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Everything posted by Kerbas_ad_astra

  1. I intended for SMURFF to work with those mods, there's some code specifically to handle them -- but it's also possible something broke while I've been away. One thing that's tricky about LH2 is that it's very low-density, so you need much bigger tanks to hold a comparable mass of fuel. If you just swap out the tank type in-place, there will be less fuel and therefore (possibly) less delta-V, even with the higher Isp. The way to be sure is to add tanks until the total mass is the same as the original LF/O vehicle, and then compare delta-V.
  2. Okay, so this is part of KVV after all -- it shows up when you have the center of mass turned on, which you can do with the 'weight' button by funds readout, or if you have RCSBA, which is what threw me off, pressing the '5' key.
  3. I haven't got my RSS install upgraded to 1.12.5 yet, but I just tried SMURFF in my test install and it seems to be working. As a quick test, if you load up the stock Kerbal X in the VAB, it should give you 8850 m/s with SMURFF, compared to 'only' 6428 m/s in the stock game. Even with SMURFF, you'll still need to make pretty substantial rockets to get into space, and even more so to go interplanetary -- approximately 9.5 km/s of delta-V to get into Earth orbit (you only need 3.5 km/s or so for Kerbin), plus another 3+ km/s to escape. The Saturn V had a launch mass of nearly 3,000 tons (compare to 130 tons for the Kerbal X) to put about 140 tons into Earth orbit and send 44 tons towards the Moon, of which 15 tons landed on the Moon and 5 came back to Earth.
  4. By fortuitous coincidence, I think I've fixed this issue by disabling the method responsible for that operation (to resolve another issue). It will be fixed when I get around to making another release!
  5. The RPM config files don't have pages defined for the A/B/C buttons. I've just made a pull request to add them, but Nertea's busy working on KSP 2 so it may be a while before it gets addressed. In the meantime, you can copy this patch into your GameData folder to enable them! EDIT: Be sure to update DPAI to version 6.11 or later, so it can handle NFP's different button layout.
  6. I wouldn't be surprised if the 'fault' is with KVV. The way it rotates the vessel is really hacky, basically directly bashing quaternions together, and IIRC it assumes certain things about the editor's orientation as part of that process.
  7. I remember getting that myself, and I think it is related to RCSBA. It might be disabled by pressing the number '5' or '6', but likewise, it's been a long time. Updating this mod for KSP 1.12 is on my todo list, including looking at step rotations, but things have been busy lately, and diving into the code is as much a learning experience for me as it is for any of you...
  8. Should be. The easiest way I can think to do this would be to start with just Ven's Stock Revamp, take the ModuleManager cache file to get the VSR-patched part configs, and then change all the part names to have 'VSR' on the end or whatever so they're "new parts". Then delete the "VenStockRevamp/Squad/Data" subfolder (not the full Squad subfolder, or else all of Ven's models go away too!), the PathPatches folder, and then install Restock, and everything should probably not break.
  9. Obviously there was no reason these parts couldn't work in KSP 1.10+, but I've updated them for the new stock Construction system in v1.4 We CAN Build It! Updated to support KSP 1.11's Construction system.
  10. Just as KSP has had its final major release, XT Landertron 1.3.0 "KISS" is here! Updated part configs to use KSP's stock EVA construction system. (Also had to recompile the DLL, so this version should only be used with KSP 1.12.x!) Fixed a few config errors.
  11. It's possible to delete the "Squad" and "PathPatches" folders and just have Ven's new parts on their own, but otherwise I'm not aware of a good way to make VSR and Restock play nice together. You could construct a patch that lets both Ven's and Nertea's variants coexist for fuel tanks and maybe probe cores, but that will be much more difficult or perhaps impossible for engines, RCS thrusters, and any other functional parts.
  12. The final major release of Ven's Stock Revamp is here! V1.16.0 "Too Much Space In Space" Updated to new models and variants in KSP 1.10, 1.11, and 1.12. No longer revamping RV-105 RCS thruster (Squad's revamps are fine enough, and Ven's model isn't set up to be flexible with variants) RT-1 "Cricket", RT-2 "Grasshopper", and RockoMAX models (from Ven's new parts) are now also applied to the stock FM1 "Mite", F3S0 "Shrimp", and S2-33 "Clydesdale" respectively. The RT-1, RT-2, and RockoMAX are now marked as 'TechHidden'. Ven's Mk 5 Strip Light is also now 'TechHidden' because there's a better striplight (that actually emits light!) in the stock game. Renamed "Part Bin" subfolder to "PartBin", to accommodate Module Manager patches Localized SpaceX-style landing leg (missed this one back in VSR 1.10) Fixed Nose Cone Mk7 patch. Fixed some config errors in LV-T15 "Dachsund" and LV-900 "Beagle" engines. Fixed loading errors from IVA props. (Gated RPM modules behind "NEEDS" blocks, deleted unfinished models.) Restored a few missing textures. Fixed RT-20 "Sickle" model and adjusted node location accordingly. Fixed model location on BACC Thumper. Set up inventory configs for Ven's new parts.
