Jump to content

Nookos

Members
  • Posts

    236
  • Joined

  • Last visited

Everything posted by Nookos

  1. Very good work! Thanks for that! Along side with Restock, your mod made me come back to KSP after many many years without touching it. I started a career a few days ago. I enjoy playing career mode with progression/ exploration contracts. Unfortunately I have troubles with this and your mod. After completing the progression with all of Rhode's moons. The game thinks the next step is going to Kerbol. Not very suitable. So to try and fix this I have deleted the whole Kerbol system. And the result is that now the game uses Fate as the next step. That kills the progression as well. I think it might be doable ( maybe without changing the temperature some parts can handle, maybe not). I will be attempting to delete Fate later today and see what the game offers as the next destination to unlock. And I hope once the more logical planets to visit are visited with the exploration contracts, putting back the kerbol system will work. Edit: Ok quick update, deleting Fate puts Hydrus as the next step. That 's much better. Anybody experiencing the same issue and found a better way to fix it? Thanks again for the great mod @Gameslinx
  2. After a very very long time I finally started a new career lately. So far I have a space station around Kerbin and docked a second Class A asteroid to it. I sent another space station around Mun And an outpost on Minmus Time to leave Kerbin's SOI
  3. Ok you might not need to delete anything. Just put back module manager in your GameData folder. Seems like you accidentally deleted that one and it is the problem. And the source of many other problems you have.
  4. Make sure the folders are still in your GameData. If you are unsure, delete your previous version and install a new one.
  5. Splitting the fuselage might be a good option indeed. It goes on my list. I am not sure how to clean the right-click menu for the wings but I ll have a look. I just did. Thanks for pointing it out, I kept on postponing reviewing those parameters. Some prices went down, some up. It is much more inline with stock now. Still open for review though. Thanks for mentionning these. I have no clue how I missed the side dish shader problem. It's fixed now. The Remote Tech issue is more of a problem for me. It seems like it is linked to the signal processors included in the probe cores. The regular antennae are fine. I'm going to ask about a way to fix this in the Remote Tech thread. To be continued. I included a patch for the M900 and ScanSat in the latest release. Just in case here it is on its own: ( this is the same patch used on the M700, I might modify it later as they are different) Glad you like it. The A300 and SOAR are very much work in progress. So they are not easy to use for now. I am not sure what is going wrong for you. I double checked though, and the craft file works. One thing to keep in mind is what part is the control part. It's important to control it from the nested part ( satellite probe core or thirdstage). However I have no clue why it would stay clamped to the airliner. If you have more info on the way it happened I could try to reproduce the problem. The only problem I know with texture switch, is with the big top dish. It works in VAB/SPH but it goes back to gold ingame. Apart from that it should be fine. Make sure you didn't delete folders or files. Make sure you are not trying ingame but rather in SPH or VAB. So here is a tiny update. Sorry for the long delay. Not much happening on this for a while but still planning to finish it, eventually, as real life settles down a bit. 0.72 ⦁ Values tweaked for all OctoSat parts. Most apparent changes made to prices and masses. Much changes to heat management. ⦁ Added octosat tag to all OctoSat parts. ⦁ Fuel cell consumption fixed for liquid fuel + oxidizer. ⦁ Fuel cell can convert monopropellant too. ⦁ Fixed Side Dish module's shader. ⦁ Attempt at heat management tweaking. ( quite a failure so far, but there shouldn't be any differences for the user) ⦁ AntennaRangeRelay contract pack compatibility. ⦁ Scansat Patch for M900.
  6. I know.. It is so weird that we are not all attracted by the same things. Unconceivable people have different tastes... I like the look of the old car, and the charm it carries. But at the same time I like technology and how much we progressed in the last 50 years. More comfort, more efficiency, better handling,... No issues for me to leave behind the limitations and flaws. And I just don't seem to want a modern car with an old look, I actually say so
  7. A separate release might be necessary indeed. I can't change the name of the mod on Spacedock anyway so I will have to separate them I guess. I've been thinking about splitting the fuselage. The problem is that I went for a close replica of the actual A300. So it's not perfectly horizontal, and the shape is not uniform all along..not ideal for interchangeable parts. Still I keep this idea in mind, and it would be great to offer some alternatives for this plane. The airbrakes on the wings already have a difference, they don't deploy to the same angle. I don't have the files here to check, but I think they have a slight deployment speed difference too. I'll check that and maybe emphasize it more. I can update S3 decoupler to surface attach radially and will give it a try but its shape is solely design for S3 thirdstage, it might look weird with anything else. I'll try the flag decal module for the tail. Sorry, I haven't. And I have never played with RO even. So I have no clue what it implies.. I will give it a look soon because I have been stuck on the landing gears for a very long time. And I am getting nowhere with those.
  8. I might separate them once I reach release but as long as it is in development it is not planned, sorry.
  9. Here it is. A 1.1 compatible version is available towards the end of the thread.
