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sp1989

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Posts posted by sp1989

  1. 23 hours ago, sciencepanda said:

    Yeah, that should be easy.  I can have that done soon, but I think it would be wise to focus on school instead. Few weeks till my summer starts. Making this mod gave me a good break over the holiday weekend.

    Although, I'm curious. What mod adds 1.85m parts?

    Thanks. most of the parts were inspired by the Apollo Launch Umbilical Tower. However, I did try to change a few things to make it my own.

    What do you mean by umbilical? I've already added them. Walkways will be a bit more difficult.

    Would it be difficult to make this compatible with tweak scale? That way we can have whatever size we want

  2. On 5/23/2016 at 0:40 PM, CobaltWolf said:

    Can y'all download the latest commit off GitHub? I tried to upload some possible fixes for the Gemini parts - basically I strengthened the joints between the pod, RCS module, and the parachute. Let me know if it helps - make sure you build the crafts from scratch, I don't know if using old ones will have an effect.

    Ideally, I would want you to explicitly recreate the circumstances of a reentry that broke the pod (ie tell me what your initial orbit was, and then what your periapsis was for reentry) using the version that breaks, to verify it, then do the same thing with the new version.

    There is some weirdness going on with the Github today - if it says the latest commit was 'Added SOLTAN parts' then just download the files from Dropbox.

    Unfortunately still having parachute problems. 

  3. 2 hours ago, Jso said:

    I've been dying for somebody to bring this up :-) Some sort of optional cryogenic fuel outside of realfuels is definitely on my radar. It's trivial to do, the only question is how. LH2/LOX, LH2/Oxidizer, some sort of stockalike-ish CryoFuel/Oxidizer. LH2/Oxidizer would be my last choice, but it's already out there in the wild. Some sort of boiloff would be a must and would require a plugin. It's just weird watching LH not boil away. Though it's less weird than a cryo engine running on LF.

     

    The problem seems to have gone away my last couple of attempts. I still feel like it's coming in way too fast. @sp1989 are you doing what I was doing:  watching the ground come up really fast and increasing the deploy altitude on the main? It's set uncomfortably low at 500m. I didn't do that the last few times and everything worked ok. Dunno if that's it or not.

    Yea I set it to 1500 and I still lost my Kerbals. Forgive me but I am just guessing here. Could it have anything to do with the fact that the parachute doesn't show up as a parachute but as a decoupler? 

  4. 3 hours ago, CobaltWolf said:

    ~ANNOUNCEMENT~

    Hey everyone! I'd like to take a moment to officially welcome @Jso to the BDB dev team! He has put a lot of work into helping keep BDB working and balanced, and me and @VenomousRequiem felt his ongoing support was overdue for recognition. He'll now be working on BDB in a more, quote, "official capacity". None of us know what that means, but it's the phrasing I used when I asked. Anyways, let's all have a round of applause for the newest BDB co-author!

    Leonardo-DiCaprio-Clap.gif

    @Jso Well done old sport

    xUg5gER.jpg

  5. 19 hours ago, Avalon304 said:

    Theres gonna be Saturn stuff? I am excited for that.... may mean Space-Y can take a hike...

    I agree! Dont get me wrong i have used and loved space-y for a while but I am not a a huge fan of the aesthetic. Its not a complaint but I am more of a fane of @CobaltWolf and @Beale style of making parts. Space-y for me is not enough kerbal and not enough real world. Especially when you kit bash like I do. The rockets tend to come out looking strange. I either want FASA accuracy or an aesthetic that looks real but still works with stock parts. Long story short I am really excited about the saturn parts. 

  6. 59 minutes ago, CobaltWolf said:

    Hmm, I thought @Beale had fixed that? He might have forgotten, he had a lot on his plate when I asked and was looking to move on to other projects.

    Shouldn't have to use action groups, but you're right - you can't select them if they're clipped inside the collider.

    Yeah, no we don't support RO. It's definitely a dream of mine to some day have someone maintain compatibility for it. I think some of the realistic parts I've made are fairly exclusive to BDB and I'd love to see them available there.

    @DMagic made some Corona/Dorian spy satellite parts. I'm considering having a MM config that rescales them to be Agena and MOL sized, respectively.

    @NotAgain yeah sure as long as they're not obvious or the main feature of the craft.