  13. Apologies for the delayed response, but I've fixed this in my development, release coming very soon! To those asking after Ven's Mk1-2 pod revamp...yeah, I like how it looks, too, but the windows are in a different place than the Mk1-3 IVA and I don't have the skill set to make a new IVA (or adjust the revamp model accordingly).
  14. I'll have to see how that parameter is accessible to Contract Configurator, but if there's a way for CC to read it then I should be able to make that an option.
  15. Some parts should theoretically be able to co-exist as variants (e.g. fuel tanks), but when I tried to have e.g. variants of the SRBs or any functional part, it wasn't happy (especially anything dealing with animations).
  16. This one is the mod of mine that is most likely to need a recompile, since it deals with shaders and things that can change between game versions. I'll get to it when I can.
  17. tanklever and enginelever should behave at any value (up to the limits of computer precision), but if you set podlever to be 2 or greater, SMURFF will try to give pods negative masses. There's some math that runs at the end to clean up errors like that, so if you do that, it will put the originals back (i.e. as if podlever = 0).
  18. I had left that model alone because the new IVA for the Mk 1-3 pod does not line up quite right with Ven's model (the windows in particular are in new locations), and I definitely don't have the skill to make my own. That said, let me know what you think: Top: Ven's Mk1-2 with Squad's Mk1-2 IVA. Middle: Ven's Mk1-2 with Squad's Mk1-3 IVA. Bottom: Squad's Mk1-3 with Squad's Mk1-3 IVA.
  19. If you get the new version I've been updating, Ven's Mk1 pod is made the default variant:
  20. Thanks for the kind words! The activity level of a part does not depend on occupancy. Astronaut seats are meant to hold the body securely, so just because you're the only one in the cockpit doesn't mean you can just lounge over two chairs at once or something. When I look at the Kerbal Health configs that are defined for some mod parts that KeepFit says are Exercising spaces, it looks like they already have special stats that reflect their capabilities. For example, the large centrifuges from MKS and SSPX drastically reduce the effect of microgravity, and the MKS Medical Bays have powerful recuperation effects. I also see that garwel's been asked about tying gee-tolerance to health, and he seemed receptive (although it's clearly not a high priority). It looks like it should be possible to get a kerbal's HP value from the Kerbal Health system, and then I could use that instead of the health that KeepFit tracks itself, but I don't regard that as a very high priority -- I've never made such a large-scale addition to a plugin before (most of what I did to resurrect this mod was taking old junk out, and even then I only went at it half-way), and I'd have to also make major changes to the user interface, as otherwise I'd be showing information that is entirely disconnected from what's actually happening under the hood (Kerbal Health doesn't care what KeepFit thinks about modules).
  21. I'm keeping Ven's Stock Revamp going because I like its clean aesthetic more than Restock's relatively "busy" high-frequency detailing. That said, its models aren't getting any younger, and I'm not up to the task of making new models as new parts are introduced, so I understand why people might hesitate to get attached to it. That's why I reorganized it a few versions back so that it's easy to delete the "stock revamp" parts and just keep the new parts, for people interested in migrating back to stock or to Restock.
  22. ...Well, don't keep me waiting, I wanna see it! I'm not inclined to change the controller, but if it's technologically straightforward, I might add an 'advanced' controller to take advantage of it.
  23. By throttleable, are you talking about a pre-baked thrust profile (SSSRBs, etc.) or on-demand mid-flight adjustment (what XT Landertrons used to have, but no longer do)?
  24. That video was probably made with one of XanderTek's old releases, which throttled the landertrons. Nice for a soft landing, but also cheating considering these are SRBs. Since late 2015, the landertrons will fire at full-thrust; they will automatically cut out when they calculate that they're about to start rising again, but given the granularity of the timing and the simplicity of the calculations, unfortunately there's usually at least a little bit of a hiccup and a drop at the end. I've found I get the best results (in testing at least) with a TWR of about 3.
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