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KSP2 Release Notes
Everything posted by tjsnh
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Never seen anything like that - I'm not an expert at KSP debugging, but looks vaguely like a low-level graphics bug with the Unity engine that is causing the root problem.
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[1.4.X] Taerobee - Stockalike X-1 and More [27/01/2017]
tjsnh replied to Beale's topic in KSP1 Mod Releases
There is a beta if you go back a page or three in this thread. -
Soviet Space Program, career-mode total conversion[1.3] 6/4/17
tjsnh replied to tjsnh's topic in KSP1 Mod Releases
Dev update - the new "from scratch" tech tree is done, and parts are assigned. Updated for the latest releases of dependency mods, added in the PPTS parts and a new 5m payload fairing base to fit the Energia/Vulkan booster. Playtesting for another week or so to work out bugs, progression paradoxes, etc. Release by new years. -
[1.1] AB Launchers 1.2 - 5m Energia parts [22 Apr]
tjsnh replied to hoojiwana's topic in KSP1 Mod Releases
FWIW , played around for a few hours last night, and the AB parts are still working great with the AB1.1 release and KSP1.0.5. I've got a pretty slick Vulkan booster that puts an absolutely absurd amount of payload to orbit. It's an affront to all things modest. -
It should be compatible with all other contract packs, but may not work well with mods that add extra planets or moons.
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Yes, everything still works fine in 1.0.5 One or two of the contracts end up duplicating stock contracts due to the new dynamic progression method squad uses, but nothing gets in the way or fails to function correctly.
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Is there a beta of the wrap-fold panels by chance? Would LOVE to check them out, even if assembly was a bit more tricky. Also - awesome salyut/mir progress.
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It really comes down to a question of "how much more memory?" - I mean, the visuals are amazing, but I maintain that in most viewing modes/angles/distances the difference would probably not be noticed. It's hard to know. Maybe do one common part (say, the soyuz crew capsule) normal map'ed , and put it out as a demo, to allow side by side comparisons.
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Honestly, I think it would be hard to tell the difference in-game, especially for smaller parts. You'd probably need to be zoomed-in quite a bit to notice.
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[1.4.X] Taerobee - Stockalike X-1 and More [27/01/2017]
tjsnh replied to Beale's topic in KSP1 Mod Releases
That tiny decoupler looks great. IMHO needing to use struts (which can be done unobtrusively) is a small price to pay for such great parts. If you end up abandoning the WAC-Corporal parts, please let me know - I'd love to adopt them in such a case (as an Explorer-1 stand in for my NASA career mod). -
The lack of a nosecone is really the "big" hole, since the engines can be clipped up into the tanks to get a look that's at least half passable. Anything I could do to bribe for a nosecone, consider it done The 1.875 heatshield will be a godsend as well. I find 1.875 to be a convenient size for probe/skycrane type assemblies.
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This is what I was talking about with the Angara 5 : Note the red circles. The only thing it's missing is a 1.875 nosecone (what you see in the pic is a VA capsule, a structural part, and a chute, subbing in for a nosecone) and an engine that 'fits' better, and is a little shorter. I've got some good visuals by clipping the SSME up into the fuel tanks but even then it comes out looking .. bulgy .. not sure how else to describe it.
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That is correct - the "Soviet" style parts are removed, as this mod is intended to focus on NASA's development. Check the "soviet space program" mod in my sig if you'd like to have a look at the 'other side' ;-) A quick update/roadmap for the future: For future versions of this pack, Beale (the author of the Tantares parts pack that this mod uses) has given me permission to use/redistribute a few parts he is no longer developing (mainly, the PPTS capsule) so they will be included in all future versions of this pack. I was able to finish a few of the parts Beale had unfinished, such as the PPTS service module, so they will be "new". I haven't decided yet if the PPTS will provide an Orion or CST-100, but I'll find a good spot for the parts. Starting with the next release, this mod will feature a custom "from scratch" tech-tree. New nodes, new "map", completely new progression experience based on the "real life" development map of NASA. Starting with the next release, this mod will feature a more balanced RemoteTech config for the parts included in this mod, as well as fitting the 'default' RemoteTech dishes into the new custom tech tree. Expect the next release to have a wider variety of .craft files included, including a working shuttle. Expect the next release sometime either late this month or early January, as I'll need to do extensive playtesting before publishing the final product.
