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Posts posted by rogerwang86
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Hey guys, I'm back! Time to revive this mod!
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7 hours ago, Boris-Barboris said:
Sorry, don't see a simple solution on design level, coding is a lesser problem.
thank you, will looking another way to fix it.
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12 hours ago, Boris-Barboris said:
If you mean split rudder than no.
Yes, is there any way to make split rudder work? Like add a plugin? I can write C# so if there is any chance to make it work, I willing to try.
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Any possible let AtmosphereAutopilot controll more than one rudder on one part?
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On 11/19/2022 at 3:14 AM, Cdodders said:
Is there a decoupler for this or is it just use the OV-100 decoupler for now?
On 11/19/2022 at 11:40 AM, xD-FireStriker said:I have been using the OV-100 decoupling while patiently waiting for OV-200 mounting hardware.
there is a OV-200 Adapeter part that is the fuel passthough doors that acts like a docking port. Been meaning to ask @rogerwang86if a version of that part could be made for the OV-100 like the drag chute has a version for OV-100SPOCK will have its own decoupler, release with C-5 galaxy carrier.
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16 hours ago, Soviet_Velir said:
Congratulations on the release of this wonderful mod!Pathfinder is just great!
But I have a question: how can it be easily launched into space?:P
Or does everyone have their own fantasy have to work here?
I just tried to combine the shuttle and the A300, and was able to take off only 2000m by plane, which is very littleThe carrier is too weak, you need something bigger and stronger. At least one with more than 4 engines
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9 hours ago, xD-FireStriker said:
Can/should I remove the depthmask from the root of gamedata?
Yes, remove it!
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SPOCK v0.2.0 -The NERVA
Warning! This Update Will Destroy The Previous Ship Saving!
And Make Sure You Removed The Old "shuttle_OV200" File When You Install The New One!
The update's Content and features:
- New part: "LV-N209 "NERVA" Pathfinder Nerva Main Engine". The Nerva engine used on Pathfinder
- A lot of parts rebalance
- Landing gears fixing
- Move the depthmask plugin into plugin folder
- Remove the "RS-25N" engine
- Adding waterfall effect to engines
- Rename the "Saber" engine to "CR-24 "Longbow" Engine"
Screenshots:
Download:
GitHub(Same as above)
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Now you have one
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20 minutes ago, Blufor878 said:
Sweet! I’m gonna download this when I get back from work!
I noticed that depthmask is a prerequisite, and that it’s already included in Restock. Do we still need it if we already have restock installed?
Still need it, for now.
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Photo by @Talverd
SPOCK - Shuttle Pathfinder Orbiter Construction Kit [WIP]
Stockalike Nuclear Shuttle Pathfinder From For All Mankind
Shuttle Pathfinder Orbiter Construction Kit is a mod recreating the Pathfinder, a second generation nuclear shuttle series came from the TV show For All Mankind Season 2 by @benjee10's SOCK art style.
Promo video by Matthew Cable
Key features:
- Highly detailed textures
- Switchable Shuttle names, texture, designations & decals
- Almost in the same way to construct the vehicle as SOCK
- Can equip utility design for SOCK's cargo bay
- Redesign and add some parts to make it playable
- The drag chute can switch to SOCK type
Still WIP:
- The C-5 air-launch carrier(will make it to a mod)
- Balance
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Main engine model (temporary borrow from @Nertea 's ReStock Vector engine) - IVA model (temporary borrow from SOCK)
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Engines effect - A lot
Dependencies(all in the download file):
- B9PartSwitch
- Waterfall
- Benjee10 Shared Assets (for AJ-10 engine)
- Shuttle Orbiter Construction Kit (temporary)
Licensing:
Under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Download:
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On 6/26/2022 at 1:16 AM, 1124max said:
Absolutely beautiful, thank you.
Also is the airlock supposed to have it's own tech node, as the tech required is currently listed as "Altair Airlock"?
On 6/27/2022 at 12:02 AM, DeadJohn said:@rogerwang86 Thank you for this.
One of the files is misspelled "depoupler.cfg". It doesn't break anything just something to note.