    EDIT: Also, in honor of the 50th anniversary of the first Little Joe II launch, I've decided that LJ2 will be the only piece of Apollo hardware I'm including in the mod. /s

    You mean for now? Long term though? There will be more Apollo parts?

  7. 8 minutes ago, Jso said:

    Speaking of the Vinci/Gemini, is anybody else having trouble with that ripping apart when the main chute deploys, or am I just really bad at reentry?

    Is there any reason to keep the 1.25 Hermes heatshield since it's integrated in the pod now? Maybe a better question would be is putting the ablator on the pod a good idea / future heat model proof.

    Nope this happened to me last night. I thought it was a bad re-entry but yes this is exactly what happened to me last night @CobaltWolf its not exactly repeatable because i had two good landings and one bad one. I figured it was stock ksp and a glitch but its interesting some else had the issue. 

    Also I like the Karrot too. I just also really appreciate two person capsules. I like them I think they fill a need for orbital manned missions early on that the three man capsules are just too big to accomplish. Also challenge do i bring a scientist along or an engineer if you are using something like Kerbalism. 

    One last point for me is that currently I have four Geminiesque capsules right now in my save. Contares, Vinci, Wild Blue MOLEs, and Karrot. So #MOARGEMINICAPSULES!! #makekspgeminiagain

     

  8. On April 30, 2016 at 1:08 PM, hraban said:

    Thanks to Beale to advice the "making of" own placeholders.

    The first 7 Placeholders was ready:

    L7BbrZA.png

    Are these capsules in game yet? I can't seem to find them in game and I really do love the way they look. Also I love the variations and crafts on the front page. 

     

    Edit: Nevermind through the power of reading I can see that it's all in the works. Great work!! This all looks amazing! Can't wait.

  9. If you could consider one addition it would be greatly helpful. I am not sure why but even with Unmanned before Manned installed I still need to attach an antenna to my ship. UBM adds antennas all capsules and probes but for some reason Kerbalism it seems doesn't detect the antenna. Could you possibly make it so that feature of UBM is utilized if not I will just remember to use an antenna. 

  10. 1 hour ago, ShotgunNinja said:

    I'm looking for brave 'volunteers' to try this pre-releaseMAKE A BACKUP OF YOUR SAVEGAME FIRST!
    I need feedback on these aspects in particular:

    - upon loading a savegame from 0.9.9.4, is there any undesidered behaviour in your existing vessels?
    - does food and oxygen resources scale up correctly, is your life expectancy the same?
    - try the barebone and snacks profiles, write your own, tweak the default one
    - try a resque mission, even one with the kerbal to be resqued on EVA
    - check if SCANsat sensors disable/re-enable correctly in background when out of EC
    - check if NearFuture reactors, fission generators and radioisotope generators work in background
    - that's it :)

     

     

    AWESOME! I have not noticed any issues. I tried everything you mentioned except for the near future testing. I am sure someone else will give it ago but 6 out of 7 are a go from me. 

    Once Science Alert and Kerbal Alarm Clock are updated I can start my new offical Career. UNLESS Squad comes out with another mod breaking update. 

  11. 20 minutes ago, Armor9 said:

    I have read this post, thank you very much and yes I have read his post 3 pages back.  Did you?  His post was on April 2nd and he stated an update would be 1-2 days.  There has been no recent communication, etc., so no there is no knowledge that it would be updated.  As another poster mentioned with the license anyone can use it, BUT as another poster mentioned a modder is not going to take over unless they know it has been abandoned.  I have been in touch with other modders, sadly I do not have the know how to do it, and they have stated exactly that; they would update it IF it was abandoned. 

    I think this mod is one of the best ones out there and cannot believe it is not stock to begin with. 

    So yes, my post WAS made with knowledge of the modder's post about 1-2 days from April 2nd.  That is why I mentioned it was taking a long time, a month+ later. 

    And if you go one page back there are fresh commits on his bit bucket. Which means he is working on it! You have no idea what is going on in his life right now? You don't know what problems he might be encountering trying to make it ready for 1.1.2. He could be a student it's the end of the semester maybe he is takin g tests and writing papers. He's not going fast enough for you that's YOUR problem. However there is evidence that he intends to update it and evidence that work is being done on it. So again you have to be patient and it will be done Soon

  12. 5 hours ago, Armor9 said:

    I know we all want to be positive and say nice things in hope it will "inspire" the OP to get the update out, but I will say what most are thinking: man the update to this Mod is taking a LONG time. 