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Soviet Space Program, career-mode total conversion[1.3] 6/4/17
tjsnh replied to tjsnh's topic in KSP1 Mod Releases
A quick update/roadmap for the future: For future versions of this pack, Beale (the author of the Tantares parts pack that this mod uses) has given me permission to use/redistribute a few parts he is no longer developing (mainly, the PPTS capsule) so they will be included in all future versions of this pack. I was able to finish a few of the parts Beale had unfinished, such as the PPTS service module, so they will be "new". Starting with the next release, this mod will feature a custom "from scratch" tech-tree. New nodes, new "map", completely new progression experience based on the "real life" development map of the old Soviet program, into the modern Roscosmos era. Starting with the next release, this mod will feature a more balanced RemoteTech config for the parts included in this mod, as well as fitting the 'default' RemoteTech dishes into the new custom tech tree. Expect the next release to include a wider variety of "stock" .craft files, including a useful Buran shuttle that is VERY easy to launch/fly/land! Expect the next release sometime either late this month or early January, as I'll need to do extensive playtesting before publishing the final product. -
Epic. I'll post a mock-up this evening when i get home to show you what I mean. I tried making the 1.875m engine part myself, using the excellent guide you posted elsewhere for wings3d/etc, but I wasn't able to get gimbaling working and the part ended up kindof .. well .. very low quality ...
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I try not to post specific requests too often, but I've got one - and if the answer is 'buzz off' that's totally ok What kind of bribes would be involved to get a 1.875m version of the tantares heatshield/decoupler part at some point in the future? What about a 1.875m decoupler that isn't as "tall"/"thick" as the existing one that comes with the VA/TKS part set? (I know some exist in other mods, but to be frank they're not up to the quality standards of these parts, and would greatly simplify craft construction for my career mode overhaul mods without bringing in another parts pack for just 2 parts) Also, FWIW, I've been able to make a very accurate-looking Angara/Angara5 (to mount to the old PPTS parts) using the tantares black arrow's 1.875m tanks and the stock SSME that was in the latest KSP update. If we had a single nozzle 1.875m engine, even a simplistic one, it would be a godsend. (or even an engine that was basically just a nozzle, and could be mounted to various sized tanks, such as the stock SSME part)
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Kindof what I figured. I'm comfortable with coding and MM configs, had just hoped there was a less time consuming method Didn't hurt to ask, thanks!
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Just curious - is there any kind of a tool for or guide to creating a "from scratch" tech tree?
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Science experiment. Like the space telescope that comes with the 'asteroid day' DLC.
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I'm the author but dont think I got a message from you.
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[quote name='trooperMNG']same problem here, Soyuz seems to be top-heavy[/QUOTE] I've added some fins clipped into the tank of the "core" stage near the bottom, seems to have addressed the issue for the time being, but the COG issues remain - I'll do more experimenting with changing weights around, it shouldn't require extra fins to launch the showcase rocket of the pack. I'll report back if I get anything working without extra parts attached.
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Out of curiosity, did the weight of the soyuz parts (CM/SM/OM) change on the most recent update? I'm having [U]severe[/U] R7+Soyuz tipping-over problems again. Same problem as 2 months ago, if the attitude dot gets even one pixel outside of the little green direction-of-travel circle, then the rocket instantly tips. Tried dozens of combinations of altitude, speed, etc. Pic with COM indicated: [URL]http://oi68.tinypic.com/33agfns.jpg[/URL]
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I'll also have the PPTS as part of the Soviet Space Program career mode mod.
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