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KSP2 Release Notes
Everything posted by akron
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I am working on some issues with mesh transforms, but the imaging platform has been completed and all Mariner 6/7 parts are imported in Unity. I just need to fix said transform issue before getting it in-game. Hoping to do so this week. Please ignore Unity's ugly normals. I only use its normal map generator for previews
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The Mariner 5+ panels will not have solar vanes. If you absolutely have to have Mariner 4 panels without vanes, I can circle back around and do a mesh toggle setup for it
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@CobaltWolf I'll have to get with you at some point to see if you can help me figure out what's wrong on my end. I remember someone looking at it with me during one of my early stream and nothing would work. I'd use it for part switching and texture switching, sometimes simultaneously; i.e. texture switch a part you can toggle on/off. There's also the chance of a rotorblade engine at some point in the mod's future, so I may need FS then
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@Gordon Dry Ok, great. I have for a while had FS as a dependency and include it with the mod, so I've never had anyone not use it.
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@Gordon Dry Thanks for checking. However, I do use more functionality of Firespitter than just the texture switch. There was also a problem with my using IS texture switch. I don't remember what, but that's why I use Firespitter. You still need to have Firespitter installed if you use Textures Unlimited, TU only takes over the texture assignment and switching. I'll probably continue using this method for now and until I can overhaul the system. I've even considered using the new stock system.
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If you mean the image below, that's not a different color. It's just the way the telescope looks and is lit at that angle, with the sun behind it and to the left and no secondary lighting from the right By the way, this is also using the Textures Unlimited mod. It will not look like this without it
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RL work related stuff has kept me from doing much testing in KSP v1.5 so there's likely to be broken stuff. It could very well be my dependencies (Firespitter, DMScienceAnimate) though, can you give me some specific part examples?
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I didn't know it was missing. Yes, l will work on one. Thank you for letting me know! In the meantime, STEREO is really simple, see if these 2 (very old) renders can help you: The 2 solar panels attach close to the top edge, the dish on one of the side next to the magnetometer. The RWPS antennae go on the bottom. The 2 STEREO crafts are identical except that the one on top does not have that grey ring you see on the top of the bus. You can disable it from the right-click menu: EDIT: By the way, the realistic RCS arrangement I made for it drive me nuts and will get redone as soon as I have the chance.
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Absolutely. I love the antenna from it. I'll have to figure out a good update to add it in
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Thank you! I try to never say 'never' when it comes to parts but that particular mission is not currently on the to-do. Maybe later on I can add it in. After-all I have a pretty solid set of parts to work from to add older Soviet Venera and Mars missions
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I totally forgot that the Mariner 6-9 solar panel were repainted white on the back for thermal reasons, so they took longer to make. I think I'm almost done with all the bus and big parts' diffuse so I can go work on the camera assembly.
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Still chugging along with Mariner parts, but I did take a little break from them to work on this old unfinished part: I'll try to make a pass at the Star 37 used in the Voyager/Torekka propulsion module as well since it's supposed to be the same engine, but it's not high on the priority list EDIT: Referring to this guy
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Glad you enjoyed Cassini! I see it used a lot, specially on the KSP subreddit I do have plans for something related to Parker/Solar Probe Plus, but I am not going for a replica. My plan is to make a new bus and then make standalone parts to convert it into a Parker Solar Probe inspired craft. The bus will be primarily used for something else though
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So Commnet extension adds the RT antenna models ONLY *without* the functionality? Oh, it probably needs to have the models in its own folder, then. I believe the issue is in the Commnet extension mod, but from reading, it looks like the fix has already been suggested.
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I am not sure I understand the issue. I am not a RemoteTech expert so I do not know any possible causes. I have not had any complaints from other RT users about antenna problems so it may be something to do with the Antenna Extension mod, which also does not make sense at it seems to add new antenna, not modify others. You can try @CobaltWolf's suggestion but that's only going to REMOVE my RT configs, so you'll have to rely on another mod adding them, or you yourself. If you want to troubleshoot with me, can you get some logs so we can investigate further? Good luck
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I understand the functional part of the ScienceDef, I was just highlighting the fact that my mod has no considerations for other solar system mods. Only Outer Planets Mod, actually. The Argo camera is not yet done and that's why it is broken. These values are all new to me and I have never given it any thought as it never comes up in Stock KSP. I still have an open Github ticket to re-visit this, and I plan to. Let me know if you tweak any numbers in your testing to see if 10500 kPa is enough or not. I'll try to better understand RSS support to add a MM patch for things that need it, but I'll rely on you guys to help test the changes. Is there anything else that would need attention?
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That's partly my bad. I have never used RSS or realism mods so I do not understand their setup and use. I didn't think you could use RSS without RO (Or something similar)because, otherwise, how can parts be setup for it? For example, none of my scienceDefs even have rules or results for RSS. This is why I think doing patches for RSS will be more involved than just fixing the Fomalhaut probe. I'm sure the Draco lander might need some tweaking as well, along with a number of other parts.
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@Gordon Dry @Kerbas_ad_astra It may very well be Pressure/Temperature tweaks needed for RSS. I unfortunately have no experience at all with RSS or realism mods. ProbesPlus parts are balanced to stock KSP, which is why they fail to meet the greater difficulty demanded in RSS. Kerbas, I'd suggest bringing those changes to the RSS team. I am not sure another way to apply the changes without writing an entire new RSS config for every part in my mod and I just do not have the experience or the time to do so. EDIT: Nevermind. It looks like RSS has no part configs at all. Just goes to show what I know. Realism Overhaul would be the best place to have those pressure configs without having to write RSS configs for my mod. If anyone want to help write some, that would be awesome!