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softweir

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Everything posted by softweir

  1. It would be useful to be able to set a motor to track the sun. Such a motor could drive a length of truss, and to that we could add solar panels. This would give 2 axes of sun-tracking, very much like the ISS. (It rotates its trusses as the main sun-tracking facility, and uses the solar panels' own tracking for smaller adjustment.) As well as the code changes, the motors used would need some model or textural cues as to how it would align to the sun when activated:- a small greeble (such as a box with a sun-pointing lens) would be sufficient. If it was set up to be a model variant that would be nice.
  2. Yup. OK, I am currently spending a bit of time revisiting Dungeon Siege and that works well in Win7 compatibility mode, but I have serious concerns about any such Windows facility working for a very resource-hungry game like KSP. Oh well, we shall have to wait and see.
  3. Maybe, but SASPR doesn't overwrite them so they would still be available? Or am I misunderstanding?
  4. The old stockalike station parts mod and the redux are totally separate, so you can install the old mod, and use the old cupola and lab from that. If you start to suffer from load-bloat, you could delete all the other old parts.
  5. I came here to find out the same thing! Reading just a few posts above yours suggests that yes, it works, but there are some issues. See the following post:
  6. The advantage of such a mod is that it would be a highly general solution which could be used with purely stock parts - not just habtech2!
  7. Unfortunately, KSP doesn't allow one to attach parts to animated parts - one can't attach a ladder to a lander leg and expect it to move when the lander leg moves. There is a mod to allow that, but it is severely limited in scope and wouldn't work with Benjee's solar panels. I suppose it might be possible for somebody to produce a mod that controlled a stock motor in such a way that it moved to orient attached parts with Kerbol? If so, Benjee could make a re-skinned motor to look like the ISS's solar alpha rotary joint, and simplify the truss sections so they were mere boxes that could have single-animation solar panels attached.
  8. This is exactly the mod I needed to progress my grandiose spacestation plans! It would be helpful if you updated the OP to remove reference to needing to restart KSP. I was scratching my head over that for a coupla minutes.
  9. What is it that shuts off the engines? An autopilot such as Mechjeb etc?
  10. Yes, it is up-to-date, and Nertea is actively developing it and keeping it so. Hint: You can check (almost all) mods by looking at the title of the Mod release topic. This topic starts "[11.1x] ..." That is a convention used on this forum, whereby the number in the brackets refers to the version of KSP that a mod will work with. This one works with KSP v11.1 (the current one) and the "x" means it should work with any later, minor updates of KSP that might come out. Happy launches!
  11. Perhaps add a docking node to the existing panels, with a matching node on the add-on panels? Players could then "dock" the add-on panels as an upgrade to existing stations.
  12. I believe that is a spiral antenna - it's more omnidirectional than a parabolic antenna, so it needs to be aimed less precisely, but at the expense of low bandwidth. NASA used similar, although conical, low-bandwidth antennae on the Apollo CSMs alongside the high-bandwidth parabolic antennae. (I may be mistaken.)
  13. IIRC, all Beale's parts are tagged with the relevant RL craft names. So once inside the VAB, do a search for "Zarya" and KSP ought to list the relevant parts. Have fun!
  14. How about cheating? Have a KAL-1000 controller and a mass-less, invisible hydraulic ram guide the rover down the ramp and release it just before the forward wheels leave the ramp. Then make the rover extremely slow (as it would have been IRL), so instability is less of an issue.
  15. Haha! NASA consistent much? No? No worries - however you need to do it. The idea of making a 60° rotation variant sounds tasty, but maybe it would be a disproportionate amount of work.
  16. All very excellent! I am looking forward to restarting my ISS project! A quick suggestion. THIS diagram suggests that rotating your models by 60° would be more "authentic". In addition, if that was done then with no special care in port rotation, craft could dock with craft being in a natural alignment, ie top-to-top, bottom-to-bottom, starboard-to-port. All we would need to do is make sure the top edge of each port had to be to the top of the craft model. As it is, some APAS ports require flipping over a horizontal axis at one end of a craft, but not at the other - it is more natural (to my mind, at least) to flip ports around a vertical axis.
  17. @BealeIt's truly admirable to see how dedicated to modding you are! The Tantares mods are remarkable for your dedication to detail, accuracy and playability, and I remain in awe of you, and of them. Thankyou!
  18. While I am a bit disappointed in the delay, I am also encouraged by this: we had feared that Take-Two would want to throw out a quick-buck product that we would find tempting, but ultimately frustrating and disappointing. That there are delays suggests that Take-Two are prepared to invest significantly in producing a product that will actually work on release. A good argument. However, there are two points that count against it: one is that KSP 2 has to be substantially different to KSP - a cut-down KSP2 is unlikely to be sufficiently different to tempt us to buy it. Secondly, it can be very hard to add sophisticated new game mechanics to code as first released: doing so is likely to lead to savegame incompatibilities and mod incompatibilities. And I don't know if you run a modded KSP, but you must be aware of the grumbles on the modding forums when people realise they must wait weeks or even months for all their mods to be updated to the new version. It will happen anyway, I am sure, but anything Private Division can do to reduce that by making KSP2 reasonably feature-complete on release, the better!
  19. Can I suggest you do what I do before trying out new mods? Make a copy of the KSP folder! Download the mod to the original folder, and try it out with all your old saves. If you like it, keep it; if you don't like it, delete the original KSP folder (containing the new mod), and replace it with the copy. (Make sure to rename it back to KSP if the name changed when you made the copy.) You will then be back to exactly where you were before trying the new mod. Alternatively, if you like the mod but there are problems with old saves then keep the original folder for the modded version, and play your old saves in the duplicate folder. I can recommend this mod - things look better, with very little (if any) impact on performance. Have fun!
  20. It would help if you told us which version of Tantares you are using, and which version of KSP!
  21. Excellent and thankyou! It's good to see high-quality mods being improved upon and maintained! I've barely scratched the surface of this mod, but I'm enjoying using it.
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