-
Posts
283 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by Vrana
-
-
Looking really good!
So i gather its a chemical first stage engine then?
-
55 minutes ago, Geschosskopf said:
So what's the news? I haven't made a game with LLL's boxy ships in a year or 2 and want to do it again
As im sure you remember it a huge pack so i can in no way claim to have fully tested it but i did manage a quick test. Made a boxy boat, put it on top of a kw rocket, flew it up.
Seems to work fine. Since there is no plugins I guess most parts should work, just stay away from landing legs/skis/whatever those things are. Plume on the 2x1 nerva seemed a bit off center.
For now LLL is back in my Gamedata.
-
Obviously i am just going to slap LLL into my Gamedata again, just like every other patch, before it gets updated for 1.1 and pray i can fix any problems via cfgs.
But i was wondering if somebody already did this on 1.1. Have you found any issues i should look out for?
-
There is no rush.
I am going to hazard a guess that most Asimov users also use many other mods. Its going to be a while before everything gets updated and we can start proper games again.
Engine looks awesome. What kind of machine will it be? Im thinking some kind of NERVA or cryogenic engine would fit the ship best - high tech but not over top seems like a good description.
-
Its really good to see mod worked on again. Thank you for that, v1per.
To celebrate the revival i finally uploaded and decided to share an old mission based on the Asimov spaceship chassis.
This Asimov was a long term science vessel. Its originally had three missions. First to fully explore Duna and Ike by traveling there, doing experiments in orbit and then launching two probes, one for each body to gather surface readings. Asimov was then to return to Kerbin to refuel and rotate crew. Second mission was to capture and bring into Kerbin orbit a small class A asteriod. Finally Asimov was to requip (cargo bay has docking ports) two new probes and travel to Eve to preform another mission similar to the Duna/ike one.
Sadly only first mission and refuel/recrew operation was ever completed. This was back in .90 i think and i dont remeber why i never completed the two remaining missions.
The following album follows the first mission and refuel operation (i dont have launch screenshots, Asimov got to orbit on top of a huge launch craft).
Obviously, a lot more mods then just the Asimov parts were involved in building this ship but Asimov certainly takes the spotlight on this one.
-
Its looking fantastic.
Really looking forward to using US2.
.
-
Not saying that is the case here, or that indeed K.Yeon will ever be coming back (unless someone spoke to him we have no idea one way or another), but i do know at least one author who isnt touching his mod until 1.1 moves from "working" to actually released.
-
Wow. And you can tell this based on the fact the author does not post every month?
Especially considering the Attribution-NonCommercial-ShareAlike 4.0 International License and the high interest it generates i highly doubt this mod will die. If K.Yeon lost interest i am confident somebody else will pick this up.
-
Just poking the thread a bit.
Letting the author know there is still an audience for this awesome part mod.
-
Definite downgrade in usability for desktop users. Just look at old mod posts. Most of them are ridiculously huge under new forum. This format seems to be designed for short msgs and not huge posts which is what we often have on this forum.
No idea what to say about broken links. Who in their right mind would approve of a change which broke so much existing content. Surely one of the primary functions of the forum is preserve its content?
I suppose the software was changed as a concession to (primarily) mobile users?
I am quite unhappy about the whole affair.
-
Really good work. Thank you.
-
You might get better (nicer) results by using fuel tanks from Procedural Parts.
-
Well, i made a quick attach node fix.
Seems to be working so i am sharing it.
@PART[asimovcommandmodule]
{
@node_stack_bottom = 0.0, -2.473, 0.0, 0.0, -1.0, 0.0, 2
}
@PART[asimovfueltank]
{
@node_stack_bottom = 0.0, -2.112, 0.0, 0.0, -1.0, 0.0, 2
}
@PART[asimovlivingmodule]
{
@node_stack_bottom = 0, -1.1, 0, 0.0, -1.0, 0.0
}
@PART[asimov_reactionwheels]
{
@node_stack_bottom = 0, -0.2, 0, 0.0, -1.0, 0.0
}
@PART[asimov_servicemodule]
{
@node_stack_bottom = 0.0, -0.609, 0.0, 0.0, -1.0, 0.0
} -
I really hope this gets updated to 1.02, it was without a doubt one of my favorite mods.
-
In-Situ (a fancy way to say "On-Site") Resource Utilization.
