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Vorg

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Everything posted by Vorg

  1. The HG-5 can be a bit of a pain to tuck away on a craft for launch because the pole is so long. It would be nice to have a short rod for stowed that puts the dish close to the hinge and then extends once the dish is unfolded out. It might even be handy for some cases to make the extending pole an option in the VAB.
  2. May want to do a sandbox look through. I noticed another one doing the same thing on one of the other tabs, but I forget which part it was. Would be around tech 3-4 which is where my game currently is.
  3. I am seeing the X360 Small fuel tank textures are all wonky. Looks like the mapping was lost.
  4. Would putting the 2 folders "BoxSatAlpha" and "BoxSatPrototypes" into a single folder "BoxSat" so that they are subfolder of ..GameData\BoxSat break anything. That would get them into 1 folder and these other patches could could be put in a subfolder of BoxSat as well keeping ..GameData a bit cleaner? Also where BSA and BSP ment to be merged with BoxSatAlpha and BoxSatPrototypes instead of having different names? looking at the folders, you guys might want to compare some cfg's. Looks like there are dupe functions. In BoxSatvA.02f.zip there is a folder called "Optional ModuleManager files". And an example of dupe function cfg's, in that folder is RCSstacknodes.cfg: //RCS Stack Nodes @PART[62cm_BoxSat_Frame] { node_stack_rcs1 = 0.2875, 0.3125, 0.2875, 0.0, 1.0, 0.0, 0 node_stack_rcs2 = -0.2875, 0.3125, 0.2875, 0.0, 1.0, 0.0, 0 node_stack_rcs3 = 0.2875, 0.3125, -0.2875, 0.0, 1.0, 0.0, 0 node_stack_rcs4 = -0.2875, 0.3125, -0.2875, 0.0, 1.0, 0.0, 0 node_stack_rcs5 = 0.2875, -0.3125, 0.2875, 0.0, 1.0, 0.0, 0 node_stack_rcs6 = -0.2875, -0.3125, 0.2875, 0.0, 1.0, 0.0, 0 node_stack_rcs7 = 0.2875, -0.3125, -0.2875, 0.0, 1.0, 0.0, 0 node_stack_rcs8 = -0.2875, -0.3125, -0.2875, 0.0, 1.0, 0.0, 0 } @PART[RCS_Tri_Small] { node_stack_bottom = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0 @attachRules = 1,1,0,0,0 } BoxSat_Continued-0.2.1.zip is Extras\Patches\RCS_Nodes.cfg: //RCS Stack Nodes @PART[62cm_BoxSat_Frame|62cm_BoxSat_PayloadFrame]:FOR[BoxSat] { %node_stack_rcs1 = 0.2875, 0.3125, 0.2875, 0.0, 1.0, 0.0, 0 %node_stack_rcs2 = -0.2875, 0.3125, 0.2875, 0.0, 1.0, 0.0, 0 %node_stack_rcs3 = 0.2875, 0.3125, -0.2875, 0.0, 1.0, 0.0, 0 %node_stack_rcs4 = -0.2875, 0.3125, -0.2875, 0.0, 1.0, 0.0, 0 %node_stack_rcs5 = 0.2875, -0.3125, 0.2875, 0.0, 1.0, 0.0, 0 %node_stack_rcs6 = -0.2875, -0.3125, 0.2875, 0.0, 1.0, 0.0, 0 %node_stack_rcs7 = 0.2875, -0.3125, -0.2875, 0.0, 1.0, 0.0, 0 %node_stack_rcs8 = -0.2875, -0.3125, -0.2875, 0.0, 1.0, 0.0, 0 } //RCS Thrusters @PART[RCS_Tri_Small]:FOR[BoxSat] { %node_stack_bottom = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0 @attachRules = 1,1,0,0,0 //%stackSymmetry = 3 } Looks like one cfg should replace the other, but with different file and folder names, it's not clear. There are others also.
  5. BoxSatvA.02f.zip has: BoxSatAlpha BoxSatPrototypes and an optionals that's not part of the GameData folder. BoxSat_Continued-0.2.1.zip adds: BSA BSP Extras
  6. I went to install boxsat last night using a download that was posted here a few days ago and found it was just a collection of cfg's. So now we have the package from curse and a package from here that gives you 4 folders in the data folder. It's getting messy. Any plans to combine/clean it up so it's not a bunch of cfg's patching cfg's? or is DP un-reacheable to get permission?
