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About panarchist

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    Space Freak and Train Geek

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  • Location Seattle
  • Interests KSP, Train Simulator 2017, NASA, SpaceX, cycling, camping, bike camping, mountaineering, books, Sci-Fi and especially HARD SF.

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  1. Mother Development Thread

    Yeah, that's looking pretty amazing. I'm looking forward to trying these out when it's all done. DEFINITELY like it with the hard edges.
  2. Mother Development Thread

    I prefer the hard edges, unless that's going to take more of a framerate hit.
  3. Hi @Jiraiyah - I'm hoping to get back to it soon, I haven't been Kerballing lately due to family stuff and writing a novel for NaNoWriMo. Currently, I have draft config files for USI-LS, TAC-LS, and Snacks. I'm not planning on doing Kerbalism since they already have a greenhouse which last I checked was using zzz's model also. The draft configs don't appear to be correctly balanced, and it's likely I will need some community feedback to make them so. I'll see what I can do about posting an updated testing copy in-thread (i.e. on Github) soon (TM) so that those who are interested can try it out and provide feedback. note - "soon" means either this weekend, or the following one right before Christmas.
  4. [1.3.1] Heisenberg - Airships Part Pack

    I guarantee you that you're not the only one to do this. I've done it more than once.
  5. [1.3.1] Heisenberg - Airships Part Pack does not contain Hooligan Labs. I checked both the latest GitHub release and the version on Spacedock (which is the same file)
  6. [1.3.1] Heisenberg - Airships Part Pack

    Hooligan Labs goes directly into GameData, but Heisenberg's zip creates a GameData folder that the WildBlueIndustries folder sits inside. Make sure you're extracting the WBI folder into GameData and not nesting the GameData folders.
  7. [1.3.1] Heisenberg - Airships Part Pack

    Heisenberg is included, but those are the airship parts, and WBI's additional plugins - you still need Hooligan Labs Airships for the actual airship mod, as stated in the OP on the front page. You'll also need the Firespitter dll for animations like the elevators to work.
  8. Those containers were originally in KSPI in the early days - they were created by zzz and released to Public Domain. If you look around, you can still find the models and textures. They're parts with no animations, so they'll work perfectly well under 1.3.1 so long as a cfg file is created for them.
  9. [1.3.1] Mark One Laboratory Extensions (M.O.L.E.)

    That's pretty awesome! I've got a signed photo of Alan Sheppard (and some other memorabilia) from his Apollo 14 mission - my grandfather went to high school with him. Not quite as cool, though - I saw the Skylab test article at the National Air & Space Museum a couple of times, and had a minor obsession with Skylab when I was in Junior High. I haven't lofted the parts in MOLE yet for Skylab - I might put that on the list to do this weekend since I have some time to actually PLAY KSP this weekend. MM needs to be at least the same version or higher than the one in MOLE. The BARIS "do not delete" folder needs to be there. If you have older WBI mods co-mingled, then that might be an issue.My recommendation would be to delete the WildBlue directory and re-download the latest versions of the mods and reinstall. It's really easy on Windows to end up with a stale file. On Mac, copying the folder deletes the old one entirely, so it's much less an issue on Mac.
  10. [1.3.1] Mark One Laboratory Extensions (M.O.L.E.)

    I've had zero problems with MOLE on 1.3.1. @Quoniam Kerman - are you running KSP on Windows? If so, and if you installed "over the top", you might try deleting all the WBI subdirectories and re-copying them in. (and verify the versions you downloaded) Most likely culprit would be a BARIS-related file, since that had the most changes recently across WBI mod versions. It's most likely a stale file that wasn't compiled under 1.3.1, and reinstalling should fix it. If not, then try installing just the WBI mods in a clean secondary install of KSP. And no, I haven't been doing software support as my main job for the last 20 years, why do you ask?
  11. I was paring down my browser favorites this evening, killing lots of old KSP links, and I ran across this blast from the past: I have to say, both the mods and writing have come a long way - they all showed a lot of promise back then, and you definitely delivered.
  12. [PSA][1.3]Panarchist Space Alliance Dev Thread

    Update on the PSA Greenhouse - I've rebalanced it for USI-LS, but I don't think it's working correctly.. I've added support for Snacks and TAC-LS, but Snacks isn't balanced yet and is WAY undepowered. TAC-LS hasn't been tested yet, it's next on my list.
  13. I went with the following: thrustmaxkso = mass = 0.8 (this puts performance / mass in line with stock engines) cgholdkso = mass = 1.25 KSO_Cabin = mass = 4 leftwingkso = mass = 0.8 rightwingkso = mass = 0.8 rearkso = mass = 1 tailrudderkso = mass = 0.125 omskso = mass = 0.16 (this puts performance / mass in line with stock engines) and left the ailerons and the landing gear at their original weights. That moves the CoM just enough to make the craft stable in nearly every normal flight situation, regardless of tank loading. It's also a lot more believable in terms of relation to the STS orbiter, though not entirely. The cabin mass of 4 is pushing it, but I consider it warranted since the cabin can hold 6 kerbals. Pretty sure Helldiver and Nazari had fuel in the wings because it's common in aircraft. The STS orbiters obviously did not have fuel in the wings, but then they didn't have fuel, period. The OMS pods had hypergolic propellants for OMS and RCS, but they were intended to be detached and serviced / replaced as necessary. Not so with the wings.
  14. Yeah, that's what I was afraid of. I was able to fix the Dauntless by increasing weight in the command section and decreasing it in the cargo bay, but the Super is all one part so that wasn't an option.
  15. I'm providing them in the format they were posted in. Given the licensing terms of the original, I'm not comfortable posting converted versions - you'd have to ask Nazari or Helldiver about that. Regarding a release of 1.3 / 1.3.1 compatibility patches, did shdwlrd happen to figure out how to fix the KSO25 Super's weight issue? Adding or subtracting fuel and oxidizer in the fuselage shifts the Center of Mass in the wrong direction. Makes it a real challenge to land. I cooked up some alternate weights for the Dauntless which work a lot better and make it much more flyable - still haven't rebalanced the USI-LS patch, though.