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Posts posted by akron
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On 11/23/2018 at 11:12 AM, Kerbal01 said:
Is it possible to have a variant of the new mariner panels without the solar panel vanes?
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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6 minutes ago, Jesse-Lacey said:
Yeah I have textures unlimited as well, I think it was just VAB lighting that made it look so different. Now that I have it in orbit it looks much closer to your screenshot.
Yes, VAB has much stronger lighting and cube maps for reflections/specular.
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9 minutes ago, Jesse-Lacey said:
On the front page it shows a black/thermal coated version of the orbital telescope, is that a usable variant?? I don't see an option to switch to it if it is. It looks really nice though.
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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4 hours ago, lajoswinkler said:
Suggestion for instruments - anemometer and something for ocean properties (salinity, temperature).
I am glad that you like mod! Good suggestion too, I'll have to look into that
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7 hours ago, BetaguyGZT said:
Heya @akron, some of the parts don't function using your current (-ish .. within the past couple of days) Development build. Are you aware of this, and are there fixes incoming -- or is it likely something on MY end?
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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10 hours ago, sslaptnhablhat said:
@akron Thanks, by the way, would it be possible to upload a STEREO craft file? There aren't enough pics for me to accurately build it in-game.
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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Just now, sslaptnhablhat said:
Probably a dumb question, but how do I get the shiny effects on the foil-covered parts?
No worries.
It's this wonderful mod:
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On 10/26/2018 at 2:42 PM, sslaptnhablhat said:
@akron Have you ever considered a Galileo replica? I think it'd be a very interesting craft to see in the mod.
Absolutely. I love the antenna from it. I'll have to figure out a good update to add it in
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6 hours ago, lajoswinkler said:
This is one of my must have mods now.
Are there any plans for making a white spherical probe like Venera 4?
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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5 minutes ago, Drakenex said:
next stop: mars!
Gotta get some RSS configs at some point, then. Nice Huygens landing, by the way
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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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15 hours ago, CobaltWolf said:
Oh, forgot to share - the Star-37FMV got UV unwrapped last night. Me and @Jso agreed that we should only include the vectoring version, partially for part bloat and partially because the gyroscopic effect that helps spin stabilized stuff stay on course isn't represented in KSP. I will probably be able to get it and the Star-48BV in game this Sunday.
Ha! We were both just literally working on versions of essentially the same part (I did 37E) . I even modeled some of the gimbal bits for later use as the FMV version. lol
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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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4 hours ago, The_Arcitect said:
Hey @akron,
By any chance, will there be a parker solar probe?
Also, had fun with the Cassini build.
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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1 minute ago, ssd21345 said:
It's fixed, thanks for your help
Excellent! Glad that was it
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3 minutes ago, CobaltWolf said:
Basically, the Commnet extension requires the Remotetech models ONLY, but because there is still a remotetech folder for MM to find, you RT configs are activating.
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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8 hours ago, ssd21345 said:
Coatl antenna seems does not have stats if you install CommNet antenna extension alongside with probe plus. It seems the culprit is the CommNet antenna extension requires remote tech antenna model. May you have a look on it?
Thanks you.
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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15 minutes ago, Kerbas_ad_astra said:
It's true that supporting every planet pack (RSS or others) would involve a lot of writing, but science experiments will use the 'Default' definition if the planet is not defined, so there's no functional problem. (I did notice that the new Argo camera calls for a ca_filmCamera experiment which is not defined, which is a functional problem...I've patched it on my install to use ca_orbitalScope instead.) Most of the other functional elements of a spacecraft are handled either by RSS itself (antennas) or SMURFF and/or RO (fuel tanks, engines, reaction wheels, heat shields, etc.), but maximum pressure tolerance is a new system, so it's kind of left out.
It's not an issue for me to patch it in SMURFF myself, but if you're going to say "It is designed to survive rough landings in extreme environments" in the part description, you might as well give it the numbers to live up to the hype.
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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1 hour ago, Kerbas_ad_astra said:
I made the PR to your repo because not everyone uses Realism Overhaul (I don't, and evidently Gordon Dry doesn't), and because I didn't think that was something that should depend on the solar system (there may be other systems that have extra thick atmospheres). I guess I could as well make a patch for it in SMURFF, which I guess is the other major alternative for adjusting parts for large solar systems. (Now that I think about it, 10500 kPa might not be quite enough, since Venus's config defines sea-level pressure as 10905.2 kPa...probably should just kick it up to 12000 like the USI submarine parts.)
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!
[WIP] Coatl Aerospace ProbesPlus Dev Thread [Beta] 10/19/2020 (1.8-1.10)
in KSP1 Mod Development
Posted
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