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CobaltWolf

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Everything posted by CobaltWolf

  1. You kept too many layers of of folder. Take the TundraExploration folder from the end of that address and put it in Kerbal Space Program\Gamedata
  2. The green one looks like someone had some Soyuz assets sitting around on their HDD and they decided to scale them up and shove them on a Fuji CM for shiggles.
  3. @OTmikhail the Marquardt should actually be a 0.3125m part or so. I need to change it to reflect that at some point.
  4. Not quoting since apparently it will screw everything up. @OTmikhail those are actually for Surface Experiments Pack, I had them in there more as a reminder to myself to actually, y'know, do them. Nevermind the fact that list is not really relevant since most of those parts got deleted from the plans for that mod's next update... Anyways, I'll take it out of the todo soon. Speaking of which, I have been forgetting to work on Europa. @VenomousRequiem, have you done any more work on Astris? RE: KIS/KAS compatibility, I actually need compatibility files for those (is it one or the other or both? idk) and perhaps life support compatibility. And maybe realchutes. I'm trying to think of what other mods I used to play with haha. RE: Getting RT to work again, I was actually going to take care of it tonight real quick before I started the stream. But if you want them to work sooner, go through the RT compatibility file and change all the part names to match the ones in the cfgs in Bluedog_DB/Parts/Antennas. IIRC a couple will be missing that are new parts. I have a note to take care of that as well. RE: Probe stuff, I would consider adding a couple more parts to the list if anyone has firm suggestions that aren't covered by Coatl Aerospace. Specifically for older / more obscure probes, since that's more our niche. @VenomousRequiem let me know if you have any designs. So I think I'll start tonight with working on the Gemini experiments, maybe get them all modeled, and then move on to trying to get more progress done on MOL. There are still parts for that which haven't been started or even added to the roadmap, such as the experiment packages (if anyone has ideas based on internal experiments conducted on Skylab, Mir, or the ISS let me know), the spy equipment (I'd like to use @DMagic's ScienceDefs again with his permission), and the question of 'how the heck am I going to dock to this darn thing?' (we need a docking module similar to Skylab's but probably more in the form of a truss). Still on schedule to start streaming some time around 6PM EST (90 minutes from this post) though the actual stream will likely be up a little while before then if anyone is that desperate to hang out in the chat. Link to the stream.
  5. Thursdays are such a drag... Binging TMRO episodes while I work on spreadsheets. Why didn't I know about this before?

    1. Show previous comments  5 more
    2. CobaltWolf

      CobaltWolf

      It will likely all get done, it just is more a matter of what excited people the most.

      If you are ever interested in using any of my stuff for a video try to let me know in advance if you can. I usually have plans to add more polish to almost every part in the mod, and it's a matter of prioritizing stuff. Usually I lean towards adding new things.

    3. OTmikhail

      OTmikhail

      Will do! I feel bad because I have a demo video halfway made for you, but I didn't finish it because of so many new dev builds changing the way I used the new parts. I want to finish that for you to at least show all the interesting probes I made with your parts. But yes, If i ever use your mod for any videos I will give you a heads up first, and of course credit you in the video and link to the mod.

