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PickledTripod

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Everything posted by PickledTripod

  1. I've been following the development of this mod for a while and tried it before, always found it incredible-looking and very well designed but I had no RAM left for it. I recently decided to stop waiting for 1.1 and got the 64-bit workaround, installed a whole bunch of stuff including this. So here's the question: I know that USI Life Support has been supported for a long while, how is this mod balanced against it? I'd assume that since the modules are rigid and permanent looking they have more efficient recyclers, greater hab values and such than USI-LS's base package, am I right? How do they compared to MKS Lite?
  2. Nice. Just so you know when Nertea released Cryo Engines with its own fuel-switching patch there were issues with some LFO tanks with extra monopropellant in NF Spacecraft. Knowing how Firespitter/ISFS work I doubt there will be any compatibility issues here but if I find something I'll make sure to tell you.
  3. Streetwind was already known for talking to boosters, now he's talking about boosters, eh? Anyway @NecroBones, are you going to make the 5m decouplers color-switchable in the next update? Pretty please?
  4. You said that Sircmpwn never contacted you (or anyone else) for help and that he intended Kerbalstuff to remain an unofficial alternative, and that you might be willing to help the new SpaceDock team if they ask. What if they tell you they want SpaceDock to become the new official mod repository? Would you consider it? Would your contract with Curse prevent you from swiching to them if you wanted to?
  5. It really was! I made some adjustments, test launch went really well but that's the easy part, you just need to offset and rotate bits until torque values are acceptable. I still have to see how it goes on reentry, in theory it should be a lot more stable.
  6. Awesome. My Odin-powered space shuttle is now unflyable since it lost 4.5 tons in the back. Once adjustments are made it'll perform better than ever before though, thanks for the update!
  7. Oy Bones, two more small suggestions. First one: a full lenght striped pattern on the 5m tanks. I actually had that in mind when I asked about using the Expanded texture on the 5m tanks and adding pattern switching but didn't ask for it specifically. I kinda expected it to be included in the previous update since 7.5m tanks have it, but as I was building a 5m Saturn V yesterday I tried to switch to the stripped pattern on one tank only to realize it didn't exist... I was mildly disappointed for a second then felt like an ungrateful dick for expecting a modder who adds tons of cool stuff to a game for free to obey my every whims and fancies without me even telling them about it. Second suggestion, actually for Fuel Tanks Plus but posted here because I couldn't be bothered to make another post in another thread two clicks away: Titan texture for 2.5m tanks. Pleeeeeeeaaaase!!! No seriously, the Titan rockets were light-to-medium launchers, 2.5m rockets have a more analogue role in KSP than 3.75m ones.
  8. Smaller legs indeed would be cool. They could also be angled higher when deployed, like Motokid6000 said there's too much ground clearance even on 3.75m launchers, and on 2.5m ones it seriously affects the CoM, the rocket tips over very easily. If you plan to completely remodel them you should try to make them more aerodynamic like the actual Falcon 9 legs, that huge hinge looks pretty weird.
  9. Quick suggestion for the next update: color switching for decouplers and separators.
  10. That kind of structural adapters can really clutter the part catalog, especially if you have multiple mods adding them like Near Future Construction. And they're less and less useful as surface-attachable engines have become all the rage with Cryo Engines, SpaceY and the stock Vector and Aerospike, now you can just make your own clusters. If you want to discontinue all those multi adapters you could just enable surface attach on the bottom of those larger-to-smaller adapters with shrouds, and maybe prettify them a little bit. And reinforce the bottom node joint connection, right now they don't really like having an heavy rocket stage on top of them and attaching struts is nearly impossible. Or... You could go procedural. That would be an entirely new mod I guess, but here's the idea: thrust plates of a set diameter top on which you can toggle the smaller bottom nodes. Here's an example with a SLS-like adapter: It's just an idea I had a while ago. It would probably be hard to do something like that, require writing a plugin but I think it'd be cool. Kind of like the Procedural Fairings thrust plate, but better looking. They could come in various size like 2.5m to 1.25m, 3.75m to 1.25m, 5m to 2.5m, etc. There could be flat variants, while larger adapter could hold fuel...
  11. I didn't expect that, I'm more used to the idea that anything is possible with KSP... You could send a message to NathanKell, if he isn't too busy with more important bug fixes he might like the idea and find a way to make it work in 1.1, like how he integrated some features from your mod in 1.0.5.