  7. They are also on the runway at the KSC and I took a Malemute rover west from the KSC and went for an exploding tumble running across flat land before I got close to the hills.
  8. Did you get a chance to see why NRM are not being applied to the mouth yet? Great way to get them to open up wide, is stick a MK1 pod on a small stage and up about ~5k (some point before they put their helm on) cut throttle and EVA. Turn on jet pack to turn him around as needed. Mouth is wide open all the way down.
  9. Maybe it is something that RD's mod adds based on some info about the part?
  10. Some of it from mousing over parts in the parts list in the VAB. And putting the 2 parts on a probe core while looking at RD's info popup (the greenish box icon button). Also, In my career save I unlocked your expanding heat shield and it is showing up in aerodynamics tab instead of Thermo tab. But I see a number of parts from mods in the wrong tabs. Even the Derp Electric generating parts from RD's mod are not in the electric tab.
  11. I noticed there is a icon for Life Support in the VAB. Maybe added by Roverdude, but it is what I had in mind.
  12. I see modders having to put out new versions with every update sometimes just to change the version number it works with to make AVC happy. Would it be possible to change the version compatibility to a range so when KSP gets updated, the modder can just change the file that gets checked for updates to say that the mod still works? That would save on people having to redownload mods saving time and bandwidth for both users and modders. The range part could be an optional number so as not to break older versions.
  13. Unless I'm missing something about the "Dry Workshop" in relation to MKS/USI-LS it it's a bit off balance compaired to the PPD-10 HitchHiker. Dry Workshop: Crew - 8, Kerbal months - 9, Crew effected - 10, Hab multiplyer 0 PPD-10 HitchHiker: Crew - 4, Kerbal months - 25, Crew effected - 4, Hab multiplyer 0 While the workshop is more then twice the size and nearly twice the mass, when you bring up the effects these 2 have, the little HitchHiker gives ~about a year more while the big workshop only gives ~100 days. This is just using a probe core as the root node. But using a command pod with 1 kerbal has about the same effect. Now maybe the workshop pulls ahead with more kerbals. I haven't checks.
  14. I've just been messing with texture replacer and custom suits. And I wasn't thinking clover, I was thinking pointed 3 leaf. Something along the lines of:
  15. This seems to have been put a bit far down the tech tree. It should really show up with LFO tanks as that is what gets vented.
  16. There should be a AN/DN for ANY orbit regardless of selecting any target because AN/DN is the midway point between AP/PE of ant given orbit.
  17. This thread is 2 years old. Now there is a mod for it. Problem is, mod breaking updates are coming faster then mod fixes. Not sure this one made it to 1.2 and now we are 1.2.1
  18. It doesn't seem to see the RCS radial mount engines ether.
  19. Yes, an all in one. The Box parts cost more then the stock parts and use a full slot for each when the stock parts should just about fit in 1 slot. It was better and CHEAPER to just stick the stock parts on the outside. A module should have sections in it, one for each part. Could maybe even make them a sub part for the science/sensor module.
  20. I noticed last night that KER has problems with the monoprop fueled derp parts from roverdudes mod. Mechjeb is able to work out dV and TWR where KER doesn't seem to see them, maybe confusing them with RCS parts.
  21. One of the things that always bugged me about this mod is the science parts. They are both larger and more costly then the stock parts. Each one takes a slot when you could fit all the stock parts in 1 slot and for way less cost. There is no point in using the boxsat parts other then for looks. I would like to see modules that combine the parts into one slot for only a slight increase in cost as it should be.
  22. I put chutes on every stage. I put the chutes on the same stage as the seperator so they will deploy when they can. For the first stage I tend to set the pressure to ~.55 and the alt to ~750. .55 is to keep them from popping right away which tends to cause colisions. I used to set alt to 250-500 but with changes made, they don't slow down fast enough. So 500-750 depending on how heavy the first stage parts are. The rest of the stages I leave at default because we now have the "open when safe" override back so they won't deploy during reentry burn.
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