In other words, the ability to use the resources around you.
Why "In Situ" and not "On Site"? No clue. I assume it sounds better and makes the talker seem more educated.
I was forced to learn that god forsaken language(latin) and i never use expect for an occasional vice versa.
Doesnt make anybody sound educated it just brings back painful memories of actually learning all that useless information.
-
none of that planetary motion BS
Are you sure KSP players are the right crowd to present this idea to?
Vast majority of us are very much into all that "planetary motion BS".
-
Excellent. This was a major thorn in my side during long term missions.
DLed and will be when i muster the time to actually play.
Thank you.
-
Cockpit is Lack Luster Labs. I will warn you that you WILL need to address memory usage after installing. You can run very little in parallel with LLL without inducing mem crashing.
Uhh.. Not really?
My most current Gamedata folder...
Directory: D:\ksp.90b\gamedata
Mode LastWriteTime Length Name
---- ------------- ------ ----
d---- 1/14/2015 12:06 PM 000_FilterExtensions
da--- 1/11/2015 9:19 PM 000_Toolbar
d---- 1/12/2015 8:38 PM 000_USITools
da--- 1/13/2015 5:17 PM ActiveTextureManagement
d---- 1/11/2015 8:58 PM AIES_Aerospace
d---- 1/12/2015 8:38 PM ART
d---- 1/11/2015 9:10 PM Asimov
d---- 1/16/2015 3:30 PM AtomicAge
d---- 1/12/2015 8:33 PM B9_Aerospace
d---- 1/14/2015 10:31 AM BahaSP
d---- 1/11/2015 7:48 PM blackheart
d---- 1/18/2015 1:37 AM BoulderCo
d---- 1/18/2015 2:26 AM BoxSat alpha
d---- 1/17/2015 3:23 PM BoxSat prototypes
da--- 1/17/2015 10:13 PM CactEye
d---- 1/13/2015 12:44 PM Chatterer
d---- 1/13/2015 4:25 PM CIT
d---- 1/13/2015 4:26 PM CommunityResourcePack
d---- 1/11/2015 9:18 PM Contracts Window
da--- 1/12/2015 8:30 PM CrossFeedEnabler
d---- 1/18/2015 1:40 AM DDSLoader
d---- 1/11/2015 9:13 PM DeadlyReentry
d---- 1/17/2015 9:53 AM Diazo
d---- 1/11/2015 9:26 PM DMagic Orbital Science
d---- 1/14/2015 10:31 AM Electrical
d---- 1/18/2015 1:37 AM EnvironmentalVisualEnhancements
d---- 1/13/2015 4:10 PM FASA
d---- 1/13/2015 12:28 AM FerramAerospaceResearch
d---- 1/18/2015 3:14 AM Firespitter
d---- 1/13/2015 11:44 AM ftmn_new
d---- 1/13/2015 11:46 AM FusTek
d---- 1/14/2015 10:37 AM JFJohnny5
d---- 1/12/2015 8:34 PM JoolianDiscovery
d---- 1/12/2015 8:30 PM JSI
d---- 1/11/2015 9:25 PM KAS
d---- 1/18/2015 2:40 AM KAX
d---- 1/18/2015 5:13 AM KerbalEngineer
d---- 1/11/2015 9:06 PM KerbalFoundries
d---- 1/12/2015 8:30 PM KineTechAnimation
d---- 1/12/2015 8:30 PM Klockheed_Martian_Gimbal
d---- 1/12/2015 8:33 PM KSPAPIExt
d---- 1/12/2015 8:34 PM LLL
d---- 1/13/2015 12:17 PM MagicSmokeIndustries
d---- 1/18/2015 4:47 AM MainSailor
d---- 1/18/2015 2:35 AM MarkIVSystem
d---- 1/13/2015 4:25 PM MissionControllerEC
d---- 1/17/2015 3:24 PM MMs
d---- 1/14/2015 11:49 AM ModRocketSys
d---- 1/14/2015 12:04 PM MovieTime
d---- 1/12/2015 8:30 PM MP_Nazari
d---- 1/11/2015 7:44 PM NASAmission
da--- 1/11/2015 9:24 PM NearFutureConstruction
d---- 1/11/2015 9:21 PM NearFutureProps
da--- 1/11/2015 9:22 PM NearFutureSolar
d---- 1/13/2015 11:43 AM NearFutureSpacecraft
d---- 1/11/2015 9:20 PM Nereid
d---- 1/12/2015 8:40 PM OblivionAerospace
d---- 1/11/2015 9:08 PM OPT
d---- 1/18/2015 1:30 AM PlanetShine
