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RaendyLeBeau

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Everything posted by RaendyLeBeau

  1. - ksp 1.1 test results - Dear Cummunity, in relation to the 2nd problem /issue [ bright IVA lights ] - I would be very grateful if you could post feedbacks with pictures, because I can not reproduce the problem. Thanks in advance ! your LBSI test team
  2. dear KSP community, EVA - IVA problem has been fixed ! in a few day following an Updated 'Rocket-Factory' MOD compatible with 1.1 - cheers !!
  3. hmm.. just received a msg. from Jebediah .. .. now seriously I have no idea what could be the cause of the EVA-issue. -> but please be patient as we are still working on solution. thnx all cheers !
  4. Hi basila, basically yes why not, in future release. but at moment i have been really busy at my work. so I can give no promise
  5. @CobaltWolf - many thanks i really appreciate your support !! really - cheers it's possible - yesterday i make some tests with other Mod-pack POD's (1.05) during Gamplay of ksp pre-release 1.1 - the result was everytime the same. kerbals be thrown out ..- airlock closed, go out ok, but to get in its no longer works.. seems that it looks the same for many pods from of version 1.05.
  6. @tater Hello tater Hey wow, I never thought - many many thanks, really great. thank you from the heart and nice that you like that mod- that inspires me further. cheers !
  7. hi herb, yes super am glad you like it. Personally I use this 'cheat parts' no more - these parts I used to test purposes before - have each tank filling completely filled, then I have switched off again the fuel-generator. In the end was the result to estimate very well a required fuel quantity for a long travel (eg. to duna). - By the way the fuel generator (i think it was in a mod release for ksp 0.25) parts were from @NecroBones I made only the textures and config and different. - And actually I wanted the parts do not publish in the mod ..am today not sure if that was right to released there. - but I am glad that you like it, thank you for the feedback @Enceos Hi Enceos, yes you are absolutely right, i will fix this in the next release.I was under pressure because of the timely release. (Thanks for the note) Many many thanks that you like the mod, best regards cheers
  8. hi dani, oh so the error happens with version 1.1 - I did test only version 1.05. -I most soon as I can the pods detail with the version 1.1 this one may well say that it is a pre-release version. this is not like in an official forum-contribution of kasper-vid yet bug free. - So I stay tuned and give you as soon as I can get a feedback. Thanks for the hint, grazie mille, cheers !
  9. hi probus, I made a few tests. did not detect a fault. only situation is when the door (airlock / hatch) is already occupied by another kerbal. - Then the door (airlock -hatch) is blocked (see picture nr.14+15) . Of course also the hatch can blocked otherwise with another construction block or part.. but as I said I've done a few tests. could not fault notice all kerbals come out and back in from EVA - fortunately here the pictures from my tests
  10. here some SLV comparison with the lbsi 'Aiakos 1' cheers & have fun here some fresh pictures "Kappa Sigma-V" with his new Service Module : lovely (in the backgrund the "Aiakos"-Upperstage with Habitat Module RE02 ) lovely picture ( ok, Work in progress - So everything is still without textures only object with material colors ..)
  11. so here - Part two : "Aiakos" DLS (Duna Launch System) - Stage 2 Achilleus Class and Upper Stage with Sigma-V -> pictures : docking maneuver and rendevouz # expandable Habitat RE02 # zero gravity Rotation of HAB RE02 # Spacewalk around expandable "RE02 Habitat" of 'Dotty Kerman' # and more .. have fun !!!! cheers !
