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Deimos Rast

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Posts posted by Deimos Rast

  1. New version, added in the changes suggested by @PocketBrotector - and oodles of HCV engine tweaking patches. MonoProp engine? Shutdown capable? Throttle-able? Orbital engine? You can have it all! (side note: both orbital engine and monoprop engine patches adjust MonoProp resource quantity, so they might fight it out, although I tried to give right of way to the Orbital engine patch. Just something to be aware of, whether you have the regular 150 MonoProp or the increased 250).

    Enjoy.

    Oh, and I've started adding issues to the issue tracker here. Feel free to add things.

    IMPORTANT: Please delete the old version before installing this version, as I rearranged/renamed some things, and a straight merger will likely result in duplicates (although I did add in some checks to hopefully mitigate that).

    Download v0.1.1 here

    Changelog here

    -----

    Regarding your animation issue @PocketBrotector: I'll try without landertron and see if that makes a difference, but I'd be surprised. Also, does your log say anything - in game or otherwise, when you burn your engines? Do you have an up to date DeployableEngines? Does it work with just BahaSP?

  2. Enjoying this so far - seems like it could have a lot of potential.

    A few feature requests:

    • the option to dump info to log
    • toggle/collapse the tittle headers (on the right hand screen) so you don't have to scroll through everything
    • And maybe a bit trickier: a filter for the left hand window for what all is displayed - I only care about parts, not game UI objects
    • And maybe an option to control which scenes it's in.
  3. @PocketBrotector

    Finally, some real feedback! :D

    • FuelTank: yeah, I originally set it to 1.125, but for some reason second guessed myself this morning and didn't include that change.
    • The HCV engines were never throttle-able, but I can do a MonoProp patch + a throttlable patch (for super modularity). Funny that you're using an LES for orbital maneuvers.
    • It's probably best the HCV's stay as LES, considering in my tests they did rather poorly as descent engines. That said, Landertrons are just too cool not to have a patch.
    • Quadroodle: Technically 4 poodles, so you'd think it might have the same ISP (at least that makes sense to me). I left it alone because, honestly, I don't fully understand such mechanics, and despite all the evidence to the contrary, I try not to change things just for the sake of changing things.:wink: But if you can come up with reasonable numbers, I'm game.
    • Science lab: I'll make those changes. Why x2.5, if I may ask? I don't really have an opinion on labs, as I have very limited experience with them.
    • Battery: done.

    Regarding the issues, I'll confess I didn't read the thread first.

    • Your animation issue: Do you get the option to toggle the animation in the VAB? How are you firing them - Staging or hotkey? Try both (hotkey seems to work better). The Landertron patch disables staging, so that might be it. Otherwise, you could download the mod DebugStuff to check if you have "ModuleDeployableEngines" on the HCV at all. I currently have BahaAnimation, DeployableEngines, and Landertron installed, with no issue, but I'll admit I didn't test other combinations.
    • Added cargobay fix patch
    • Not sure what I can do about the hatches (as I can't do 3D modeling). I'll see if it's still an issue, and add it to the issue tracker (when I figure out how to set it up).
      • EDIT: Well I was able to EVA and board both the Science Lab and the Omnibus, but they are both glitchy. The Science Lab I got back in by sheer luck, and I would honestly declare the hatch none usable. I will add "noAutoEVAMulti" to keep people from unintentionally EVAing from the Lab unless they click the hatch and EVA that way. Omnibus is quasi-usable still, just hard to hold on to the ladder. The EasyBoard mod helps a lot. The secret seems to be to point the lab downward, so the hatch is in front of you - or rotate your kerbal so you're in a similar orientation, then it seems to work fine.

    Thanks again for the feedback! Even if it's something small (like typos or wording) or just shaving down decimals (like the battery SAS mass), it's nice to know someone else is actually looking at what you did.

    I'll be rolling out a second update in a bit with your suggestions in a few.

     

     

  4. 2 hours ago, Kerbas_ad_astra said:

    As long as the derivative work is also released under the GPL, yes.

    I didn't state a license on the patches; is stating "Portions of the patches licensed under GPL v3" with that specifically mentioned in the Landertron patch sufficient?

     

    9 minutes ago, Naesstrom said:

    Nope, started a new game in sandbox just if I missed something in the tree, this is what I have in Control...

     

    That's it. Looks like something changed your model, or it got updated when I wasn't looking. The version I have is a welded combination of the Atmospheric Sensor and the Inline Reaction wheel.

