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Everything posted by SwGustav
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SwGustav replied to Yemo's topic in KSP1 Mod Releases
The advanced jet is even better... Love that tail design Can you turn it into KAX version as well? I noticed there is not enough Diazo's mods in suggestion list: Auto Actions is a useful companion to Action Groups Extended, Landing Height is a tweak for easier landing. +There's also Actions Everywhere, which is a companion too, but I have no idea how this will work with TweakableEverything and Tweakable Wheels and there will be a progression issue with fuel line. So this mod is more of a note than suggestion. Edit: Ooh, look at this gem. Fully compatible with 0.90. Edit2: ShowAllFuels- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SwGustav replied to Yemo's topic in KSP1 Mod Releases
Looks slick and great! I don't see antenna and instruments though, are they hidden?- 2,515 replies
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Something peculiar just happened. I copied the cache back and, well... the button is still there. Edit: This is shameful , but I am going to assume I missed it in the settings initially. Still kinda refuse to believe, I swear I checked the whole list two or three times. I feel like game is playing a joke on me... Thank you for your help anyway
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No, I haven't changed any bindings. And of course I checked settings. That was the first thing I did (I thought mod automatically disabled stock if toolbar detected) Edit: Gonna try if Y works, also some mod compatibility I have suspicion for Update: I GOT IT! Not sure yet what exactly, I removed some mods and cleared module manager cache, stay tuned Update 2: I moved mods back, and the button is still there. So it's MM cache somehow
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I'm blind, I didn't see output_log when I first looked there Sorry, here it is Edit: Could it be mods conflicting? I have a fully moded (see mod recommendations) SETI game + some graphical mods.
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SwGustav replied to Yemo's topic in KSP1 Mod Releases
I think you meant to write that without "no". Reducing thrust always helps Yet again utility suggestion.- 2,515 replies
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Hello, I'm having the same problem as Kurtvw, there is no button for TCA in stock toolbar nor in any scene for Blizzy's, however I didn't test for Y working. I was playing in sandbox. Here's the log from root folder, tell me if it's a wrong one
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SwGustav replied to Yemo's topic in KSP1 Mod Releases
Wanted to ask this for a while, what exactly is Kerbin Habitat? Setting up a base by the launch pad? At some distance from KSC? Or a specific biome? (like flatlands, north or south ice caps, VAB roof?) Sorry if this has been answered somewhere, I couldn't find it- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SwGustav replied to Yemo's topic in KSP1 Mod Releases
All aboard the hype train!- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SwGustav replied to Yemo's topic in KSP1 Mod Releases
I've posted a few pages back about how FAR destroyed up my early probes due to lack of SAS. It's probably that (or huge TWR, or high winglet sensitivity) Edit: Any rough ETA on 0.7.7?- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SwGustav replied to Yemo's topic in KSP1 Mod Releases
Can you post your design? Have you tried using stock winglets or going slower?- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SwGustav replied to Yemo's topic in KSP1 Mod Releases
You can use any part packs with SETI, however they will be disbalanced in terms of progression. I remember my Chaka campaign, I felt like parts were just randomly crammed into tech nodes. A great mod to be put into recommendations.- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SwGustav replied to Yemo's topic in KSP1 Mod Releases
FinePrint contracts can be hard sometimes, but you can just like, ignore them or decline. They follow your progression too. Most of them are sane (IMHO), offering a worthy reward. Besides, after you complete a basic RemoteTech network contract, the satellite contracts are very useful for further profit. Expand your network and get money for it, what's not to love.- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SwGustav replied to Yemo's topic in KSP1 Mod Releases
It's a feature, those contracts are stock and random I advice avoid such orbits with RemoteTech, because every sat counts- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SwGustav replied to Yemo's topic in KSP1 Mod Releases
A suggestion for the future update changelogs: please, write that autopruner list has been updated. No need to be specific, just something like "Updated the AutoPruner config: new unused parts". Edit: would be also great to know (if that happens) if there are any parts brought back from unused. "Updated the AutoPruner config: *part name* is now used again". Also a part tweak that bugged me in stock - Mk3 cockpit has a ridiculous weight (less than your balanced Mk1-2!). Increased weight will help shuttle building a lot .- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SwGustav replied to Yemo's topic in KSP1 Mod Releases
