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Akira_R

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Everything posted by Akira_R

  1. @akron Not that your mod isn't already pretty enough, but have you seen TU? Allows the use of PBR textures and shaders, can make some really amazing looking stuff. Would definitely be a lot of work to convert all of your stuff over, not requesting that by any means, just wanted to put it on your radar though in case at some point you run out of models to make and get the itch to do something masochistic and crazy
  2. Sounds like someone's been sittin around watchin ol' uncle bumble..err..eff playin with the angry pixies out in the garage
  3. Love Niven! Would be so cool to see a ring world you could actually launch from etc. although I suspect you are correct that this is well outside what KSP is capable of doing
  4. Just one of the most amazing part mods ever! However as far as I am aware it doesn't play great with SMURFF due to the modular/procedural nature of the parts, unless someone has made some specific configs for SSTU, I haven't checked in awhile. I'd recommend throwing SSTU in a stock game and playing around with it for a bit, it does things a bit differently than just about any part mod out there but once you get familiar with it you may never go back!
  5. Unfortunately this is a lot harder than it sounds, as far as I am aware currently RT has no way of limiting or keeping track of how many things are connected to a specific craft, and trying to add such would likely add ridiculous bloat to your save file. You could try to limit the number of connections a single part could make, but then you have the problem of deciding how to handle situations like what happens when a connection is lost? Does it reconnect with something else? What if it looses the only connection that is allowing it to be controlled? And it's still going to add significant save file bloat. And all of that I suspect would require a none trivial amount of additional code. But I'm no RT dev, I've simply poked around the source code on Git.
  6. Check out the RT guide http://remotetechnologiesgroup.github.io/RemoteTech/ RT is great because it has a lot of settings that can be adjusted, you have two different range models to play with, and good tools to visualize your comms network in the map view. One of the big differences is that there is no signal quality, you either have a connection or you don't, if you don't have a connection then you have no control over your probe. However you have a flight computer that allows you to program in commands that will be executed regardless of connection status.
  7. Yeah I haven't updated that patch since ksp 1.2, I'll work on updating it this week @tomf would you like a PR on Git to include the patch or do you want it kept separate?
  8. From my understanding the Russians were able to make oxidizer rich preburners because they had much better metallurgy than we did, basically they were able to make their turbines out of unique alloys that wouldn't turn to slag in those conditions, the exhaust was very hot and very very corrosive. The US wasn't able to make materials for the turbines and the seals that could stand up to those conditions at the time and so instead of investing more resources into the material science we stuck with fuel rich engines which were in many cases less efficient but much more reliable.
  9. @Angel-125 I'm loving the mod so far, this is the first part failure mod that I'm actually interested in using in a career game! Knowing that you have already added soooooo many different tweakable settings would you be willing to add one more? I would really like to be able to have my crewable parts have failures such as leaking life support supplies or RCS tanks, or have their batteries or reaction wheels fail etc. BUT I don't want them to randomly explode when they experience a critical failure like other parts. Would it be possible to have a toggle that becomes available if we activate failures for crewable parts that allows us to toggle crewable part explosions? If not that's fine, still love the mod, I'll just have to decide which I want, invincible crew pods or crew pods that could decide to explode spectacularly. Also I noticed in the 1.4.0 change logs that you list a 'Fix for KCT Integration', what was wrong with it before? I ask because I am stuck on KSP v 1.3.0 until some of my other mods have been updated, so I am using BARIS v 1.3.9.3 with KCT, and while I haven't noticed anything that appears outright broken the behavior does seam... odd I guess, for instance everything always ends up with quality at 45/45 no matter what event cards have popped up, and I don't think I have seen quality increase with multiple flights, I have the flight experience set to 4 flights before a quality gain (probably way low but I don't want to turn this into test stand simulator just to get some vehicles Kerbal rated lol) and I haven't seen any evidence of parts getting increased quality even though they have flown at least 6-7 times. I also set the chance for a part that experiences a critical failure to gain quality up to 75% and I have had a number of my SRBs explode on me and have yet to see them gain any quality, they are still 45/45 like every other part.
  10. @Gibster IF you are looking for interesting probe parts check out Coatl Aerospace
  11. Unfortunately this would be hard to do, but not necessarily impossible. the only mod that I am aware of that allows non-focused vessels to be controlled is BDArmory, and that only works while the vessels are within physics range. RT could probably implement something similar, but would be a non trivial rewrite, and since the vessels have to be within physics range for such a feature to work it would be a heck of a lot of work to implement something that would only be useful in very specific circumstances it might not be worth the additional dev-time. But ultimately I am not a dev on RT so maybe they would consider it. Why don't you post an issue on the RT GitHUb requesting it so that they can see it?
  12. Just a general FYI to any one running SSTU and Texture Replacer, if you are seeing funky texture and shading on any of the capsules add the line keepLoaded = ^SSTU/ to your @Default.cfg
  13. @RoverDude I PMed you with the save file, it looks like none of the USI-LS stuff is in there, however after @Eklyktis suggestion I checked and switching scenes does nothing, however I launched a crewed vessel and then switched to the space center and now the settings menu opens properly and the NREs are gone.
