Jump to content

Deimos Rast

Members
  • Posts

    1,392
  • Joined

  • Last visited

Everything posted by Deimos Rast

  1. @RaendyLeBeau I hear what you're saying. Modders are incredibly skilled individuals (usually) who do what they do with little to no reward. Many who use their mods do not even say thank you to those who give so much to create them. I try to say thank you at the very least, and moreover, to provide support, feedback, bug reports and enthusiasm when I can. I believe modders should be compensated for their time when and where possible, but sadly, I cannot really afford to donate myself, having been out of work for over a year and unlikely to be able to work any time soon due to health problems. People treat KSP as just another game, but to me, it's medicine, as I'm quite sick in real life. Without KSP to distract me from my health issues, I'd go mad, honest truth. The thing is, the stock game isn't the greatest (my opinion), but the mods out there - this one included - are phenomenal (as is the modding community). KSP is a playground for mods - buying the game is buying a ticket to install mods (my opinion) and modders like you help make that a reality. Flat out, without people like you, doing what you do, I could not get through my day. Thankfully, there are people like you (quite a number in fact), but they are still rare. Maybe this post will motivate you, maybe it won't. I know this post won't help pay the bills, or feed the kids. But all the same, thank you. Do what you feel you need to do. If you love doing this, then continue. If not, then don't. (In 1.0.5, I actually used this mod quite a bit. In fact, I cloned every single part in it (rewrote/customized the configs entirely). I especially liked the pods - I had big plans for the Voyager pod. For whatever reason, I stopped using it when 1.1 rolled around, and I forget why.)
  2. I vote modify both material bay and goo container. Wouldn't hurt to make it an optional setting though (if not too much work). The whole point of the mod is to reward returning stuff and things. Maybe even make a module that modders can add to their science parts to enforce returning? Also, are you familiar with:
  3. I actually have the same problem, but this should probably be posted in technical support or in the KSO thread. You'll get more visibility there. (and welcome to the forum)
  4. @NecroBones I'm back with the one man balance brigade...and the focus of today is: Cube Sat tanks and their sad state (so sad). See exhibit A (picture below). The OscarB tank has a volume of 40. Your Small Cube, which is a little smaller than the OscarB (maybe), has a volume of....6. You Medium Cube, which is about two OscarB's (80 volume), has a volume of 18. And the Super Massive Cube, which eclipses all that stands before it, has a height of 3 OscarB's (120 volume) but has a volume of... 80. I think I know what the real issue is. You hate Cubes. You're a Circle/Spherical Supremacist! Please reconsider your wayward ways? (I didn't look at the triangle, because it's a silly shape but I'm sure it's a victim too!) (I don't rightly know what the proper volumes should be, but right now things seem decidedly askew. At the very least, I think the small and mediums should be able to be direct competitors with the Oscar (maybe 0.85x for the small and 2.5x for the medium? A generous 6x for the bigg'un?) I'm just throwing out eyeballed numbers, but I'm sure you could math it for a better approx. if you felt so inclined). --- @Laguna why 1.0.5 still? 1.1.3 is so much nicer (stability wise and in every other way). Looking at the output log, RCS build aid has problems, as does Kopernicus. If I'm reading your posts right....are you trying to take meshes for Fuel Tanks and apply them to a Command Pod? I do not think that will turn out like you expect it will (if that is in fact your endeavor).
  5. because squad staff are also individuals who might have different artistic visions that fall outside the purview of what SQUAD considers necessary to maintain a good baseline product. Consider RoverDude's WarpDrive mod for example, or TriggerAu's TransferWindow planner. But enough on that. @TriggerAu I'm sure you've been busy with the bug tracker business, but any progress on the "replace stock panel" thinger? Obviously a minor issue, but I figured I'd ask since I was here.
  6. @passinglurker Just wanted to say I really like the tanks in this mod. Very well done. Instant classic. I'm not a 100% on the engines - they look fine, but a bit too similar. Good naming conventions though. I also like your humor, which is rare in kerbal. Anyway, I made a tweakscale config - basically just 1.25m stacksize to all parts. You're welcome to it. EDIT: Question on the decoupler/separator - they have attach nodes, and srf bulkheadprofiles, yet lack the attachrule for surface attach. (1,0,1,1,0 > 1,1,1,1,0)
  7. @westamastaflash Small feature request: in the rails warp, there is a little blank space next to the checkbox "Pause when time reached" - any chance to add a countdown till your timewarp ends in that spot? As in, warp for an hour and watch it count down from 60minutes to 0. That type of thing. No reason it couldn't be elsewhere, but that spot seems like prime real estate for it.
