GJdude

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About GJdude

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  1. I'm really excited to see these new Gemini and MOL parts coming together. The one thing that always bothered me about using Skylab was that I like to be real modular with my station design, multi-adapters all over the place connecting different sections, and the like. I've been trying to use Skylab as an orbital relay point for munar ferry craft but only having the one docking adapter has really held me back, especially when life support, habitation and sun-tracking solar panels need to go on. I've tried using SSPXr parts as a stopgap measure to add more docking space, but the adapters don't fit the new docking ports very well unless I tweakscale the heck outta them. I guess Skylab expansion parts could be a thing for the future - but that's getting a little ahead - new MOL parts should fill in just perfectly. At last, the Gemini station dream will be real!
  2. So uh, about those solar panels. On closer revision, at least the 'Halo' solar array and the Megalador are both producing light, though they seem more like detached floating light sources than spotlights.
  3. Fresh installed the mod, and alt+3 doesn't open anything for me either. I'm forcing glcore on my end though.
  4. Had a check over all the panels, deployed and undeployed, and they seem completely fine, so it looks like it's just the pod being weird.
  5. I've uninstalled just about everything but near future spacecraft and its dependencies (though I left SSPXr in by accident) and lo and behold: It is very much still there. I recall some near future solar panels emitting unusual spotlights a couple months ago too, but I haven't touched any of them since to see if they're still doing it. I'll give them a looking-over at some point on my full install to see if that remains or not too.
  6. I've run into a bug with the pandora command pod where the docking light is always on - even in the VAB - and doesn't change in any way when I toggle the option. The texture for it isn't lit up, either. It's a shame since it's my favourite pod and I can't use it because of this. I've tried reinstalling, but it still persists. Is anyone else getting this, or is it a side-effect of running the mod on 1.6? It was still a thing even when I was running the mod's 1.6 version, so I don't think it's that.
  7. I'm encountering something pretty strange running the mod on 1.6, on which I'm sure everything should still work fine. The dark side of duna is real blue, and turning up planetshine's ambient light level dramatically brightens it, although I'm sure that applies to all planets to a lesser extent. Clouds are visible on the back side too. I've looked at all the other atmospheric planets and their dark sides are expectedly black. Is this intentional, or have I run into a bug? I've reinstalled the mod and textures to no avail, and I'm up to date on dependencies. I've taken a screenshot from the tracking station here, but I can verify it's just as blue if not moreso in flight. You might notice an inner circle of light as well, which again isn't present on any other planet. Edit: It looks like Duna has been assigned a blue glow in the EVE settings that effects it in a way it doesn't the other planets. I turned the blue from 70 down to 0 and turned the red up to 10 and it's a lot more bearable now. The clouds are still visible back there, though.
  8. I'm having some issues with the latest dev version where some plumes disappear once I leave the atmosphere. I've observed it on the early atlas and agena engines so far, as well as the mercury kick motor. There may well be more I haven't found. It doesn't seem to be happening on all engines, since a few solids I tested worked fine, and the redstone engine is fine too. Is this a known issue with RealPlume, or something of the sort? I reinstalled RealPlume and the problem persists. I should mention I'm running 1.6 as well.
  9. Any news on RealPlume config updates? A good few engines are still missing them, although I don't know who's in charge of maintaining said configs. It's not a massive problem since the existing plumes are nice, but I was just wondering.
  10. I was looking through the thread for USI-LS and there certainly was mention of some lines of code I haven't included, but I think they're only necessary for things that actually swap modules (like MKS parts), which I don't think anything in Tantares does, so everything should be, and with some testing does indeed appear to be, working perfectly. On the integration front, that's absolutely fine! Here's the pastebin, it should just overwrite the code already in the patch; https://pastebin.com/PF6WyE9N
  11. I've identified a problem with a the USI-LS habitation and life support options - namely that they don't exist. I think the config for it needs some fixing to match the changes in that USI-LS February update. I managed to patch it myself by swapping out some module names, and as far as I can tell it works fine, but it might be missing some things I'm not aware of since I didn't include the stuff about swappable converters. Needless to say, my coding knowledge is nonexistent at best. Would anyone like a pastebin of the changes, or should we wait on a more official patch?