  5. @icedown

    I realize this mod is already in active development and probably doesn't need another cook in the kitchen, but since it's supposed to be a community affair, I figured I'd meddle.:)

    I created a set of patches that adds in the missing features (e.g. hibernation, data transmitter, bulkheadProfiles, tags, ModuleCargoBay, etc.) and updates the thermal values, as most (if not all) parts had a maxTemp in excess of 3000. I specifically resisted the urge to make more sweeping changes, as it's frankly not my responsibility. :P

    I believe I fixed a couple of sort-of-bugs as well (like the dragModuleType typo in the solar panels).

    Additionally, I broke out the RemoteTech and KIS related modules into their own patches, as I believe it a better policy to handle mod added modules that way, with proper :NEEDS[xyz] checks. Currently, the patches won't do anything, since the mod modules still exist in the part configs (and the patches check for them), but things can be switched over easily enough if you so choose.

    I also converted the part textures to .DDS from .PNG if you want them.

    Cheers.

    Repo with patches found here

    Direct download of v0.1 here

    DDS textures found here (License CC BY 4.0)

  6. well, judging by Porkjet's quasi out of date Habitat pack, it's just a "layer = 0" and the next in line gets "layer = 1" and so on. I'm not entirely sure what that does from a technically perspective, but intuitively, it would make sense that it keeps them from overlapping/conflicting, if you're having those issues. I just know Porkjet even went out of his way to have a mod commissioned before it was stock behavior (which it now is), so it's probably useful. You could ask @Starwaster for more details, as I think he wrote that plugin.:)

    Also, and I've only looked at the greenhouse, but it outputs KethaneGas? Seems odd when Kethane isn't a dependency, but to be fair, KethaneGas isn't a resource Kethane (the mod) uses.

  7. 8 minutes ago, Naesstrom said:

    I must be missing something, I really can't find the  "Landertron Box"  or any way of setting the mode of the rockets. All I have in my parts is XT-L1, XT-L2, XT-L2B and a XT-L-KRAB. Unlocked most of the science tree and can't see the box anywhere in the unlocked parts either?

    should be under Control, it looks like the Atomospheric sensor.

     

    ---------------

    @Kerbas_ad_astra yeah, that's what I figured with ModuleDeployableEngines. I can't figure it out, which is sort of why I picked on Landertron. Sorry.

    I also made the "discovery-not-a-discovery" that arming Landertron's in a fuel-less Taurus HCV will cause Landertron to throw NRE's because it can't calculate minimum necessary thrust or something along those lines (I forgot to add fuel to the engines and tried to do a controlled landing).

    Also, I used portions of your HGR Landertron patch (with attribution, currently just in the thread) in the Taurus HCV update I just released. I hope that is okay - I know the license allows for it. Do I need to do anything specific to comply with it?

     

    You can find it here if curious. I've since added a bit at the top about parts being from you. Well, the patch is almost verbatim if I were being honest.:wink:

    Cheers.

     

  8. Spanner has the gist of it. Anything that rebundles other mods into "mod packs" generally comes to ruin, for licensing at the very least. What you could do is put together a master post of procedural parts or a CKAN download thing (I have no idea how that works though) so it'll download everything for someone with one click. But redistributing them all yourself will probably get you in hot water.

  9. 51 minutes ago, ble210 said:

    Quick question from someone not very technologically-adept:

    Do I download the mod and place it in GameData, and then download and put the patch into the Taurus folder?

     

    28 minutes ago, Tex_NL said:

    Extract TaurusHCVr1.5.2.zip and merge the contents with your GameData folder.
    Extract Deimos Rasts Taurus_Continued-0.1.zip into your GameData folder.

    @Tex_NL has the right of it. I would add (and did add to the post) that this requires Module Manager to work.

  10. 7 hours ago, Bit Fiddler said:

    @linuxgurugamer  I know this is the wrong thread but since it pertains to the topic on hand.  I have fired up blender and have started making you new parts for Handrails.  however I am not a texture artist, and have no clue how you get the file from blender into KSP...  but I should have a good start on the actual 3D mesh files very soon.  maybe sone other forum user can help with textures and importing into KSP.

    You could try this.

  11. Alright, here she be. @ZentroCatson

    I updated the mod to 1.2.1 and gave it a balance pass.

    Thermal mechanics and cost were changed, sometimes a fair bit (maxTemp was consistently high, cost consistently low, oftentimes very).

