send me the KSP log file, please.
  17. Well, that makes a lot of sense. I'm guessing my craft is 12 meters high, because the control point is at the top and I keep landing around 12m/s. I'll try locking steering to UP or SAS stability assist and see what works best. I was hoping it could be a script that can be used globally with crafts, but I guess I should fine tune it for the particular rocket at the time? Hmm. EDIT: Still having issues. Lands at about 10-15 m/s, bounces back up with engine full throttle and just flies straight up. New code:
  18. Sorry, I don't have a picture at the moment. It's two of the long 1.25m fuel tanks, the "Reliant" engine, landing legs, vernier RCS, 1.25m reaction wheels, air brakes, 1.25m battery and the 1.25m kOS module. I would think it would be plenty of control? I'll try different TWR values but I fear if I lower them more, it will just land/crash at higher than 12 m/s. And still do the bouncing-after-touchdown thing.
  19. I did, but if the TWR is too high, it seems to spin out of control when it reaches lower speeds (under 10m/s) because it's adding so much velocity.
  20. Hi everyone, I was hoping I could get some help with my kOS script. I'm attempting script that will perform a suicide burn / SpaceX style landing, but I'm having some trouble. The craft descends just fine, it slows, but here's my issues: 1. The velocity at touchdown is around 6-12 m/s. I would like it to be 1-2 m/s. I'm not sure what I should do to ensure that. 2. Once the craft touches down, instead of shutting off the engine or program, sometimes it will full throttle and launch back into the air. I'm not sure what is going on there, either. The script still runs, and it literally bumps the ground and flies off. 3. I'm not sure how to get the program to end. Currently, if it lands correctly, I have to CTRL+C out of it. I would like the program to end on its own after completing a landing. Here's my script (bare in mind, I'm not a programmer so I've tried to simplify things) : Any help is appreciated, thank you.
  21. Yes, a new update is coming at some point which will remove the normal map errors and add emissive textures the engine bells. No timeline when that will be released, but for now the current version works with 1.1.2, and the only error you get is the normal maps not being available, which as stated above has been since the last release of the mod. I need to re-export the models from Unity in order to stop the errors, and that will come from the new update. EDIT: Well I tried to do the emissive textures today, and the animation in Unity looks great but the part in-game doesn't look so great. The emissive isn't colored like it is in Unity (reddish orange in Unity, total white in game) and it doesn't animate when the booster is on - the emissive is just there. No animation at all, just a white ring on the engine bell. I've tried everything I could think of for now, but couldn't get it to work. Is this a Unity 5 issue? Do I need to use Unity 4.2.2 for this? Anyone have any ideas? I tried to follow the several tutorials on here but they don't detail the checkboxes on the Animation or Animator component boxes in Unity.
  22. Thanks! I'm glad you like it. Just make sure not to re-distribute your modified version - as per the lisence. I plan to do the RCS backpack, too. Just didn't have time yet.
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