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CobaltWolf

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Everything posted by CobaltWolf

  1. Bear in mind that the Atlas II deleted the verniers. You'll need more control than you currently have. These would be powerful - on the order of the stock Vernors - and would also have a Normal+ thruster so you'd have full axis control. Can't you make RCS stageable now so that you can set it up so it only uses RCS for the current stage?
  2. Negative, I cannot find anything regarding hydrazine roll control on the Atlas III or V. I already looked on Astronautica and there is nothing there regarding it other than a brief mention. EDIT: Also why is there no Atlas IV. What the heck. Do I need to make one up?
  3. Sounds awesome! I still have to finish a bunch of probe stuff, mostly half finished antennas and probe cores. I'm not particularly feeling them right now though. Focus has starting shifting over to, uh, bigger things.
  4. I saw you were posting around the forums. Was waiting to see if you had new screenshots. ( ͡° ͜ʖ ͡°) EDIT: How on earth did a '1' get into that quote? It's not even in the editable field for the quote, it's in the gray spacer below it!
  5. At the moment none of the other experiments animate. That is the intended behavior. Simply put there wasn't much to animate on many of them. ¯\_(ツ)_/¯ If the sciencedefs are working I'm not inclined to mess with them more. I'm aware, I wasn't able to do much about that issue. I'm putting it on hold for now. Alright, awesome! Good to hear.
  6. Negative, Ghostrider. Not for the foreseeable future. I'm generally not looking to add things out of nowhere. However if anyone has requests / suggestions for additions to planned things (ie you planned X but you're missing this really cool part Y that belongs with it, etc) I encourage everyone to post, especially with visual reference, which I really can't model without and can be a pain to find. Nice of you to drop in by the way. Since you seem to be interested in it, do you know anything about the Atlas II Roll Control System? I've done some digging, and unfortunately I cannot find any images of it. The best I was able to do is narrow it down to the circled objects in the images below. I will probably wind up taking inspiration from the Ares-1 / MX roll control system.
  7. wha? yeah, what do you need? I'm gonna drag @davidy12 into this mess.
  8. He's been steadily adding new features to it. I can't tell if he prototypes them in his mod, and pushes them to the generic version, or if they just get added to the generic version after he decides he wants them.
  9. I just managed to get the game working and everything worked on my end as well! I'll edit this post in a moment with links to the new downloads. Thank you so much to everyone who helped get things working again! As for experiments possibly exploding / not attaching properly to the ground, that apparently has to do with KIS/KAS joint strength. I'll be keeping an eye on it and seeing if I can make improvements. EDIT: SEP v1.4.1 Download from Spacedock or Github. Changelog: -Fixed broken sciencedefs configs. -Minor edit to the screwdriver's description. EDIT2: @AlbertKermin can you update the thread title to reflect the version and date for the update, as well as marking the KSP version as 1.1.2?
  10. Well, basically right now the last thing in the config is the gravimeter experiment. It was broken, making everything after it break as well. So making it load last doesn't fix the fact that the gravimeter experiment was broken. If that gets fixed, then everything else should work. And if that hurtle can be crossed, then I believe there are workarounds for the other issues that were in the v1.4 release for the time being. The thing is, I cannot find anything wrong in that science definitions file!
  11. Based on what @VaPaL reported, it's because SEP is broken. We figured out what the issue was, a bug in the SEP sciencedefs breaking all the ones that load in after it (they load in alphabetically by folder) but I'm not sure if I managed to fix it. Do all the SEP experiments work?
  12. Kill me. I'll be streaming some more work tonight, starting some time between 6 and 7 PM Eastern. Going to get some more MOS stuff made I suppose. Not even going to bother saying what since I know I won't get to it.
  13. Yeah, I'm sorry it's just I feel as if I'm no closer to solving the issues than I was when I started. I tried making some progress while things rendered on my desktop for work, and it seems as if I've managed to make them worse. I am just going to take a step back for a bit, I'm focusing on art assets for a couple projects now and I'd rather get time put into those than beat myself up against the wall. Polish? Cool! I do not know what ContractParser is. That's really annoying that CKAN does not give more information.
  14. It probably won't. There are issues with SEP right now that I'm struggling to track down.
  15. Well for me that question is significantly easier to answer. DMagic's science plugin lets me set hard requirements for what parts or types of parts are needed on a vessel in order to run an experiment.
  16. Can I have your log files, along with what build of KSP exactly you're running (lower right corner of the main menu), what build of BDB you're on (preferably a link to the exact download or something), whether you're in 32bit or 64bit, and a list of what other mods you're running. Same goes for @NotAgain and @Bloodbunny. @kadavi1202 also, if you want to be awesome and do a couple experiments for me. Does it still happen if you delete Bluedog_DB/Resources? What about Bluedog_DB/Compatiblity?
  17. @Nils277 hey, I just had a little idea. If you're looking for more compatibility to add, something that might be need would be one of those little wedge modules, with plugs for connecting Surface Experiment Pack parts. That way they'd be able to run off the base's power. As far as I can tell they'd still need the Central Station part somewhere in order to work, but it'd still be cool. Something like this (beware awful quick MS paint sketch):
  18. My thought is to perhaps have the main module then have racks with different experiments that the players mount on, similar to Kerbal Planetary Base System's wedges in terms of profile. But then you're just left with the players sending up a module full of single use experiments. I think trying to keep it as a single part wouldn't be very good. But past that, I am not really sure. We'll have to talk on my stream some time when I'm working on it, figure it out.
  19. @benjee10 do you have plans for the Kibo's exposure platform? I have something along those lines but I'm struggling a little to figure out how it would work in-game.
  20. No problem. For future reference, a lot of mod downloads will have the first folder in the zip look like it's the folder for the mod. That folder usually actually has a 'Gamedata/MODFOLDER' type structure inside it. Double check when you're installing a mod to make sure you're not accidentally putting in extra layers of folders.
  21. I've never had any issues with it in the ~year I've had it. I'll make sure that I have a monitor open next time I try and start the game but I seriously doubt it's a hardware issue.
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