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PickledTripod

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Posts posted by PickledTripod

  1. Just now, CobaltWolf said:

    You can't have parts follow animated parts. That's the whole reason we have Infernal Robotics. In any case, keeping them separate would leave us with more flexible parts overall.

    Oh yeah I forgot you had to add solar panels and stuff to it.

    1 minute ago, CobaltWolf said:

    Uhhh... I guess this would be the latest one. You'd have to replace all the textures and models for the new stuff. And then probably change everything else. And even then, the balance probably wouldn't be correct.

    Thanks a lot! The way I'm doing it is using the last stable 1.1.3 release, add the Apollo and Saturn parts from release 1.0 and remove KSP 1.2 stuff from the configs (new categories, CommNet stuff, etc.) so I only wanted that for the DLL.

  2. About the ATM for Skylab, why can't it rotate like the real-life one? I mean it should be as easy as making it a surface-attachable part fitting the airlock module with a one-shot ModuleAnimateGeneric.

    Also it doesn't seems like Kopernicus is going to be updated right away, so I'm trying to backport the current release to 1.1.3 (I take entire responsability for this) so I can test Saturn IB and V in a 3X rescaled system, what was the last 1.1.3 dev version and where can I find it?

  3. Just now, CobaltWolf said:

    Theoretically. I think Saturn 1/1B/1C are underperforming right now. And yes, I forgot it used the J2S as well. We are planning on leveraging the part upgrade system to give y'all the F-1A and J-2S.

    I'm not too familiar with that system, how do upgraded parts show up in Sandbox? Separate parts in the part list, or some sort of switching in the tweakables?

  4. 21 minutes ago, CobaltWolf said:

    It's accurate length. Remember it's also supposed to used the F-1A, which is significantly higher thrust (less gravity losses) and more efficient (to some extent). I also rounded down on the fuel tank amount - though it's worth noting that the biggest increase in dV isn't the greater fuel value, it's the drastically reduced dry mass.

    Also the Saturn-IC uses an improved J2 with somewhat higher Isp IIRC.

    I hope Kopernicus and Sigma Dimensions will be updated quickly, I really want to do some testing with Sarnus on 3X rescaled Kerbol system. In theory all BDB launchers should have capabilities equivalent to their real-world counterparts at that scale, right?

  5. Hey RoverDude, this is completely unrelated but since you're here right now... I read in the SSTU thread that the latest 1.2pre build broke a function used to modify a part's crew capacity in the editor, Shadowmage is pretty liquided about that since he can't prevent crew from being added to the inflatable station modules he's been working on in the VAB. Is this going to be fixed, or was this change actually intentional? IIRC your own inflatables from UKS rely on the same feature so I doubt it was, but hey I'd like to know what you think of this issue.

    Relevant discussion:

     

  6. 11 minutes ago, CobaltWolf said:

    btw, some of the uprated Saturn V proposals used interim 156inch SRBs... maybe I'll have to make 2.5m SRBs? :wink:

    If you do that I really won't have any use for SpaceY anymore. Good riddance honestly, NecroBone's models and textures are subpar compared to what other modders have made in the last year and he doesn't seems to be willing to rework them.

    2 minutes ago, CobaltWolf said:

    b-bu-but muh 1.2 prerelease!

    Not until the mods I use all work with it, including all of Nertea's stuff.

  7. You know, I wish StripSymmetry and NoOffsetLimits were still standalone mods. I rarely if ever use the rest of EER's features and the buggy interactions between the stock system and this mod that were discussed above are extremely frustrating to me. I've been building stuff in KSP since long before my favorite editor mods were merged with EER and the keyboard shortcut are now muscle memory that's very difficult and annoying to fight against. I understand that most people like it this way and it's easier to distribute it all as one big mod, especially considering the sheer number of mods you're maintaining, but you know, if there were separate DLLs for StripSymmetry, NoOffsetLimits and EER and I could just delete the last one I'd be really happy.

    EDIT: the tab I wrote my reply in had been sitting open for a few hours before I posted, I just saw that you are actually working on a solution for my main beef with this mod... If it works then I have on complaints anymore, sorry for bothering you.

  8. 38 minutes ago, svendii said:

    I've been thinking about this. I just didn't want to have any dependencies but a MM patch might work.

    If you're not sure how to do it take a look at NecroBone's mods, like SpaceY or FuelTanksPlus, he supports all three main module-switching mods and they work without them as well.

    Also the concept sheet for Porkjet's redesigned rocket engines implies that mesh switching will become a stock feature in an upcomming update. Looking forward to that!

  9. SpaceDock is down again, I don't know what's going on but it's been happening a lot lately. Can we have a mirror please?

    1 hour ago, Verayon said:

    Hello astronauts,

    I'm coming back to KSP because of the new update 1.2.0 ( don't play since the 1.0.5) and I'm taking a look at the mods I used in 1.0.5.

    OPT is the BEST MOD i've used to create aircraft and it was the first that came to mind for download.

    So my question is: What exactly is going on with this mod? is there any official link? who is behind the updates?

    I would be grateful if someone could update me ^^

    stali79 is the one doing the updates, K.Yeon couldn't continue his work due to IRL stuff. The link at the top of the OP is the official download for the latest version, though it doesn't work currently.

  10. The New Glenn legs look like they wouldn't be able to handle as much slope as Falcon 9's. Still fine for RTLS, but I wouldn't try landing on the peninsula ease of KSC with those. In any case I hope you plan to make them both for multiple sizes like the SpaceX legs.

    Other suggestions: add a MM patch to allow texture switching between the black and white leg variants instead of having separate parts if B9PartSwitch, InterstellarFuelSwitch or Firespitter is installed.

    Also Senior Slaphead is right, both the legs and grid fins are stupidly sturdy. I landed my Falcon-alike very hard a few times and only the procedural interstage broke when it fell on its side.

  11. 39 minutes ago, Avalon304 said:

    Probably not that long.

    The recent devnotes make it sound like it's about 3-4 weeks away.

    I for one am very happy about this. The wheels should be usable again, we're looking at good performance improvements and it shouldn't be as mod-breaking as 1.1 was. The only thing I'm not too excited for is the antenna system, but from what I understand it can be entirely disabled if I want to go back to RemoteTech instead.

  12. 1 hour ago, AccidentalDisassembly said:

    Textures most definitely do not look like that for me; they look just fine. Are you using ATM?

    I haven't used that since 1.0.5, and AFAIK it hasn't been updated since before that... Totally unnecessary now that DDS textures are standard.

    I have no idea what's causing this, all other mod parts on my install are just fine.

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