  12. "Aiakos" DLS (Duna Launch System) Stage 2 Achilleus Class and Upper Stage with Sigma-V -> pictures : docking maneuver and rendevouz expandable Habitat RE02 - zero gravity Rotation of HAB RE02 (as soon as 'Imgur' is accessible again follow more pictures .. "imgur" as usual )
  13. dear community, as discussed here first images of follow mod 'Rocket Factory' with the name - "Aiakos" DLS (Duna Launch System) - in this regard I will open a separate developmental thread. tests with this mod on ksp version 1.1 have also begun and it appears run everything correctly. with the docking ports (nodes) I like always struggling. an unfortunate thing, as usual cheers ! Project Name: 'Aiakos- 1' Duna Launch System ( ~67m height) (Project status : work in progress- So everything is still without textures only object with material colors .) Stage 1 (Engine Patroklos Class -7.5m diameter - ~16900kn thrust) + 2 SRB Booster Stage 2 (Engine Achilleus Class ) + 4 lateral LF Boosters Upper Stage : (Transfer Vehicle Habitat and Lander Capsula) - RE02 HAB-A- (Expandabel) Module with Docking Station (size 2) (crew : 9 kerbals) - ServiceModule SMS500 for Sigma-V
  14. hi, yes is actually planned for later - see first page (under scheduled)
  15. hi Jivaii, there appears only as pre release ... not sure do not think that this is currently widely used version .. and about 1.1 see here ... " but are still in development. This means that they can be unstable, " - read link about pre-release 1.1 from 'KasperVid' (squad) but I am also looking forward to the new version, let's see what comes in the next days so. cheers
  16. Hello together, I looked after the video course I wanted to try to understand the mentioned iva-light-bug. - Have made a few test realize that I can not reproduce this error. - No idea - have even taken all mods out, and tested only with stock ksp - also could be at an incompatibility of other mods - but could not reproduce .. my version is ksp 1.05 here some pictures of tests ..
  17. @DGatsby @Probus @Table @Jivaii wow am speechless, would have never imagined. thank you so really thanks thank you from the heart !! have fun !! ( hope it all goes well, please report if necessary errors and bugs, determines which is one or the other appear as I had just enough time to test everything ) Am already on the continuation of this model ... here are a few pictures later cheers !!!
  18. hi all, since I myself do music, I wonder quite some time whether it makes sense to make a similar app in which the ksp music will be replaced by your own playlist? - So far I have supplemented my ksp clips so .. now is simply an idea. - Could possibly extend this plugin to such a function?
  19. great design mate ! awesome and stylish perfect mod with delicious textures. - the Cygnus segment is beautiful.
  20. thanks cobalt, i have contacted him. I hope he can help. a so i forgot it to ask you ; you think is necessary to add "ATM" config support ? i forgot to add these cfg file in the mod package,but I'm not sure if this is still someone needs, after KSP Release 1.0 ? (was it earlier still a theme in ksp version 0.25) ACTIVE_TEXTURE_MANAGER_CONFIG { folder = LBSI enabled = true } cheers !
  21. have studied "RealPlume"-Wiki briefly - looks very interesting. It offers many possibilities of gfx illustration of PLUME - also many possibilities to combine the FLARES etc. etc. .. Kerolox - High Thrust, low efficiency Hydrolox - Low Thrust, High efficiency Hypergolic - High Thrust, low efficiency, long storage time NTR - Nuclear Thermal Rocket (like the NERVA) Lower - First stage engines, optimized for 1 atmosphere Upper - Upper stage engines, optimized for upper atmosphere and vacuum OMS - Lander and maneuvering engines, optimized for vacuum Vernier - Small attitude engines for launch vehicles Hall - Ring-shaped ion thruster Gridded - Filled in circle-shaped ion thruster - hmm.. well looks but after a lot of work out if you want to do it right and well. So rapid implementation of "RealPlume" of eight engines is unfortunately difficult in a short time. - Because I have a "one-man" show am.
  22. dear all, here are some (SECRET*) concepts for a DSL (duna launch system) based on this mod. [* explain below] - Defacto this are (one of) the Concepts for the follow mod. of "Rocket Factory". [*] but ... - Unfortunately, as described above (hradan) there are some troubles on the implementation with docking ports(nodes) and later moving parts such as for example, implementation a zero gravity rotation after all parts are docked. (part of problematics see this thread - In principle, it is due to the same problem.) - The images of the gameplay I spare you, docking (nodes) all work well. the rest as mentioned above does not work. - the two outer parts are naturally extensible. and will extended only in orbit. The secret files were securely stored until now in 'concept safe' the company LBSI. However, I was able to convince the cleaning lady me tonight to give the key and access to the building. in return, I have tomorrow to go out with their Mexican sister from Acapulco ... a date as it were.
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