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DasPenguin85

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Everything posted by DasPenguin85

  1. Yeah, guys, don't discuss things like that on this thread. This is for BoxSat conversation, not geopolitical BS.
  2. BoxSat a.02f released: -Updated for KSP 1.0.4. -Removed thermal mass adjustments. Side note: We will be returning to more active development soonâ„¢. Although this is somewhat personal, I feel the fans deserve an explanation - my divorce is winding down, and I'll be moving in 2 days to my new house with my daughter as a full time single dad now. That's about as in depth as I'll go into it publicly, but the "D" word should suffice for explaining things. Thank you all for your patience while I endured what felt like purgatory. Cheers! -J
  3. Hi Boss, It was updated then tested using 1.0.2, we can't guarantee that it will work with 1.0.0. To my knowledge, some things have changed between the two versions which will make the mod "act funny" in certain scenarios, like re-entry.
  4. Some of us dislike not having beer for many personal reasons and would have no access to fantastic bubbly, hoppy development fuel without a means of support. It would also be helpful to the community so we can make more content for you.
  5. Alpha.02e 05/09/2015 -Updated for KSP 1.0.2. -Updated MM cfgs to use NEEDS. -Adjusted center of mass on all parts for better balance. -Removed two prototype parts that were problematic.
  6. Another quick update to the BoxSat mod. Things are starting to slowly calm down on the medical front, so hopefully soonâ„¢ I'll be back in the dev seat for some new parts. I do need to finish a project for a client of mine in the meantime, but Orcmaul is "braining" for the next big features to come to BoxSat once I'm all healed up. Cheers guys! Alpha.02d 01/13/2015 -Fix missing Propellant node in prototype LFO engine part. -Added stack node to dipole antenna. -Added prototype quad frame part and MM cfg for rcs stack nodes.
  7. Updated to 0.90 today. Happy Holidays everyone! Alpha.02c 12/24/2014 -Update for KSP 0.90. -Add SASservicelevel 1 to probe core part. -Remove SAS module from reaction wheel part. -Add prototype parts.
  8. This mod isn't dead, we'll be maintaining it to whatever versions of KSP Squad releases while I'm recovering / going through more medical tests. Once I can get the docs to put some duct tape in the right places, we'll resume our normal development until we reach "feature complete".
  9. I'll see if I can get a hold of Orcmaul to see what we need to do to bring the BoxSat up-to-spec with 0.25, if anything. I unfortunately cannot spend any time in KSP at the moment to do play testing and other things related to BoxSat development, so I have to rely on Orcmaul's information for the time being. I wont go into any extreme detail regarding what happened to me, but for those who are wondering what's going on, I'm recovering from surgery after having appendicitis. That said, I greatly appreciate everyone's understanding & patience with the development delays at the moment I hope you're all doing well, and I'll try to get back in the "dev seat" soonâ„¢
  10. Myself and Orcmaul will be streaming tomorrow at 1pm PST (9/20/14) working on the BoxSat A.03 update. Come on by and hang out with us while we develop the parts & features for the next update! Twitch Stream Link
  11. KSP BoxSat Streaming on Twitch tomorrow at 1PM PST! Myself and Orcmaul will be streaming tomorrow at 1pm PST working on the BoxSat A.03 update. Come on by and hang out with us while we develop the parts & features for the next update! Twitch Stream Link
  12. \Kerbal Space Program\GameData\BoxSat alpha\Active_ModuleManager_files
  13. AFAIK those are for compatibility with other mods, and are not entirely necessary for BoxSat to work. Orcmaul made a lot of extra configs I don't really know much about, being the graphics dude. However, I have asked him your question and I'll let you know if I get a different response. Unfortunately he's a bit sick at the moment, so his mind must be slowed from plague or some such disease. (Everyone wish him well!) That is pure unadulterated epic awesomeness - you're the first person I know to show off the mod, and you did a great job! I subbed, so hopefully you have 4k+1 subs now. I keep playing with the idea of making my own video, but I'm atrocious at broadcasting. Thanks for the publicity! We do development in very fast bursts and tend to be done with testing in mere hours (hopefully it doesn't show lol) but if you'd like to get some pre-release access, let me know and I'll see what I can pull off Thanks man! It's always nice to hear feedback from the community, especially when it's nice feedback
  14. The current frame holds 4 modules that are 48cm x 12cm on the open face, the payload module will house 1 module which is 48cm x 48cm. I have some (hopefully) neat ideas for the "goo" experiment with that space
  15. The payload frame will house modules that are essentially 4 regular modules put together - this way we can fit the tanks, science, and propulsion systems we're planning. The payload frame is going to be the same size as the regular frame.
  16. It's all good - I don't expect anyone to read 22 pages before posting something. I can take the time to answer questions Thanks for the report! I forwarded that info to Orcmaul (he does the configs).
  17. This is planned for A.03. It'll actually be larger than the standard module, and will fit in our upcoming "payload frame", which is essentially the same as the current frame, but it supports larger modules.
  18. We had always planned to have a few mirrors for the mod. However, it's not as sudden as some might think. We have been trying to establish a mirror on the Curse network since the release of A.01 back in August, but technical difficulties with the Curse site prevented it until now. As much as I'd love to remain independent from that site, especially after the escapades of the last 3 weeks with them, people actually view mods more on sites like KerbalStuff & CurseForge than they do on the forums. So I really just added it to reach a wider audience. I wont be deleting the KerbalStuff link, as I want to make sure people have options, and I know not everyone is a fan of Curse.
  19. OP Update 9/12/14: Added CurseForge download mirror Kerbal CurseForge Download
  20. @Fathed: Sounds like you've got everything sorted. I've stuck with 3DSM for about 16 years now, anything else makes me cringe - I think I just like how consistent Max has been over the years, even after changing the owning company so many times. The benefit to industry standard software is that it rarely changes, so there's always a bit of familiarity to it. @Everyone else: Looks like we need a tie-breaker on the poll between afternoon and evening streaming. If it were up to me, I'd start in the afternoon and end in the evening, but that's mostly because I'm on PST, so the afternoon would practically be evening for the East Coast.
  21. That's pretty good man! Although I will always have a personal hatred for Blender, I can safely say if that represents some of your first efforts with it you're off to a great start! You should've seen some of the garbage I made for the original Day of Defeat mod back in '98 (HAH! Last century!). If you need any help with the textures, and different map types or how they work - let me know via PM and I'll see what I can do to help
  22. I made the times kind of a broad definition to cover time zones from EST to PST (America). I'd like to cater to more of the world, but I have a 9 month old daughter that makes sure I wake up at 6am every day. If the streams are popular enough, I can try to figure out how to get the broadcasts to stay up for a given amount of time so people can watch them if they choose.
  23. New poll about Twitch streaming for BoxSat development.
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