  12. Hey toadicus, if you're open to suggestions I have an interesting one concerning fuel lines. I was reading about the SpaceX Falcon Heavy, apparently it will use fuel crossfeed between the boosters and the core much like KSP aspargus staging, except that the fuel lines won't keep the core stage completely full. That way they can have the boosters separate earlier during the flight like the Delta IV Heavy while having all engines at full throttle during the entire ascent, and the core stage will still only be 60% full so there won't be a huge drop in TWR at the first separation event. The way it would work in KSP would be a Fuel Flow Rate slider in the fuel line's context menu, where 100% would mean that all fuel expended by the receiving tank would be resplenished, 50% would mean only half of it, etc. Is it possible?
  13. Module Manager has been updated to 2.6.16 to fix the bug.
  14. These texture issues between ATM and your mods that suddenly popped up for no apparent reason made me think of something: why don't you use the Expended tank texture for the main pack too? It's much higher quality, the looks fits a lot better with stock parts if you compare specularity/reflectiveness or whatever. The layout is so much better, I love how it's possible to have up to 5 different black and white paint schemes with just one image, it's perfect for anything with a black and white scheme like Saturn rockets or the old SLS design or anything NASA-like out of your imagination. And you could reduce the download size of Expanded since the texture would be part of Lifters, which is a dependency anyway.
  15. Oh well, just clearing and re-generating ATM's texture cache worked... I know it hasn't been updated in a while and is less necessary since most modders have moved to DDS... But it's still vital on my specific install because I still run the original Astronomer's Visual Pack Interstellar V2, for E.V.E. 1.1. Not even the unofficial port to the new EVE, because the atmospheric scattering effect isn't supported for now and is a huge part of how it looks. And Scatterer is just too much to add on top of everything else, it makes the game crash every scene change and sometime on startup. I'm not willing to part with anything else, and my Linux install is a mess and I'm too lazy to fix it, and the 64-bit workaround makes my game crash even more than Scatterer, and... Basically I'm eagerly waiting for KSP 1.1. Anyway thanks a lot.
  16. Here, please take a look when you have time for it: http://puu.sh/lVZYw/b1b6ce2b83.log
  17. Which log do you mean exactly? The KSP.log file in the Kerbal Space program folder? Do I need to do something special before uploading it? In any case yes it's only the 5m tanks, including adapters and fueled nose cones. The 7m tanks that use the same texture work fine so it really is an issue with reassignment, not a missing file. One thought I had is that it might have something to do with having both Firespitter and Interstellar Fuel Switch installed at the same time, but it's unlikely since these textures were working properly last week on the same setup. Screenshot of my GameData folder as a bonus, might help: http://i.imgur.com/9vvmi32.png My own MM configs have nothing to do with SpaceY, it's just a fix for an offset CoM on a QuizTech cockpit and a patch to add fuel switching to the NCS Adapter. And the later uses ":NEEDS[InterstellarFuelSwitch]", not ":FOR" (Yep, this is on Windows, 32-bit KSP. Don't ask me how. Or how often it crashes.)
  18. Some textures seem to be missing on 5m fuel tanks, specifically "Alternate", "White" and "Black" paint schemes, everything else is there and I have no other issue with mesh or texture switching from other mods that use it. I tried deleting the Module Manager cache, uninstalling and reinstalling (manually, not with CKAN.) I tried figuring out how the color switching works exactly to troubleshoot but there's so much interaction between SpaceY, SY Expanded, Color-Coded Canisters and Fuel Tanks Plus (I have all of them installed) I just can't find a lead on what's the source of the problem, I can't even tell which file is the actual texture for these paint schemes since there seems to be tons of symlinks everywhere. Send help please.
  19. Confirming it works now, thanks Bones! Your nosecones allowed me to reduce the part count by 6 on my shuttle, and they look great!
  20. Really cool, but there seems to be a bug with the nose cones: they refuse to work with mirror symmetry, it's impossible to align them properly. Even if you place one on a booster, pick it and place it again with mirror symmetry, somehow they rotate themselves.
  21. The Dark Knight is unlikely to be chosen for the Advanced Boosters though, since the SLS Block 2 wouldn't be able to lift the baseline 130 tons to LEO with them. I'm placing my bet on the Dynetics "Pyrios" liquid boosters, they allow for 150 tons to LEO and would be cheaper than ATK's AJ1-E6 booster with lower development costs, and the Congress has a massive hard-on for re-using Saturn and STS hardware...
  22. Awesome. But it's kinda weird how you just do everything I suggest lately... Are my ideas that good or what?
  23. This update is looking really good... But I think the 2.5m nosecone should be a bit longer, like the shuttle SRB's.
  24. Necrobones has the right idea, users should always have access to advanced options even if it may potentially cause problems if they don't know what they're doing... Like allowing to install incompatible mods.
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