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Posts posted by NateDaBeast
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2 hours ago, OldCopper said:
We never meet the explosion problem before, can you provide the image of the separation order, it might be the order problem. Or you can open the .craft file to check if the order is correct.
It was the separation order! I did more testing and found that the fuel tank itself cant be decoupled with the interstage otherwise you get that explosion for some reason.
What about the probe control issue?
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Anyone else constantly having the issue of having limited probe control? I checked the instrument parts and don't see any clear issue as to why it's occurring other than something in the code itself.
Also every time I do stage separation for Long March 7 and Long March 7A, the fuel tank always explodes it seems:
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7 hours ago, Taaaa said:
any news?
Don't want to speak for mcdouble but he isn't really active anymore it seems. He is likely done/taking a break from modding. Sucks because H3 is being launched soon and would have loved to have his mod include it.
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Beautiful.
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16 minutes ago, GoldForest said:
If you want recolor in KSP 1, best to get a recolor mod.
KSP 2 will have recolor support built in, though I doubt it will affect mod parts unless the modder allows it in the config settings.
Most recolor mods I've seen are just adding an orange tint for example.
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Any chances in a future update of having recolors for Saturn parts? I think the new KSP dev video influenced me suggesting this.
I have no idea what colors would even look great but would be nice I guess.
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11 hours ago, Starcatcher2009 - Modder said:
Ok, first off, NEVER type while driving.
Secondly, yes, I may use a generic config using MM to apply to all parts. In fact, the majority of setting up generic settings for TestFlight is done in Generic.cfg which is patched to multiple parts at the same time. I may consider setting up placeholder TF configs to unconfigured parts, but it can only work with liquid/solid/monoprop propellers since all of the other engine types has to be done manually.
Appreciate the reply! Your latest github upload seems to be bugged for me at least. The game stops loading with the following being stuck. (Game not frozen, loading screen changes just won't load further) Assuming its something with the engine listed.
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On 10/12/2022 at 9:04 AM, Starcatcher2009 - Modder said:
I'm currently working on it, thanks.
I don't think so.
Glad to hear, this may sound stupid but are the configs made so you have to individually put each part name or can you not do some sort of like modulemanager thing to apply to all parts? I'm typi9ng this while driving sorry
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On 8/11/2022 at 1:56 AM, Starcatcher2009 - Modder said:
Originally created by Starstrider42: https://github.com/Starstrider42/TestFlight-Configs
The mod was never updated again since 2020. So, I've decided to adopt the config pack to revive, update, modify and expand it. This will be known under the new name "TestFlight-Stock" although you can still call it "TestFlight-Configs Revived" if you like.
What is TestFlight?
TestFlight is an add-on originally made for the RSS/RO/RP-1 massive mod-suite that gives engines failure rates and modes, just like OhScrap and Kerbalism, and records reliability and ignition chance seperately. However, it also includes two unique features of it's own: Rated burn time and throttle curve. The former refers to the ability of an engine to perform reliably for a certain amount of time: After it passed that threshold, the failure chance increases significantly. Some engines also have TESTED burn time, which provides another certain amount of time where you can keep burning the engine after the rated burn time safely, and culmulative burn time, which means that the engines' rated burn time will be reset again after being shut down for a while. Throttle curve is an entirely new feature of TestFlight that provides unique throttle response rate for some liquid fuel engines. Just like OhScrap, an engine will become more reliable the more you fly and test it out. An engine can acquire at most 10000 "du" points through launches/flights that can help increase the reliability of the part.
I thought TestFlight already have it's own config pack, why use this?
TestFlight Config Stock, the official non-RO pack for TestFlight, is no ModuleManager config add-on. It's actually a set of JSON files written in order to lazily attach configs to the stockalike parts, and does not make full use of TestFlight's true potential. With TestFlight-Stock, failure rates are much more balanced and individualized: They will depend on the complexity, propellant type and tech level of the engines, whether being written in the part description itself (whether the part is stated to be explode-y or not is also taken in mind) or from the actual real-life designs of those engines. It also allows tech transfers, which is when an engine shares some of it's "du" with another identical/similar part. Parts can only share technology to those in the same manufacturer, propellant types, design/engineering principles and part families.
For more information, visit the GitHub repository down below.
What's different between Starstrider's original mods and your's fork?
Visit the GitHub page for more info. For a short summary, I have decided to retreat TestFlight support for heat shields, add even more mod supports, balance starting and ending failure rates, fixing the MM blocks originally written by Starstrider to be compatitable with TestFlight 2.0, and more.
NOTE: This is a BETA release, do not expect things to work flawlessly.
Suggestions are always welcome. If you see a bug that shouldn't be there, feel free to open an issue on Github.