    There was some change in functionality, but nothing major. Specifically, the size3 stack separator saw a boost in ejectionForce from 100 to 1200 and the Taurus HCV engines now run on SolidFuel instead of MonoPropellant. If people prefer the monopropellant fueled engines, I can write an optional patch that reverts the change (I intended to, but forgot).

    People have mentioned that BahaSP is not updated: this is not true. You can grab it from QuizTechContinued. Additionally, I added a patch so that if you have Nertea's DeployableEngines (found in CryoEngines for example), it will use that instead. Moreover, if you have Landertron installed, it will convert the Taurus HCV engines into Landertron engines. This begs the question: do people see these engines as descent engines or LES engines? Because at present, they work more as LES (as I believe they were initially conceived), but I'd like to see them be able to do both (currently they don't do the greatest with descent). Thoughts?

    I can't claim full credit for this patch, as it borrows from @Kerbas_ad_astra HGR patch (GPL v3 licensed).

    There are a couple of issues I discovered, and can't figure out away around them, but they are pretty minor.

    • Firstly, for me at least, the IVA's all seem to have a weird FOV/fisheye effect going on, which I don't remember being there before. I didn't see any rescaling in the internal configs (and I didn't apply any that wasn't already there), so I'm at a loss. All three IVA's have it, so it might be inherent (or it could be an RPM bug for all I know).
    • Secondly, if you have Realplume-Stock installed, it renames the Taurus HCV engines from ModuleEngines to ModuleEnginesFX which causes the error "Could not find ModuleEngines" to popup when you first select the HCV in the editor, if you have the "Display Errors on Screen" enabled. To be clear, it's an error, not an exception, and everything works perfectly (engine animations, manual firing, Landertron firing, etc). I can't figure out which mod is throwing the error, but if you see it, that's what's happening.

     

    Feedback as always is appreciated, especially on balance. I compared everything to stock values when deciding what to go with.

    Everything tested and working perfectly (aside from aforementioned issues).

    Installation Install the base mod and then extract my patch folder somewhere into the GameData directory. Requires Module Manager to work.

    Repo here

    Changelog here

    Direct download of v0.1 here

  12. @Kerbas_ad_astra Does Landertron know to look for ModuleEnginesFX as opposed to just ModuleEngines? I'm not talking about the Landertron box.

    I'm mimicking your HGR Soy Landertron patches to supply Landertron engines to the Taurus HCV, but RealPlume renames its' ModuleEngines to ModuleEnginesFX, and I'm getting an error ("Cannot find module 'ModuleEngines'"). Nothing to indicate that it'd be Landertron, just a guess (either that or ModuleDeployableEngines). Everything works, it just throws an error in the editor.

    EDIT: Actually, I don't think it's Landertron, but it doesn't stand to reason to being ModuleDeployableEngines, since I know Nertea's CryoEngines uses it a lot.:huh:

  13. On 11/2/2016 at 8:36 PM, Drew Kerman said:

    whoo, Github FTW. Also if you change the 0 to a 1 at the end of Dropbox links it'll be a direct download.

    Also also, see the post above yours :wink:

    So I heard you like Github......:D

    Also the changelog should work now.

    New version, no changes to the configs.

    Added credits file, and added a few community patches. I tweaked them slightly, mainly because they overlapped, and for added modularity. Added appropriate attributions to patches and the new credits file.

    The first & second patch are by @LeLeon (originally a single patch) which adds nodes on the sides of the box and makes the box surface attachable. The third is @DigitalProeliator 's work light patch. They are in a new folder called "CommunityAdditions" where all the patches you submit will live.

    Cheers.

    BoxSat_Continued repo here

    Changelog here (forgot to fully update changelog in download, still reads v0.2)

    Download v0.2.1 here

  14. 19 minutes ago, dtoxic said:

    Thx for this! watching your every move very closely :rolleyes:

    Still waiting when you are going to pick up Fasa :D

    Wish you hadn't said that...I've been explicitly told to let that one stay dead, but it is one of my favorites...*sigh*

    In the mean time, off to work on Taurus 3.75m.:P

  15. @Beetlecat Try this on for size.

    I updated @Sam Hall glorious Kn-2 Cockpit and gave it a light balance pass. The biggest changes were to the thermal dynamics, which were on the high side (maxTemp around 3000 for most parts, whereas stock rarely goes above 2000).

    I also added in a TweakScale patch, and a couple of patches which are disabled by default. One adds the crew report and science container to the HD external command seat, and the other...re-imagines the Hood Ornament.:D

    No real change in functionality (except for that patch). See changelog below for full details.

