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KSP2 Release Notes
Everything posted by greystork
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The Creative Commons license accompanying BAE-LP is already very permissive. There are only three rules to follow: Your derivative work must credit me (greystork) as the original creator of the BAE-LP content you use. You may not charge money for your derivative work. You must share your derivative work under the same license (CC BY-NC-SA). Go forth and mod my mod.
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I am considering retiring this mod, so unless there is a huge outcry, there probably won't be any further updates. There are several reasons for this: The Behemoth Aerospace Engineering - Large Parts mod doesn't seem to have a huge following. NecroBones already covers most of the area of this mod in his SpaceY Lifters + Extended mods (up to 7.5m parts). If you really want oversized parts, you can just use TweakScale (in your case combined with Nertea's Near Future Solar mod). To my knowledge, the only thing in BAE-LP that doesn't work in KSP 1.1 is the landing legs. Everything else in the current version (1.3.5) should still be functional. However, if any of you wish to convince me to NOT retire BAE-LP, don't hesitate to post your opinions. If I get enough responses, I might reconsider.
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[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
greystork replied to NecroBones's topic in KSP1 Mod Releases
I'd like to see the specs on the engines in the Martin Marietta 34 design. What are those - 10m in diameter? Edit: Found a bit of info on them. Almost 123,000 kN per engine! -
Ah, thanks, Nightingale - I had forgotten the details. Whovian - did you catch that this is a bug in Texture Replacer and not something specific to BAE? Many other mods won't work with TR and without Active Texture Manager installed, either. If you want to use Texture Replacer, please also install Active Texture Manager to avoid this bug.
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Sorry I didn't see your comment until now - I am a bit preoccupied with other things, these days, among which is finding a new job/contract as a software engineer so I can eat again. Anyway, I am a bit weary of incorporating parts of existing mods into my own. If the Stanford Torus mod has been abandoned by its developer, it will undoubtedly be difficult to contact him/her and gain permission to adopt those parts. Doing so without permission is sort of an unwritten no-no in the mod community. I think I speak on behalf of most modders when I say that it is one thing to continue development on a mod that has been abandoned for a very long time, and doing so in the spirit of its original scope. However, picking it apart and stealing bits and pieces from it is something entirely different. That said, I still owe the voters of my survey some kind of science experiment. Perhaps, if I get a bit more free time on my hands in the near future, I could be persuaded to research the finer points of IVAs and create a large science lab for BAE, although I can't promise it will be as large as 10 meters. - - - Updated - - - Did you remember to delete the old BAE folder before installing the new version?
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Thanks for elaborating. BAE does have a PNG flag in agents, however, so auto-generation shouldn't happen. - - - Updated - - - That is really weird. There is absolutely nothing unusual about my Agents.cfg setup - it looks very much like many other mods. Unless he is using a version of BAE prior to 1.2.0, I have no clue how it could happen. - - - Updated - - - Padrone, based on the above discussions, there are two things, I can think of, that marginally qualify as potential issues. Here's how to fix them: 1. Copy behemoth.png from Agencies to Flags and delete behemoth.dds in Flags. 2. Open Agencies/Agents.cfg and remove the line: "standing = SpaceY Technologies Corporation, 0.6" If this works, it would be great if you could figure out which of the fixes worked. If it doesn't, we're up a creek.
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No, I get it. You believe, since everything works when you remove that one file, it must be that on file. This is not necessarily so, however. If that one file is the proverbial drop that overfloweth the cup, it may be a more general problem. That is why I asked you to remove a different mod and see if things start working. If they do, it is definitely a resource problem, and not a problem with BAE. If it is a genuine problem with BAE, I am surprised that you are the only one reporting it. There should be many others having the same experience. Since that does not seem to be the case, I am inclined to believe that it might be a mod incompatibility issue. That is, one or more of your 172 mods may somehow not play nice with BAE. Needless to say, it will be difficult to figure out exactly which one(s). Perhaps the easiest solution, if you can live without the BAE contracts, is to play the game like you are already doing - without them.
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I am aware of that, but it shouldn't affect contracts, as it is only used as a flag decal. Just so there's no confusion, I will make it a PNG in future versions. It sounds to me as if you're running out of memory, which can happen when you have too many mods installed. Is there another mod (preferably one that has contracts) you can remove temporarily and see if that fixes the problem?
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I'm not sure I could come up with a believable animation that would unfold machinery big enough for that. I think we have two votes on the consolidated experiments bay, now, so perhaps that's what I should go with, although I also like your deployable observatory idea. Are you thinking surface deployable, like, for instance, in a crater on the 'dark' side of Mun? A 10 meter telescope would surely be able to get some amazing shots of all the planets - perhaps even enough surface detail to make out biomes.
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You're welcome! Now for that/those science experiment(s)... Any more ideas for a physically large planetary science experiment, out there, before I make a decision? Here are the 'requirements': There should preferably be a reason for it to be physically large. It should be centered on planetary science (orbiting and/or landed). It should preferably be biome specific. Thanks to everyone who have come forth with suggestions, so far!