  8. no, I know exactly what you mean. I suggested a collapsible tag tree a while back (I think) for this very issue.
  9. I agree with this^. Also, are you referring to the Default Tags as contained in the Settings.conf in the KSPCraftOrganizer folder? Those you can edit and it updates realtime. You know you can just copy the craft files over (out of game), right? I agree with you though. I would add...the ability to copy craft from the VAB > SPH and vice versa (which can also be done out of game).
  10. Unfortunately they're a big pile, not broken out by VAB/SPH. Probably better that way, since you might want a rover in the SPH, whereas I usually do most of my stuff in the VAB. Not sure if you use mods or not, but I'm currently using this to organize them. Let's you add tags and such to Crafts. I created a tag for Imported/Raptor9 and others based on function (orbital, subassembly, etc). Very helpful - highly recommended. Cheers.
  11. @Gojira @Raptor9 I clicked and I clicked...here are 142/143 of them. I don't know which one is missing. I'll update it if I find it.
  12. original thread says cc by sa in very small print at the bottom
  13. links to the latest BDA and Firespitter...update them and see if that fixes things
  14. @InfiniteAtom https://github.com/snjo/Firespitter/raw/master/For release/Firespitter/Plugins/Firespitter.dll
  15. kerbquake also throws a lot of exceptions and I'm pretty sure is way out of date. Which BDA are you using - it was recently updated. Firespitter is very out of date and SXT depends on it.
  16. these look fantastic; any chance of getting a bulk download zip of all of them? Clicking download 142 times is...rough.
  17. compare Hydroponics_Large.cfg vs Hydroponics_Large.cfg~ backup. The first is just a battery, the second actually has a resource converter.
  18. I'm fairly familiar with the cockpits, but I don't recall a Ju-87. Which one is that? And the problem with your second request is that it's not a simple rescale (a 1.25m > 2.5m), but would require an entirely new model. In my personal experience with in the past (might have been fixed) making command/crew parts tweakscaled has lead to bad things happening (not SXT related). But it's the same issue. Tweakscale scales things uniformly. --- @InfiniteAtom an output log would help. The Logs These are text files that the game spits out for debugging purposes as it runs; if something broke horribly in-game, there will be something in here about it. You should upload the entire log as a file (i.e. not to pastebin); you can use dropbox or an equivalent host to upload the file. Make sure the entire file gets uploaded; you may have to zip it first, as logs can be very long. Here is where you can find the log: Windows: KSP_win\KSP_Data\output_log.txt (32bit) or KSP_win64\KSP_x64_Data\output_log.txt (64bit) Mac OS X: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log ( Files>~/Library/Logs>Unity>Player.log ) Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log While @Nightside is technically correct, this is a big mod from a "number of parts" perspective, it's footprint is rather small from a memory perspective, as most of its textures come from stock parts. (In fact if you use pruning tools to prune stock parts, you will probably break this mod).
  19. Yeah, I wanted to, but was afraid of making "unlicensed changes". Clocking in at 1.1 tons is a bit heavy. How do you feel about the cost on it? Not at the right computer at the moment, but iirc it's 2000? I believe I increased the entryCost and moved the techRequired to advScience something or other (was advConstruction). I'm experimenting with the "rerunnable = true" field, since I'd like it to be able to run more than one sample. You'd still have to figure out a way to transfer the sample (ideally with Ship Manifest or something). Thoughts? By the way, do you use the augers?
  20. thought you'd never ask. Here you go. It's by @MasseFlieger. License is CC by nc sa. It's an old version of his modified IVA mod, which he has since "revamped" and removed all non-stock cockpits.
  21. well the important thing is the download link still works (dropbox) and it's not the IVA I was talking about. ASET has RPM too, but this one looks just RPM. Good find. I would bet it's still compatible, as this cockpit is pretty old itself.
  22. he's doing more than just the boxes I believe, but he also has a lot on his plate. Also, I know KSPI reuses a lot of zzz's work listed here and has since inception, as does solaris hypernautica. That's what happens when you make quality models and release them into the public domain haha. Also, there are a few other parts floating around if you check zzz's profile, that I don't think are listed here. I think.
  23. awesome, good to know. It's mainly used in the BahaSP mod (critter crawler, vector engines), but also is used here with the expanding containers.
  24. that's all you need. You should get in touch with @Stone Blue who is already doing what you speak of.
×
×
  • Create New...