    As always, feedback/suggestions welcome. Everything tested and working in 1.2.1.

    Fly safe (but not too safe). :)

    Kerbonov_Kontinued repo

    Changelog here

    Installation These are just a set of Module Manager patches. You'll need to grab the mod here in addition to the patches down below. If that's too confusing or too much work, I can bundle them together, since I happen to be the one rehosting the mod as well.:wink:

    Download v0.1 here

  16. On 10/25/2016 at 7:09 AM, Delta_8930 said:

    The problem with this mod not being updated is that the BDAminations module has not been updated to a 1.1+ compatible version since the author of that mod has decided to move on with RL. I'm sure the mod author will figure out a solution. Taurus HCV has been my favorite command pod so far. 

    Yes it has. See QuiztechContinued mod.

    On 10/29/2016 at 2:14 PM, ZentroCatson said:

    Can someone make a list with all of the missing features/problems? I haven't done patches in a long time, but I'm thinking about making a MM update patch for it. Though I haven't used MM before, so it might be a challenge... And I can only work on Wednesdays and weekends due to school :( I'll PM the mod author if I decide to give it a try.

    I'll do you one better: I'll update it.

    EDIT: Done, will post in AM.

  17. On 10/10/2016 at 3:03 PM, Daelkyr said:

    I've been playing with the Launch Towers in 1.2 and have noticed that the only flaw seems to be with the Umbilical Launch Tower. It won't do any fuel refueling (which is not a problem, really) but the big problem is the Umbilical's staging icon will suddenly drop out of the Staging list and it will not activate. The umbilical doesn't hold onto the rocket but its' perplexing, none the less.

    It's been awhile since I looked at the configs, but I seem to remember all the launch towers having typos - they had a missing "{" or an extra one, or something, that causes the part config to end before it reaches the ModuleGenerator, which it never loads. Or something.:wink:

  18. ah, my download link still works, lovely. :)

    I think I will update this mod for 1.2.1, starting...now.

    Anyone have any suggestions? Strictly config only.

    Otherwise, it'll get a full pass: all the new features, plus light balancing if needed (no change in functionality likely).

    Will be done in patch format.

     

    @Beetlecat what's the deal with the IVA issue you were having?

  19. 9 minutes ago, Starbuckminsterfullerton said:

    Thanks very much for doing this, you got it done much sooner than I could have. 

    You were working on it? :confused:

    Sorry! I don't always read the thread entirely when I do these things. I cranked this patch out in one long session and threw it out there blind. Wasn't trying to steal thunder or anything.

    Have you had any contact with the author at all by the way? I'm playing with the idea of making an "RLA_Continued" thread, but ideally I'd like to have heard from the author first, but you know how that can be some times.:)

     

    EDIT: Ah, yeah, back a page, I see you discussing things. Pages...how do they work?:D

  20. 3 minutes ago, CobaltWolf said:

    Are we still talking about transforms for sunCatchers? I usually just make mine an empty gameObject with the Z+ pointing towards the sun, at the outer tip of my solar panels. Specifically for that reason; I'd rather err on the side of them working than make them break.

    @akron doesn't believe in sunCatchers on solar panels. #RememberStayputnik468

    In other news: I really like your radiator louvers. They are very unique among thermal doodads compared to how most mods depict such things.

  21. @NecroBones heeeeey buddy buddy

    Problemo with El Enginos Penquinos (Penguin engines, all 3, regular, double, quad).

    The configs for all three read like the following. You changed the thrustVectorTransformName up top in the ModuleEnginesFX, but not down below in the ModuleSurfaceFX or ModuleGimbal, so the game burps when you load the engines.

    :)

    	MODULE
    	{
    		name = ModuleEnginesFX
    		thrustVectorTransformName = fxTransform // thrustTransform
    	}
        
        MODULE
    	{
    		name = ModuleSurfaceFX
    		thrustProviderModuleIndex = 0
    		fxMax = 0.6
    		maxDistance = 30
    		falloff = 1.5
    		thrustTransformName = thrustTransform
    	}
        
    	MODULE
    	{
    		name = ModuleGimbal
    		gimbalTransformName = thrustTransform
    		gimbalRange = 0.25
    	}

     

  22. 37 minutes ago, allista said:

    What new patch? :confused:

    Edit: agrh! Couldn't they update the game a little less often? ;.;

    I hear you, but think of all 5 of the people who play vanilla - it wouldn't be fair to them. And we must always be fair.:rolleyes:

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