EDIT: I haven't tested this new feature of Skyhawk Science System but the changelog suggests my patch is no longer needed. "The addition of a automatic patching system to allow for unsupported mods to have their parts still show up properly in the tree"
If anyone wants to use this with the Skyhawk Science System tech tree, by default none of the parts will load. The spoiler has a draft patch to place Altair parts into Skyhawk. I just put everything into the same tech node for testing. Skyhawk's modded fuel types look like they are getting correctly applied to Altair's tanks.//AltairSkyhawkTree.cfg
//patch to make Altair parts available with Skyhawk Science Tree@PART[Altair_Airlock]:AFTER[Altair]
{
@TechRequired = capsules9
}@PART[Altair_AscentStage]:AFTER[Altair]
{
@TechRequired = capsules9
}//file is misnamed "de*p*oupler.cfg" but part name is spelled correctly
@PART[Altair_Decoupler]:AFTER[Altair]
{
@TechRequired = capsules9
}@PART[Altair_DescentStage]:AFTER[Altair]
{
@TechRequired = capsules9
}@PART[Altair_Ladder]:AFTER[Altair]
{
@TechRequired = capsules9
}@PART[Altair_LandingLeg]:AFTER[Altair]
{
@TechRequired = capsules9
}@PART[Altair_RCS]:AFTER[Altair]
{
@TechRequired = capsules9
}Those problem will be in next update
19 hours ago, DeadJohn said:@rogerwang86 I can't find a "crew report" experiment in the ascent module or airlock. Is it supposed to be there?
Screenshots from my 1st Altair mission using a modified Saturn lifter. I skip the Earth rendezvous by launching with a crew return capsule already attached. The descent stage uses hypergolic fuel (Skyhawk Science System) to get lots of DV for biome hopping and freedom from boiloff concerns.
Yes it only support basic operation now
Due to my computer is under repairing now, I can't do anything to mod. Next update will take a little time.
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14 minutes ago, Jacktical said:
Incredible! Will be posting some screenshots if you're ok with it
welcome!
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DOWNLOADS
Still a rough mod, but basically playable.
4 types of descent stage appearance:
- IRL
- IRL without cover
- ETS
- ETS without cover
2 types of Ascent stage docking port base:
- Apollo LM docking port (from BDB)
- APAS (from Benjee10)
Screenshots:
Spoiler -
On 4/6/2022 at 7:33 PM, TruthfulGnome said:
Will this ever make a comeback?
No, we go to the mun first.
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On 6/25/2021 at 4:59 PM, mariagorl said:
Do you ever plan on adding these parts to Project EOC? If they are your parts that is!
I will. Someday.
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On 6/25/2021 at 2:59 AM, RhodeWithBrim said:
Whenever I install this mod, I end up in the middle of Florida and no Cape ever actually appears, I have all the dependencies. Is this a known bug or am I doing something wrong?
What version your KSP, KSRSS and Cape Kanaveral you use?
KSP1.8.1 -> KSRSS 0.6.1 -> CapeKanaveral-KSRSS 0.6.1 (On GitHub)KSP 1.8+ -> KSRSS 0.7 -> CapeKanaveral-KSRSS 0.7 (On both GitHub and SpaceDock)
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Emergency update 1.1.1 is released on github (I can't upload new file to SpaceDock now).
4 hours ago, slaintemaith said:Mine still looks like my above screenie a couple posts ago.
Is there something I need to *do* to KSRSS (latest github) 2.5x to make this go in 1.11.2? I have the latest Sigma installed as well.My fault. I updated the wrong file.(gosh. I need to learn how to manage my project)
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New version of cape Kanaveral is released. It can fit in game 1.11.2 now! And this update come with a new part: Launch Pad 1. Enjoy!
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New cape Kanaveral for 1.11 is packing. This update will come with a surprise. Stay tuned!
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4 hours ago, Vovical said:
You will get a lot of people saying it doesn't work because most are using the gitlab dev version on 1.11.2 whereas this is made for 1.8.1 on 0.6
OK. I will make another version for 1.11.2.
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2 hours ago, AmateurAstronaut1969 said:
So what are you planning to work on next? I’m interested
Make Baikonur Cosmodrome or Edwards Air Force Base or rework my shuttle-c mod. Those are possible options.
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12 hours ago, NateDaBeast said:
Is the Constellation Mars Lander still being worked on? Curious because I might want to use it for my KSRSS game. Sorry to bother, but it has been a while since we have heard anything!
side note - congrats on the ksrss cape mod release, looks cool!
I didn't touch it for a while. Because modeling a mod with few low quality pictures is a painful thing and it spend more time than I expect. So I turned to revamp Cape Kanaveral which I made it for fun last year. Konstellation program won't be abandoned .I will back to work on it someday.
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Just now, OrbitalManeuvers said:
on KSP 1.11.2
Current KSRSS doesn't support game version above 1.8.1. Maybe using 1.8.1 version KSP will fix your problem. And KK and kopernicus might need to replace to old version, too.
[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
in KSP1 Mod Releases
Posted
Cape Kanaveral will return very soon!