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Rhedd
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Everything posted by Rhedd
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[1.4.X] SM Marine, Version 0.9.9.3 KSP xx PSA important
Rhedd replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
So I understand that the harbors need updating to work with the latest versions of KSP and KK, but for those of us happily still playing 1.4.5, is there a place to download them? It's so depressing to find exactly what I was looking for and then find all of the links broken. >_< -
Man, I feel ya. It always take forever for my almost 200 mods to get updated. Thanks for asking the question I was wondering! I'll definitely be using this! It's completely awesome for transferring crew back and forth to a space station. Really great job, @Well!
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Epic! SO glad to hear you're taking a crack at the Airplane Plus cockpits! I love those things and having a proper IVA for them (especially the Mustang B/C cockpit) would be fantastic.
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Epic! Love the simple-yet-super-useful ladder idea!
- 208 replies
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- razorback
- razorback cockpit
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Needs a link on SpaceDock to this thread, and this thread needs some PICTURES!
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@silentvelcro Oh, dear. That's unfortunate. I hate it when I have problems that are "unusual", so I feel sorry for ya. I'll look forward to the update with bundled props, and in the meantime- IF I have some free time- I'll take a look at your IVA .cfg and see if I can get it working with the new props, since I use Windows. If I can, I'll give it to you.
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Fair enough, thanks! I was just comparing it to the Universal Storage fuel cell, myself. That might be totally arbitrary, but it's what I was used to.
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@ShotgunNinja I love the fact that you can now configure a pod with a built-in fuel cell, but how did you arrive at the conversion rates for those? I was surprised, to say the least, when a monoprop fuel cell burned through enough oxygen to keep 6 kerbals alive for 5 days (30 kerbal/days worth!!) in less than two hours! The standard fuel cell looks like it would burn through the same O2 in a mere 8 hours or so. Surely if real fuel cells were that efficient we would've had to send a second whole Saturn V to the Moon just to carry all the oxygen for Apollo. I can just change them, I know, but I'd like to know your reasoning behind the rates before I decide.
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This is great and I'd like to use it, but you really need to fix your IVA so it works with the updated ASET props and avionics. https://spacedock.info/mod/1204/ASET Props https://spacedock.info/mod/1213/ASET Avionics As it is, your IVA works great with the files you bundled, but every other ASET IVA is broken. Or, if the proper ASET files are installed instead of your bundled ones, all other ASET IVAs work but yours is missing a bunch of instruments and throws JSI errors. It's unfortunate because it's a really nice IVA.
- 66 replies
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- command pod
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Man, I just love this stuff! For me, this is THE mod for probe parts. Thanks a bunch!
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Awesome! Keep it up!
- 208 replies
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- razorback
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Looks great. Hopefully that ASET integration will come soon so I can use this, because it's wonderful.
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Pretty cool! Just so you know, it's very easy to change the scatterer ocean settings to, for instance, make HUGE choppy waves on your ocean planet.
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Definitely. I think that's exactly what I was hoping for. And then analyzing the "sample-producing" part in a lab would convert it to data as usual, if a lab is available. Sounds like it would be perfect.
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@ShotgunNinja... I like most of your new science system, but I miss experiments being able to transmit part of their data, storing the rest if they can be recovered. There are some great third-party parts, like one of BDB's cameras, that are built around this feature. That camera, for instance, has a primitive film scanner that sends back crappy images, but the actual film can still be recovered, yielding better results. This doesn't seem to be possible at all with your system. Is it? COULD it be? I love the way your labs work, but couldn't it still work by having lab analysis slowly increase an experiment's xmitDataScalar towards 1, allowing complete data recovery from all experiments, even those that started at 0 like surface samples, but still allow for partially transmittable experiments? I just hate to LOSE cool stuff while getting new cool stuff.
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[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Rhedd replied to Nils277's topic in KSP1 Mod Releases
I'm a big fan of rovers, so I've tried every rover mod there's been, and at the risk of slighting some other talented modder, yours is the best ever. I love everything about it! I've noticed a small error, though. The KIS container part doesn't have mounting points for wheels/undercarriage containers. And if you run out of ideas (heh), I'd love to see a main hull part that was a simple crew transport module, no frills, just 4 or 6 seats, maybe facing inward along the walls like a troop transport. Be nice for shuttling people around from one bit of a base to another. Keep up the awesome work! -
[1.5.1] Engine Lighting (1.5.1) Little Config Update (13 October)
Rhedd replied to tajampi's topic in KSP1 Mod Releases
Just came here to post the exact same thing. @PART[*]:HAS[@MODULE[ModuleEngines*]:HAS[!PROPELLANT[IntakeAir]]]:FOR[EngineLight] As @blowfish said, the above is correct. I made the change and it works as intended. -
Thanks for the info! Like I said, I was just trying to get an idea of where we were at in the process, and what I should be looking forward to.
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Weren't those both fixed and updated some time ago? Isn't that why Poodmund said he'd start when he got back from holiday? Isn't his (certainly well-deserved) holiday the only thing we're waiting on at this point? Hope I don't sound rude. I'm just trying to figure out where in the process we're at. Lots of things that depend on other things!
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Okay, I'm going to be THAT guy and ask... When is holiday over? Regardless, hope you have/had a good one!
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ASET Props Pack. v1.5 (for the modders who create IVA)
Rhedd replied to alexustas's topic in KSP1 Mod Development
I noticed it was fixed just a couple of minutes later, so thanks! -
ASET Props Pack. v1.5 (for the modders who create IVA)
Rhedd replied to alexustas's topic in KSP1 Mod Development
I just downloaded ASET Avionics from Spacedock, and I think you uploaded the wrong file. It has the Mk1_Cockpit_IVA_Replacement_by_ASET file, instead. I'm VERY happy to see these getting updated, though! So glad you're still around! -
Well, the code you directed me to does say "habitable volume in m^3, deduced from bounding box if not specified", so I assume that means there's a way of specifying it. Now all we need to know is the proper syntax for defining a custom volume in a .cfg. Still curious about expanding and inflatable habitats, though. Kerbalism comes with one, there are a number of them in Planetary Base Systems, and Pathfinder is full of them. Really curious how they work.