  10. Indeed. Sorry I forgot the readme file for installation in this version. But I just updated the first page of this post with the information. NSS folder is for OctoSat, Airbus for the A300, S3 for SOAR and its third stage. Firespitter and BahaSP have to stay.
  11. Sure, will do. It's about time I give some attention to the initial idea for this mod, the launch vehicles. I might start with a stock IVA first and then make ASET and RPM ones. Version 0.70 is available for KSP 1.1.2. I've been trying to update this for 1.1.2 but I'm struggling with the landing gears. So this update is temporary for basic compatibility and mainly about the OctoSat parts. The A300's landing gears have been removed for now. The update in pictures and the changelog: Changelog 0.70: - 1.1.2 basic compatibility update - Added 2-way and 3-way RCS modules - Added Side dish module - Added Side Cargo Module - Changed A300 flaps from airbrakes to actual flaps (they need to be linked to an action group to deploy) - Added winglets for the A300 - Added TextureSwitch to the A300 - Fixed missing file for the SOAR cargo decoupler - Added stock particle effect for the Ion engine
  12. Indeed, very friendly team. I am not affiliated with S3, however I contacted them for authorisation before starting this project. They were nice and provided me with their 3D models even. I am sure as well that they will appreciate seeing some videos of their project in KSP. But I'm still so far from completion and moving so slowly since december. Keep up the great work with your SpacePods and TMRO!
  13. Awesome. Thanks a lot! I first tried BahaSP/Plugins from the master zip file and then 0.6.2 from the releases without even noticing it was almost a one year old release. It does work with that dll from bin/Release though. Great!! Thanks again. As tomorrow is a holiday I ll have time to update this \o/
  14. You can let Space Mike know that I enjoy his space pods then. I tried version 0.6.2 from Jesus Rodriguez, here, in KSP 1.1.2.1260(x64) and there is no animation in the VAB, no option regarding the animation in the menu, and it doesn't play the animation when staged. Is there another version somewhere or you tried in KSP 1.1?
  15. Oh that is interesting. I need to give it a try. I check everyday the github page for this plugin and there is no update yet. I even found out about another person who made a ?forked? version supposed to work in 1.1 but I tested it in 1.1.2 and it doesn't work. So I ll go check on ckan what they have tonight. By the way, firespitter is updated so Octosat can be used in 1.1.2, the only problem is that the engines don't come out, but they work. Also I m still working on this project. Unbelievably slowly these days but I ll get it to 1.0 eventually. In the meantime TMRO just made a spacepod about S3:
  16. Yes sure I will make it compatible with 1.1. Actually only the dependencies need to be updated as Octosat is only parts. So as soon as BDanimationmodules is updated it will be compatible.
  17. Ok I just tried in 1.1 and there is absolutely no frames dropped anymore. \o/ But yes in 1.0.5 it's not playable anymore when fully loaded with kerbals ( inside the cabin, and the plane is 11 parts) even though usually my computer starts lagging at around 250-270 parts. So that's a pretty good way to end the day on 2 good news, thanks for the flaps again. o/
  18. You got me to give it another try and yes indeed it works if you simply set them up as controlsurfaces ignoring pitch,yaw and roll but let the user link them to an action group to deploy/retract them. In my case the only inconvenient side of this solution is that each wing has 10 control surfaces so when you link them to an action group it can be tricky/messy to know which ones are the flaps. Thanks for that and good luck unwrapping ( definitely one of the least fun part of the process). You're going to need a very good computer for that. It becomes unbelievably laggy with 87 kerbals already even though the plane is only 11 parts. Kerbals are very demanding in terms of computing ( Haven't tried in 1.1 yet though).
  19. Yes indeed, lights from cockpits and any other parts with lights as an extra ( like Nertea's station parts for example) Oh and I could have cited cargo doors as well, and shielded docking ports. Very handy stuff, thanks again.
  20. Thanks a lot for the update and the great mod. I use it for everything I can think of ( solar panels, antennas, radiators, lights..). This saved me countless revert to VAB, or right clicks after I forgot to assign keys.
  21. I m not sure what you mean by working then. Just like me you don't have a specular color and so you don't have specular at all. The shininess slider alone doesn't do anything. In short you have no specular like me:
  22. Ok now I tried in 4.2.2, 5.2.4 and 5.3.4. Each time trying 3 different ways: only assetbundles; only legacy; assetbundles - deleting shaders - installing legacy. And same result every time. Not possible to get alpha + specular @nli2work I m able to reproduce your test because Bumped Specular is not the problem for me. It's only the combination Alpha + Specular that is the problem: SpecularTransparent and SpecularBumpTransparent.
  23. I actually don't know if it's possible. There might be a way to have them produce extra lift while deployed. I only tried one way ( lifting surface with an animation on them and it made the whole plane wobble and then accelerate ridiculously fast till it exploded) After that devastating failure I just set them up as airbrakes and postponed more testing.. So I ll be following this mod closely. Good luck @Kartoffelkuchen. Nice model.
  24. I guess the brain needs to understand and make sense of the data it receives. So even with very little data it tries to connect the dots and you end up with those theories. Add feelings/ hopes / wishful thinking/ personnal interests in the mix and it's a mess.
  25. I don't understand yet how you got it to work. I spent the evening yesterday installing and uninstalling both in vain. But thanks for letting me know it can work eventually.. Thanks. Much appreciated.
×
×
  • Create New...