da--- 1/11/2015 9:18 PM PreciseNode
d---- 1/11/2015 7:55 PM ProceduralFairings
d---- 1/11/2015 7:47 PM ProceduralParts
d---- 1/14/2015 10:31 AM R&SCapsuledyne
d---- 1/11/2015 9:15 PM RCSBuildAid
d---- 1/11/2015 9:16 PM RealChute
d---- 1/18/2015 1:40 AM RealSolarSystem
d---- 1/12/2015 8:38 PM Regolith
d---- 1/15/2015 10:28 AM RemoteTech
d---- 1/12/2015 8:30 PM ResGen
d---- 1/13/2015 1:11 PM SCANsat
d---- 1/12/2015 8:30 PM SmokeScreen
d---- 1/13/2015 11:45 AM SPD
d---- 1/13/2015 11:57 AM Squad
d---- 1/11/2015 9:21 PM StationPartsExpansion
d---- 1/18/2015 4:47 AM StretchySNTextures
d---- 1/16/2015 3:33 PM Tantares
d---- 1/18/2015 1:38 AM TextureReplacer
d---- 1/16/2015 3:31 PM ThrottleControlledAvionics
d---- 1/13/2015 12:17 PM ToadicusTools
d---- 1/13/2015 11:46 AM TriggerTech
d---- 1/13/2015 12:17 PM TweakableEverything
d---- 1/11/2015 9:02 PM TweakScale
d---- 1/18/2015 2:50 AM UmbraSpaceIndustries
d---- 1/18/2015 12:17 AM UniversalStorage
d---- 1/13/2015 11:54 AM VenStockRevamp
d---- 1/12/2015 8:30 PM Virgin Kalactic
-a--- 1/18/2015 5:22 AM 463 FinalFrontier.dat
-a--- 1/11/2015 7:47 PM 49664 ModuleManager.2.5.8.dll
-a--- 1/18/2015 4:51 AM 4217730 ModuleManager.ConfigCache
-a--- 1/18/2015 4:51 AM 122 ModuleManager.ConfigSHA
-a--- 1/18/2015 1:40 AM 1398248 sun_flare.tex.dds
-a--- 1/18/2015 5:22 AM 1428 toolbar-settings.datClimbs to 2.8-3.1 gb during gameplay. So its borderline but hey i think thats a preety big list.
Not sure what you consider very little or very much but i dont feel LLL was ever constraining me.
-
I mostly play carrer these days and other then the inital few clicks on the building I have ignored strategies almost completely.
Exploits and lack of balance aside... They do not offer anything, as Harvester would put it, fun to me.
-
My first moonbase was a city made of rovers.
Javascript is disabled. View full album
Followed by a rover Duna base....
Javascript is disabled. View full album
And a smaller one on Minmus...
Javascript is disabled. View full album
And here is a more recent model...
Javascript is disabled. View full album
And this one is probably still my favorite...
Javascript is disabled. View full album
-
Really looking forward to an update for this mod. Any news on that front?
-
I got a bit mixed feelings about Porkjet's new stock parts (Mk2 and Mk3) they're pretty nice and all but they're bound to eat into B9's install-base quite a lot.
Dont worry. At least not in my case. Porkjet did an awesome job making parts which bridge between B9 and stock but B9 still has its own sleek slightly futuristic look.
And this is how i like my spaceplanes. They are cutting edge tech after all unlike those clod war era rockets we use for more mundane tasks.
I will use B9 as long as stock keeps its current style.
-
Try taking out the line MaxQ = *
Thank you, this seems to have done the trick.
-
Regarding the LLL antenna issue...
With the help of good folk over at the RT2 thread i seem to have resolved the issue. Apperently my old LLL-RT2 MM cfgs had a line RT2 no longer likes.
Its...
MaxQ = *
... in case anyone else runs into the issue.
[1.1] RemoteTech v1.6.10 [2016-04-12]
in KSP1 Mod Releases
Posted
I am still seeing this bug in 1.6.11. Is there a more recent build?