DOWNLOAD:
Github: https://github.com/Starcatcher2009/TestFlight-Stock/releases/tag/v0.3.0-beta
SpaceDock: https://spacedock.info/mod/3077/TestFlight-Stock (TestFlight-Configs-Revived
Now available on CKAN!
SOURCE: https://github.com/Starcatcher2009/TestFlight-Stock
LICENSES: MIT + GNU General Public License v3.0
Supported mods:
- Near Future Launch Vehicles/Propulsion/Spacecraft
- USI Exploration/Survival Pack, Sounding Rockets
- Extraplanetary Launchpads
- Kerbal Atomics
- Taerobee
- ...More to come!
CONFLICTS:
- OhScrap/ScrapYard
- TestFlight Config Stock (the official one)
0.3.0 Changelog:
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Updated configs to work with TestFlight 2.0 and beyond
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Added support for Taerobee, USI Sounding Rockets, Near Future Launch Vehicles and Making History DLC
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Removed support for heat shields
Future plans
- Add support for moar mods
- Further balancing TestFlight for career gameplay
- Add throttle curves
I've installed this mod through ckan after github didn't work for me. It still doesn't work. I say this because I'm looking at the same part as you are and trying near future, but see none of the additional information that should be showing when inspecting the part. Is there a secret dependency/requirement? Let me know what you need to help.edit: fixed, somehow had another config installed.
Will BDB be added anytime soon? I know it's a huge mod but man it's the best.
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Pretty solid mod, getting used to it. I hope the textures do improve in the future. If they reach Kerwis levels I'll be so happy. We've needed a proper chinese space mod!
The other mod linked to represent the Shenzhou and everything else is not the same size as this mod so makes it incompatible. The docking ports cant dock for example.
Also, how do you get the fairings to work? I've tried everything I could think of... The craft files are bugged too, the parts are weird.Spoiler
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15 hours ago, frostsid said:
It's been revived, you can find it here.
Oh never even seen this mod. It seems alright, but Kerwis (to me at least) has considerably way better textures/art style.
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On 8/28/2022 at 7:05 PM, donnager fan said:
Will this work with KSRSS? Also does this mod have the longmarch2/2f?
Don't think this mod is in development for the time being. Sad to say too
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How am I just now seeing this? Nice!
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Nice! Like the look of the models so far, might be competition for the other europe launcher mod (knes i think)
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7 hours ago, BlaZe119 said:
i haven't added any sounds
I figured later that was just probably it. I looked at the thread seeing if anything mentioned no sounds and didn't see it so thought it might be something on my part too.
Thanks!
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Anyone else not having any sounds for the engines not playing at all?
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21 hours ago, akron said:
Upcoming Mod Dev changes
Hello all. Thank you all for your continued feedback and support. I need to announce a development change for the Mod.
As you may know, I have been rather brutally slowly updating older parts to a higher def standard. The BDB team has also been in the process of adding higher res versions of keystone US/NASA Probe mission parts, just check out @Invaderchaos's phenomenal Pioneer 10, Kepler, and Mariner line of parts, plus other upcoming projects. So after discussion, we agreed that it made sense to work cooperatively to bring my planned mission parts and remakes over to BDB, where they can coexist with the set of Launch Vehicles, Upper Stages, SRBs, etc. that launched these historic spacecraft. I will thus be joining their Dev team and continue to work on Probe parts alongside their other projects.
The most immediate effect is that the Viking mission will now be released under BDB once completed. I am back in active development of the Viking parts, please keep an eye out on the BDB Thread for an update soon. Other part remakes, such as Voyager, Cassini, STEREO, etc. may also eventually transition over to BDB.
What does this mean for the ProbesPlus Mod?
I am currently not sure. I will continue to attempt to fix any bugs and issues, so support will continue. I am also thinking about working on generic or loosely inspired parts that do not fit within BDB's US-based theme. This could mean other countries probe missions could get some attention, such as additional Russian, ESA, JAXA, or ISRO missions, as well as private sector satellites similar to my most recent SSL-1300 inspired "Barça" bus. I am open to suggestions and ideas but right now I am fully invested on finishing Viking for BDB and will have plenty of time to find some direction for the Mod.
~cheers
I wasn't aware @Invaderchaosreleased Kepler? Never saw it or see it in game
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Cool mod, would be nice if the engine attachment point on the bottom of the craft was a little easier to place an engine.
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Small bug I found (I think)
This is the advanced heat shield, these markings stay on the part regardless of the paint job.
[1.12.5]KIU Chinese Pack
in KSP1 Mod Releases
Posted
Yes I do have the instrument parts included on the rocket. Could changing the range modifier in the settings cause this issue? I usually increase it by a little when playing KSRSS (from my understanding its close to JNSQ size and that requires a buff to the range modifier for antenna).