What is Kerbal Mass Changer? Can't find anything about it- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SwGustav replied to Yemo's topic in KSP1 Mod Releases
Thank you, I'll definitely use this in new 0.8.0 career, if it won't be added by then. I had the exact same thing in non-SETI game, and it was caused by stock SAS hold. SO it's not SETI problem, but seems to be fixable as you said previously.- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SwGustav replied to Yemo's topic in KSP1 Mod Releases
That reminded me about how my early launches were frustrating. I had to use manned vessels to enter the orbit first few times - FAR was very hard on probes with no stabilization, and I'd always lose control even though I had a lot of torque. I wish Yemo would add simplest SAS to the smallest reaction wheel. On topic of science experiments, would be cool to see EVA experiments and tools, like in FASA, since we have KAS and portable science container.- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SwGustav replied to Yemo's topic in KSP1 Mod Releases
Here you go, a quick config to allow procedural structural element transfer. Edit: darn, beaten a little by Papa_Joe- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SwGustav replied to Yemo's topic in KSP1 Mod Releases
Nope, those two are not supported and probably won't be. Only omni lights from main B9 are supported (see first post). If not mistaken, I remember them being included in late phases in early development. What Yemo can say on this? It's not that I want them back, just interested. If you decide to create it, do remember that SETI has made unshrouded panels unretractable. Took me like 30 seconds to set up properly, with alt-duplicating. I don't know why would you need to create an adapter specifically this way, as with procedurals you have far more options, i.e. even simple 2.5>1.25 cone should do.- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SwGustav replied to Yemo's topic in KSP1 Mod Releases
Today I viewed all available contracts with cheats, and I must say, this is already outstanding, Yemo. Are you planning to expand them after finishing the current plan? (IMO, with mods intended for more interplanetary in the near future there should be more manned missions to planets) And the second thing I've done today, I went on Obsolete Part Hunt. 1. C7 Brand Adapter - fuel tank that can be recreated with procedurals. However, slanted version can't be2. Landing Gear - left adjustable gear is very similiar to KAX gear, and is superior. IIRC they're in the same tech even. Only obsolete with both mods so not sure 3. Extended Mk2 and Mk3 cargo bays - there is a double version of mk2 cargo bay and double&triple versions of mk3 bay. Not sure too: part saving, easier opening and all, but by the moment you reach them (at least mk3 bays) you don't need to save parts, also action groups 4. Large versions of recyclers - What's their story? I couldn't find them in tech tree for some reason. Small ones can be tweakscaled (although weight screws up by big + didn't test for functions scaling). Even without TweakScale large version supports 9 instead of 8 kerbals. So I don't see the point. All but first are kinda nitpicking, but Utility category is the biggest currently. Just trying to help reduce it.- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SwGustav replied to Yemo's topic in KSP1 Mod Releases
About KAX being overpowered, AJE fixes that but also adds a big layer of complexity. So kinda skeptic if it's worth it. (but that's my opinion) You may also want take a look at another mod I forgot to list yesterday - Cargo Solutions. Fits nice with my other suggestions. I have always thought this is caused by stock SAS hold. Whenever I use remote tech hold, it's ok (as it doesn't use SAS). Mechjeb also uses non-SAS hold by default. You wrote me as GwGustav 2 times Also, should be now (it's on kerbal stuff too. it's not necessary but kinda bugs me)- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SwGustav replied to Yemo's topic in KSP1 Mod Releases
Thank you! Wasn't much of work though. Engine balancing then, I see. I didn't tweak much yet, it was quickly done as an example, so you're right that it can be improved. Wow, you plan things so good. I'm jealous Also, I'm certain cockpit from Kerbonov pack I proposed previously would fit SO good with KAX engines. (Pic if you still haven't checked it out) Edit: I have a suggestion to add decoupling feature to Procedural Fairings bases, here's a config (decoupler force can be changed) - Download I also shall add that this feature can be turned on and off with Tweakable Everything.- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SwGustav replied to Yemo's topic in KSP1 Mod Releases
So, first add Interstellar, and then Near Future + its integration into Interstellar. How about creating a showcase KAX craft? At least something like this (my remake of SETI advanced jet) Now that I've remembered BoxSat, I also remember now you haven't done anything about proposed Better Buoyancy. Just a reminder- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SwGustav replied to Yemo's topic in KSP1 Mod Releases
I'm confused, are you doing interstellar extended or interstellar near future integration? Or both?? (sorry, I don't fully understand all these versions and variations)- 2,515 replies