    4. CobaltWolf

      CobaltWolf

      ... yeaaaaaaah I made a lot of breaking updates by accident. T.T

  6. It's fine, they didn't have stuff for half the experiments. They did have things for a couple of them though.
  7. @DiscoSlelge I'm afraid it's not as interesting as it sounds . It's basically photographing using a plate coated in chemicals that are sensitive to radiation rather than light. With that said, it does sound cool, and I have a design that is significantly cooler than a straight up box. (Also, that source is the one I mentioned in my last post. If anyone wants to trawl through the Gemini section and see if you find any other experiments, I'd really appreciate it)
  8. I agree that you should keep the historic missions lightweight. @Whitecat106's Historic Mission pack is already fairly well fleshed out and fills the need for a more comprehensive historical missions.
  9. I have plans for a number of EVA-only experiment packages for the Gemini that would fit in the bottom of the service module, at least once the colliders are fixed. I was starting them last night but couldn't get into it. Not sure if the designs for them were uninteresting or if I was just tired. Bear in mind I've only been able to find a picture of a single package (I may have found a good new source, will look through it quickly before stream), a micrometeorite exposure experiment (differing from the current one in that it's meant to be recovered and inspected, rather than just counting the number of impacts) which basically looks like the other micrometeorite experiment currently in the mod. My loose plan for the experiments is to have them all use a standard attachment mesh, and have the package itself vary. They would start stowed, animate when activated, and then be recovered, leaving only the attachment hardware. Theoretically this is possible using the capabilities of DMagic's plugin, switching out meshes etc. A short list of experiments I had planned: DKAE-1 Micrometeorite Exposure DKAE-2 Power Tool Assessment DKAE-3 (some form of medical experiment) DKAE-4 (undecided) DKAE-5 Star Occultation Navigation (navigation by referencing known stars and tracking when they are occluded by earth and the moon) DKAE-6 Nuclear Emulsion DKAE-7 Nikkich Egg Exposure They'd only be doable in orbit around Kerbin, and would probably have different results for low/high. I'm sort of spitballing here, I'm not sure what the most fun implementation would be. I also need experiments for the station stuff, which would probably follow along similar lines but would also require a science lab module to activate.
  10. @magico13, the other day I was listening to Space Rocket History on my walk to work, and Michael was talking about how the Gemini program was running out of spares near the end, and had only ordered so many rockets built. Made me think of this awesome mod. Definitely need to throw it into my mod list next time I get to play.
  11. I wouldn't recommend it quite yet. Maybe in a month or two once the station stuff matures and is more fleshed out. Major thumbs up to all the other mods listed in the thread though!
  12. Hey everyone! I am planning on streaming more development work tonight, likely starting around 6PM EST. Be there or be [] uh, rectangular. EDIT: Out of curiosity, what would people like to see me work on? More antennas + dishes, Gemini experiment packages, additional Gemini CSM parts, or more MOL station stuff?
  13. I think you misunderstood me. I'm saying that we changed the name because we didn't want players to think it only worked on moons, when as I said there are several atmospheric experiments.
  14. It's basically an S-IV upper stage from Saturn 1! Neat.
  15. To be clear (I can't tell from your post) this IS Munar Surface Experiment Pack. 'Munar' got dropped from the name a) to signify that it is a complete remake of the mod, and b) because the mod now has atmospheric experiments, so implying that it is restricted to just the Mun seems counter intuitive.
  16. I approve of your choice in music. I'm actually going to go make a drink right now.
  17. You should check out Coatl Aerospace. He has been working on a lot of great probe parts and I have been offloading most of my probe type commitments on him, allowing me to expand other aspects of this mod. (To preempt a possible criticism - the gold foil will come into its own in 1.2 once we get the new shaders) I actually have Hullcam configs included in the mod courtesy of @Jso. Is there an issue with them right now? I am not a programmer (not that I'm not capable, I just don't enjoy doing it in my free time) so I would prefer not to try and make my own plugin. As it stands, both BDB and Coatl Aerospace use the generic version of DMagic's science plugin to get experiments that match, and in some cases even expand the type of functionality you know from his mod. As we speak I am actually working on science parts, experiment packages for Gemini. I will try and post screenshots later tonight.
  18. I just checked the compatibility file for the LES. It requires both Smokescreen and real plume for the MM patch to active and be applied. Can you do me a favor, delete smokescreen and tell me if it still doesn't work?
  19. Allegedly, antennas in 1.1 don't work without animations. I haven't gotten confirmation on that but it may explain whatever you are experiencing with the helical antenna. I am not sure what would be different about those engines. I will check that now. EDIT: They all work on my end in 1.1.0.1183. Judging by your previous post I think my copy somehow is out of date. I don't start it through Steam, so I guess I must be a few updates behind. You'll have to download the whole repo as a zip, the 'releases' zip folder is the same as the one on spacedock.
  20. To be fair, I believe I did tell Spacedock that it was 1.1 compatible, after initial reports came back positive. @MaverickSawyer I honestly don't know why the integrated antennas don't work, though I have indeed experienced this issue. I will start fiddling around and see what I can do. Which version did you download? The latest rip of the Git repo, the latest official release from the repo, or from Spacedock?
  21. Why would you want a science lab? That part is supposed to represent manned research experiments being conducted on data + samples. I don't think it's function matches Curiosity, even if the name does.
  22. I was just using it last night and did not have this issue. What version are you playing on? If you're in 1.1, are you sure you're on the most recent build?
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