  14. I've definitely gone into VAB and back and still had the issue but I haven't tried launching something, and then going to look a the settings. @RoverDude Will do once I'm home
  15. On the 1.3.1 install I initially used the bundled USI tools (v0.10.0.0), I then downloaded the 0.10.1.0 version and was seeing the same behavior using both versions. On the 1.3.0 install I believe I have the latest release for 1.3.0 (I have the full AVC and it wasn't telling me there was an update) but I'll have to double check when I get home.
  16. @RoverDude I am using KSP 1.3.0 and USI-LS release v0.6.2.0 and when in the space center scene opening the settings window results in NRE spam and no options to adjust. Things seem to be working elsewhere, however I would like to make adjustments to resource consumption as I am playing in an up-scaled system. I would like to update to 1.3.1 however I run a heavily modded install and a number of mods are not updated yet. I have tested in an entirely fresh install with only stock and USI-LS and the issue is there, log can be found here. Is there any chance that this can get fixed and an update for 1.3.0 made? Or am I just S.O.L.? Edit: I checked and I am seeing the same issue with USI-LS v0.6.1.0 and v0.6.0.0 as well am I doing something wrong here? I didn't see any comments with people having similar issues.... Edit2: I downloaded KSp 1.3.1 and USI-LS v0.7.0.0 and am having the same issue... here are logs, a screen and a screen shot of my Game Data folder Not sure what I am doing wrong here...
  17. @Shadowmage So I am kinda new when it comes to working GitHub, is there a way to download a specific folder from a repository? I am trying to garb your optional patches folder but I don't want to download the whole SSTU repository and I am not seeing a way to do that....
  18. That is in essence what I am looking for yes. Just to make sure, you are suggesting to add two buttons to the flight computer, one that shuts down the probecore and all antennas and one that reactivates them. This would allow you to set your time delay for some point in the future, click the wake up button to schedule a wake up call. Then clear the time delay and click the sleep button to put the probe into a super low power state. If that is your plan then yes that is exactly how I envision this working, might not be a bad idea to have a big warning, or have the sleep command pop up a window saying "make sure to schedule wake up command BEFORE putting probe to sleep" with confirm and cancel buttons lol.
  19. i see @FreeThinker said it appears to be compatible with 1.3 still, can any one else confirm this?
  20. @akron RemoteTech patches are done and I made a pull-request on Git, I think I did it right, first time using Git to actually contribute to a project. I made a super rough pass at balance, things may need tweaking in that regard as my only play-testing was to ensure basic functionality was there and I didn't bork anything up.
  21. Yes, none are available this early, there is a panel integrated with the dish I am using but it doesn't even fully offset the power needs of the dish itself, which is all by design, this is a very low cost low tech probe modeled after the surveyor probes that is meant to land blast back some data and be done. I fail to see what that has to do with the feature request? Does it not make sense that you should be able to power down a probe and have it reactivate after a period of time?
  22. @TaxiService @tomek.piotrowski I tried searching but wasn't able to find anything on this here: Can the locking/unlocking of resources be made to either be schedule-able in the FlightComputer or to not require a connection? Here is the situation and why I think this is a very big quality of life improvement: Early career low tech Mun lander probe, it only has enough battery life for about 10 minutes of operation, or 5 minutes and a few science reports beamed back. I would like to be able to lock the batteries, effectively powering the probe down after the transfer burn has been completed, it'll then power back up for it's capture/de-orbit burn, maybe power off again until it needs to perform it's landing burn, collect some science, beam that stuff home and then die. However currently when you lock the batteries you obviously end up with no connection and then cannot unlock the batteries to restore power. Any chance this could get added to the current version of RT instead of having to wait for something like this until RT2? Git issue: https://github.com/RemoteTechnologiesGroup/RemoteTech/issues/739
  23. @akron just fyi it's looking like my hope to get the RT patch done by this weekend may have been a bit optimistic with my school work load this week.
  24. No worries, I'll start on them this coming week and hopefully I can get something done by next weekend, but no promises as I have a calc and a physics exam coming up(and TWW2 to play), but I will get 'em done at some point as i need it for my career game. Thanks for the awesome mod!
  25. @Shadowmage If you're still looking for community input I personally would love to see a rework of the Lander series of parts, I already use the excrement out of them, so it would be great to see their features and textures/models brought up to the current SSTU standard, and I would like to second tater on seeing some Altair-ish designs(the current ones are already very close to this), and maybe some models/textures that look like they would be suitable for atmospheric landings for Duna trips. I already pull Mercury and Gemini pods from BDB, and while the stock alike aesthetic does bother me I use them for such a short period of time in my career games that it doesn't really matter much to me. As for probes I already use CA Probes Plus for all my probe needs, probes are one of the few places where I am totally ok with having part bloat, as I like all the diferent looking designs for my various probes. Thanks so much for all the hard work, you've completely changed how I play KSP!
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