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tjsnh

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Everything posted by tjsnh

  1. FINALLY posted the 4.0 update for KSP 1.02. Many apologies for the delays, I haven't had an entire day to dedicate to it for a while. As always, thank you for the patience, and post any bugs in this thread or private message me.
  2. I don't use CKAN myself, but when I upload to kerbalstuff I always check off the "upload to CKAN" box, so I assume so.
  3. Additional question : does the parameter "type = PerformOrbitalSurvey" require the player to do a survey using the surveyscanner part that was added in KSP 1.0 or is it relative to the scansat mod?
  4. Question - if I want to have a contract require a ship with a specific crew capacity, is this the best way to do it? (crew capacity 3 in this example) PARAMETER { name = HasCrewCapacity type = HasCrewCapacity minCapacity = 3 maxCapacity = 3 }
  5. OK! My free time has opened up finally, some of the IRL chaos has settled down. An update for KSP 1.02 should be out this week. Expect a lot of changes, since a lot of these contracts were merged into the stock progression system. Also crafting this release as a "modular" pack, with different types of contracts placed into different config files, so if you don't want (for example) the repeatable contracts you can delete them easily without trying to parse the configs. It will also allow me to add updates easier in the future. The pending update will have a dramatically scaled-back number of contracts (again, due to many being merged into stock) but will offer a new set of "routine spaceflight" missions to keep your skills sharp, and give you an excuse to keep using your designs. Space station contracts are removed in this version, and will be added (re-done from scratch) in the following update as a module. Also applying, as always, a good number of bug fixes. Expect 4.0 to be a save-breaker update, due to how the contracts are being re-arranged.
  6. Braindump thought about the new Soyuz you're working on : I really really really like the idea of having it be a "new" part, vs a "replace" part. I currently use the regular grey soyuz parts AND the re-colored green soyuz parts. I made copies of the crew/orbital modules, put a 2 on the end of the part IDs, put a -M on the end of the names, and use them as advanced versions of the 'regular' soyuz (increased battery power, more mono, more expensive, more efficient reaction wheel) further up the tech tree. If you add in another soyuz with what looks like an orbital module with a built-in docking probe, consider doing something similar when you do up the .cfg files. Considering that the ruskies developed what, like 8 flavors of soyuz over the years? It would add a little dynamism and realism to the parts pack. Just some raw meat thrown at the table for digestion or rejection.
  7. I've gotten good so far at making designs that fly/glide well - the problem is mostly in launching. (designing/placing external boosters/tanks, vertical ascent profile, etc)
  8. So, I finally got around to trying to do shuttle stuff with KSP 1.02 (hadn't done any since beta). Unsurprisingly, everything I knew is now wrong and useless. I've poked around a bit but haven't had much luck with my google-fu, anyone know if any good shuttle guides (especially launch profiles) for KSP1.02 ?
  9. The first post is slightly confusing - which download .craft is working for KSP1.02 ?
  10. This is great! My only gripe with the current soyuz transmitter is that when folded back it "sticks out" a bit far from the side, and makes fairings look atypically wide. The folding-upwards one looks incredible!!
  11. I had very poor luck launching vertically - even inside a fairing, the kliper capsule produces a small amount of sideways "lift" which, even with a good amount of fins and reaction wheels, causes the rocket to veer and flip on the way up. (the launcher being otherwise tested and known-stable). I'm sure there's just something I'm not doing right, but I haven't spent too much time trying to figure out what.
  12. Klipper flaps attached thusly: Barreling down the runway, after engine cutoff, FULL pulling-back deflection on controls - flaps don't move, craft stays grounded. I'm sure I've done something wrong, but for the life of me can't figure out what. For context - the exact same craft, using "Elevon 4" instead of the Lynx flaps takes off and flies great (but looks horrible, of course).
  13. I'm trying the kliper with your updated configs - how/where are the flaps intended to attach? I can't seem to get them to work - attaching them at the back of the wings, as normal flaps, yields nothing - they dont act as control surfaces. (stock, no FAR)
  14. It's coming soon, I've had some "real life" things come up that are causing delays, but rest assured it's not forgotten.
  15. Thought : LOVE that the heatshields have a built-in decoupler. What an awesome surprise that was! Though from a balance perspective, consider making them a little heavier than the stock heatshields to compensate for the added functionality.
  16. Updated craft files: https://www.dropbox.com/s/uemacgy2isaznic/TantaresCrafts.zip?dl=0 Contains: Gemini LK Phobos-Grunt Soyuz VA Capsule Venera Vostok Zond
  17. I'll have to update my craft files, looks like the link isnt working anymore.
  18. Request : When you finish the heatshield parts (at least, based on earlier posts it looked like you were working on some?) please make the fairings for them NOT "puff out" like the stock ones do. It spoils the visuals of a lot of designs, and makes fairings even wider if the shield is placed inside a fairing (likely). It would be nice to have a set of heatshields to use that didn't suffer from width bloat.
  19. Awesome, I'll try out the pre-release version tomorrow. Looks like a large chunk of my contract pack got merged into stock (I'll confess, very flattering) so I've got a lot of work to do removing duplicate contracts and adding in more variety to fill the holes
  20. KSP 1.0 NOTE: As most have probably noticed, a large number of these contracts have been merged into the "stock" progression contract system with the release of KSP 1.0. I can think of no greater compliment towards a mod developer. As it stands, I'll need to do more examination into the post-1.0 career mode before planning out the future of this contract pack :-)
  21. SteamDB just updated, steam is downloading now.
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