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panarchist

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Everything posted by panarchist

  1. @Lisias the OP Github download link is pointing at the Tweakscale respository instead of HLAirshipsCore.
  2. That's pretty awesome, because I've been wanting to poke around under the hood for a while and look at the guts of how HL does balance and buoyancy. Thanks for putting an MIT license back on it!
  3. I might, I need to take another look at it and see how badly I want to go down that rabbit hole. Thanks for the response, I appreciate it.
  4. MOARdV is working on MAS again. I know @G'th is still active on the forum - G'th, it looks like the Full Retro CRTs stopped working after MAS 1.4. Basically after MOARdV did the upgrading of the ASET props, it doesn't appear to display any of the screens. I tried to go down the rabbit hole and see if I could fix it by looking at the recent changes as well as the prior cfg files from previous versions and compare and contrast what changed in the default CRT implementation, but either I don't understand enough of it, or the issue lies in the model file. Any chance you might be able to take a look?
  5. Apparently the Kerbals are classic Maxis fans. :-)
  6. Ok, let me try that on my test install. EDIT - nevermind, this is a different issue entirely. I didn't realize that Ultimate Shuttle has custom MAS CRTs. I'm going to take another look at this and see if there's anything I can figure out.
  7. Try removing GameData/MOARdV/Patches/JsiToMasUpgrade.cfg - save it somewhere outside KSP in case you need it again. That will likely resolve the issue, and Reviva won't fix that particular issue. Basically the old CRTs have to have the JSI props, and the JsiToMasUpgrade forcibly removes and replaces them with the MAS equivalents. Removing the upgrade file from MAS leaves those JSI items in place, and as long as RPM is also installed, those props should again work as expected. nevermind, this is a different issue entirely. I didn't realize that Ultimate Shuttle has custom MAS CRTs. I'm going to take another look at this and see if there's anything I can figure out.
  8. Try removing GameData/MOARdV/Patches/JsiToMasUpgrade.cfg - save it somewhere outside KSP in case you need it again. That will likely resolve the issue, and Reviva won't fix that particular issue. Basically the old CRTs have to have the JSI props, and the JsiToMasUpgrade forcibly removes and replaces them with the MAS equivalents. Removing the upgrade file from MAS leaves those JSI items in place, and as long as RPM is also installed, those props should again work as expected. EDIT - nevermind, this is a different issue entirely. I didn't realize that Ultimate Shuttle has custom MAS CRTs.
  9. 2 pages back: https://forum.kerbalspaceprogram.com/index.php?/topic/178381-xxx-space-shuttle-in-development/&do=findComment&comment=3979440 Specifically, here: https://github.com/SpaceODY/Space-Shuttle-System-Expanded
  10. That's common with 85-120 mods, especially those with a lot of parts, or those that change/add to a lot of game mechanics or need to (re)build a bunch of configuration on scene changes.
  11. Writer is my dream job, so congratulations! I keep hoping to move out of my tech role to something more content-related. Hard to do with 20 years of tech experience, but I'm a jack-of-all-trades now. Even some writing here and there, mostly freelance. As a side note - I was on the QA team prior to TTI - 0.23 until about 1.05 or 1.1, whenever Ted left. Good times. I've since done some alpha/beta testing on CoaDE and now Alliance Space Guard. Don't know if I could work at Intercept, though since I live in Tacoma now - the commute to SoDo is bad enough without having to go the extra time to get to Fremont.
  12. Banned for invoking Star Trek.
  13. Looking forward to taking these for a spin - this already looks pretty awesome.
  14. Cool - no rush, I can always use the prior version, or install USI Tools. I just try to avoid it because I have framework dlls from WBI, your stuff (i.e. Spacetux, TBC, and CB), Toadicus, Magicore, and probably 2-3 others. I only use USI when I have his nuke mod installed. I run anywhere from 40-120 mods depending on the install and whose constellation of mods I choose to center on, so it's a constant battle even with my fairly modern machine to keep the framerate up. The one constant I have is FS - mostly because of Airplane Plus. I mean, you should absolutely do you - I just wanted to provide a point of context, not try to shoehorn you into any given approach. As someone using at least 20 of the mods you maintain, I definitely have an appreciation for your prolific work - Thanks!
  15. Is there a particular reason why? Firespitter is used in a lot more mods than USI Tools, and most people running mods in the USI constellation will also be using Firespitter - but the reverse isn't true.
  16. I think you might be on to something there. I would try "launching" on the ground with it deflated, and inflate on the pad, then try it again inflated in the VAB and launch with it already inflated, and see if the behavior differs. I don't know when CLS makes the check for CrewCapacity, but I wouldn't be surprised if the second space is happening because the part has 0 CrewCap when instantiated in the flight scene.
  17. How long between assembly and the time you took the screenshot? Docking port drift could cause that over time if they're not locked. (assuming 1.12.x)
  18. Did you check to make sure neither of them have a hatch? The Command Pod might. (it's not likely, but it would cause that behavior) On the parts I've looked at, I'm not seeing that behavior - but I didn't check the inflatable.
  19. Get a bunch of screenshots of THAT - sounds like part of the plot of a dozen SF movies, and that's ripe for inclusion into one of your mission log series. ;-)
  20. How does it work when there are multiple tourists on a vessel? I.e. if 1 tourist and 4 crew = 20%, what is it if it's 2 tourists and 3 crew? Or 7 tourists and 3 crew? Seems like tourists might take comfort in a group (or not - some groups are toxic in a crisis) as well as taking comfort when the pros are onboard.
  21. Checking that one out now - looks good so far. BTW, how much radiation is lethal to a Kerbal? (i.e. what does "K" mean in the units? Is it kilo- for thousand, or does it stand for something else? Is it still banana-equivalent doses and K means so many thousands of B-E-D?) Just wondering since I sent all my unshielded veterans up there to sit on the new space station.
  22. Finally got around to testing in an instance without 130+ mods. Yes, HL is working in 1.12.3.
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