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SwGustav

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Everything posted by SwGustav

  1. Yeah, that sounds alright, I actually wanted to propose it too. Yemo said they both were gonna be supported after Karbonite, but nothing so far and they're not even in development list..? Guessing it's because of Interstellar, still would be nice to hear about them
  2. I think SETI-guide should be expanded with "common (technical) issues" or similiar FAQ. And a mod suggestion
  3. I like procedural KAS tank, but there are already two canisters from Karbonite. Maybe prune them in next version? Some new Contract Configurator packs seem to go okay with SETI (like tourism, banking), I think there should be a proper list of SETI compatible contract packs. Edit: Munar Surfaces Experiment package has been updated with a new experiment. I suggested it some time ago but you never acknowledged it
  4. Why not Deadly Reentry decoupler? If you are doing this because of clipping
  5. I break my lurking silence to say not only this patch is great, but also congratulate on the fact that max mod game can now reach RAM limit and crash (at least for me)
  6. I like the contract tree, but the start seems too fast for me (surely there is more to do on Kerbin early game). Have you played Buzz Aldrin's Space Program Manager (the latest one)? Your contract progression feels just as it. (this is a good thing )
  7. FYI CC description under Install is still old So I made a Mun Sample Recovery Probe, that doesn't require any building upgrades. No room for expansion (unless you get VAB & launch pad upgrades), but can be remade into light version with a pair of goo containers instead of material bay. It's also super easy to land and maneuver. The idea is to land on bright side without any Mun orbit, take a sample (with material bay) and instrument readings and then lift to the Kerbin straight away. Before reentry, decouple upper probe and lock it to retrograde (heatshield included). Once in atmo, activate parachutes. If performed right, does not require any comm sats (although one or two would make things easier).
  8. Perhaps you might be interested in my designs? (All are for maxmod game) First one is Mun Flyby Probe, however delta v messed up and it can orbit Mun as well. You only need a basic network with some Mun reach, it's ultra light and has space for 10 more parts (put your instruments, or extend for other tasks). Made with tech tree of first level of R&D. Initially I planned to put all science instruments in one action group, launch probe on free return trajectory and program the remote tech computer to use that group at Mun periapsis, then manually transferring data on the way back (straight to KSC). That meant you could get Mun orbit science without ANY comm sats (though you did need patched conics). BUT I found out remote tech computer lacks action group activation.. So yeah. Second probe is Mun Orbiter + Lander - it's a 2 part craft: lander and orbital comm sat. It's boosted from parking orbit by HRB, and circularizes on its own. First 3 pics are outdated, no more second stage, just one big fuel tank (making it SSTO) - like this. However it's kinda complex and not as SETI-like as you'd probaby want + it requires VAB & launch pad upgrades (I think I can make a simple version without orbiter and any needed building upgrades, probably for use in conjunction with simpler comm orbiter launched earlier). The only problem with craft is that navball is upside down, really don't know why (control from here doesn't work either). Not as modifiable as Flyby Probe. I also noticed something strange with proc probe core - it can't be modified as root part or when not attached. Other proc parts do fine. Suggestion: add tweakscale support to compartment tubes or tech tree support to this. Another suggestion: procedural SRB segment (procedural solid fuel tank) with additional oxidizer option - don't know if possible at all, basically allows you to construct SRBs in more shapes. SRB will drain solid fuel top to down if any of those are connected as stack. Pic Edit: There are new contract packs coming out that interfere with default SETI progression, "all contract packs in the ContractConfigurator thread are recommended" should be changed Also, maybe make Kerbal Engineer parts tweakscalable too? Edit2: It seems Orbiter&Lander can be improved by moving lander underneath, that may solve navball problem and remove awkward decoupler positioning
  9. Good patch, though I don't understand KIS transition Does that mean KAS will be merged with KIS soon?
  10. @Smegghed Where can I found this stream of yours? The integrated pod antenna is obsolete coupled with that DP-10 buff (which is a goodidea) unless you make it use super small amount of electricity and even then I don't know. It's just not as vital.
  11. That sounds good, however shouldn't it be renamed as well? Unless Karbonite is liquid.. Might wanna also rename Other Part mods into Other Optional Mods (bcause not just parts there) Edit: How does IR part rework work? Is it just set of parts (without replacing default) with the same tech positions?
  12. Then it's Ship Manifest. Edit: So I was fiddling with SXT compatibility and the best way it seems, would be to provide prunelist for unpruning needed textures.
  13. Debris lags are random, but if you put a flag in EVA the FPS drops instantly. Just do your probe launch without Ship Manifest and see if problem persists.
  14. Remove it and test, there's currently a bug with frame rate drop Edit: If you need SM's functionality, get version 4.0.2 from Kerbal Stuff for the time being. Alternatively, switching vessels with [ and ] also fixes it for a single instance Edit2: I remember someone complained about reentry lags, I'm positive it's this bug as well (debris created after the rest of the craft detaches or if it explodes from heat further).
  15. Thank you for this update! @jlcarneiro Wow, I have the exact same issue! I also sometimes get those abnormal FPS drops when debris is created (it's not as bad, so probably not SM related). Always used the latest version. I'll try to replicate later for log.
  16. Crew and EVA report switch is in SETI already, and from this mod too I think. Still more stuff from it would be great. Like solars nerf.
  17. I like your telescope idea. I also like how there is choice between light and heavy Kerpollo lunar module. Maybe get a small branch with advanced Gemini stuff? (FASA Gemini lander as even more budget landing option) You can try using the same way SETI goes with unused parts (though that doesn't seem needed) - remove from tech tree and rely on autopruner config. Also what's about Mission Controller 2? It has historic contracts which seem to fit with RTK. Or do you want your own contracts?
  18. Thank you for your stock transfer work. I got some exceptions recently. Respawning kerbals caused my game to throw 150 exceptions per minute, as seen here. (Under KSP) This one is minor, but clicking on vessel that's missing parts also throws an exception once, seen here. (Under KSP too) Here is the full log.
  19. I voted for AMURE Pod,but now I think Mk 1-2 is good enough. So uncount my vote if there will be a draw Can you explain the tier 6 please? How exactly the alternative history will be handled? Edit: 100th post
  20. I'm not Yemo but I can answer - you can use the latest version from second topic, however it may be buggy with Infernal Robotics, in this case use version from first topic.
  21. Suggestion: Remember when I wanted EVA experiments? Well yea, take a look at this - Munar Surface Experiment package
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