    Not cool! Not cool at all. Its simply not necessary. Work is being done on the mod. There have been regularly new commits on his bitbucket. Also remember he does not have to release this to us at all. So again your comments are unnecessary, rude, and flirt awfully close with violating the forums rules about badgering modders about new releases and updates. I am sorry if my response and others might seem as if we are overreacting but it doesn't seem like you have been on these forums very long. I and many others have seen too many modders get frustrated and leave because of insidious and rampant comments. I have seen modders leave and quit from benign and possibly even creative criticism yet because it was compounded by constant other comments they decided to shut down and either not support their mods any longer or give up and never complete projects all together. Its because of our experience witnessing and experiencing the loss of great and the potentially great mods we don't take comments like yours lightly. Just this week we almost lost the cactye telescope because people kept hounding the modder about updates. So just accept the ksp trademarked soon and whenever mods are updated they are updated. Full disclosure I have been guilty coy fully asking modders to update their mods. I have even gone so far as to preface it as being playful or as a joke but I have learned that its just easier to encourage and wait rather than beg or demand (even if it is playful).  So please have patience. It will be done SoonTM

    3 hours ago, Armor9 said:

    We will have to agree to disagree.  If the OP is not going to update the Mod then it would be great if he would say so.  There are others that would gladly take it over and update it, but until he would state that he is not going to update it people are not going to step in and step on his toes. 

    Go back three pages he has said he is going to update. It really helps if people actually read the thread before making rude and possibly damaging comments. 

  13. On 4/29/2016 at 8:33 PM, alexustas said:

    so,new ksp update (1.1.1) breaks RasterPropMonitor. Again ((((

    Every time I update my mod folder updated and the game almost ready to the way I want it Squad comes out with an update and then it s 2-3 weeks waiting for the mods to update not a complaint at modders mainly a complaint at squad. I am sill over the Mun that you are back @alexustas even though I knew you weren't really gone I just know with "ASET" parts they are worth waiting a long time for. Still this is how I feel when Squad updates the game/how i feel that you are updating your parts........

    Dawson-1437922806.gif 

  14. 5 hours ago, Wyldhunt said:

    If we really appreciate ScienceAlert as much as we all say, we should be using the "Like" and "Donate" buttons a lot more than we are.

    The best remedy to feeling burnt out can be knowing that people appreciate it enough to give a few dollars.

    With that in mind, I just sent some Anti-Burnout fuel via PayPal. ;P

     

    ScienceAlert is a great addition to the game. OP deserves a lot more than what I can afford for this work.

    Four people on this page alone have donated. That's four more than I have seen in my 3 years playing KSP. 

  15. 31 minutes ago, CobaltWolf said:

    Worst part is that I suspected Kerbalism the whole time but didn't want to say that since I don't know it and didn't want to just accuse it. :P It's a new mod, I knew it modified science in some way and its sudden release + popularity would explain the huge rush of science bug reports I've gotten in the last few days.

    @Leandro Basi are you usings Kerbalism?

    Was this your payback to me for posting all of the princess bride quotes and pictures on the BDB thread?

  16. 59 minutes ago, CobaltWolf said:

    Alright. Yes, make a clean install or clean the current one or whatever. Put it one of the mods that doesn't work, like BDB. Make sure that it works when ONLY stock, BDB, and DMSA is installed. Make sure that DMSA is the correct version as well.

    Then start adding the mods one at a time. Install one mod, start up the game, and then test a science experiment. Keep doing that until it breaks. That is how you troubleshoot. Strip back to where it worked for sure, then reproduce making it break one step at a time.

    Additionally, I see you're on mac. What version of KSP are you running? Anything else you think might be helpful info?

    Alright so it seems that the source of my problems are coming from Kerbalism (Fracking Bernie Kanders). I have see if its a feature of Kerbalism or if its conflicting. @ShotgunNinja Here are my logs with Kerbalism installed. Unless its a feature and maybe i should read more thoroughly. My game works perfect without Kerbalism uninstalled. 

    KSP LOG https://www.dropbox.com/s/pcybc65bdg6owx6/KSP.log?dl=0

    PLAYER LOG https://www.dropbox.com/s/j9pm1i59c04ycoi/Player.log?dl=0

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