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Deimos Rast

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Everything posted by Deimos Rast

  1. Can't let certain treasures die on the vine. Let me know if you can think of any other tweaks. I could probably add in some super minor stuff (like the "Toggle RX" on the Reaction Wheel), but I don't want to get too tweak happy. I have a pretty tricked out custom version, but I figured I'd tone it down for public release.
  2. I put together a set of patches to bring this up to date with modern standards. Tweaks are as follows (to bring in line with mk2landercan largely): maxDrag decreased to 0.2 from 0.3 maxTemp increased to 1200 from 850; skinMaxTemp to 2000 from 850 Added Tags (largely from mk2landercan) nodeSize decreased from size 2 to size 1 (it is a size 1 bulkheadprofile after all) I also broke out the patches for CLS, Keepfit, and ATM into their own separate configs, instead of the all-included part config current set up. However, I did not change the part config (even though I would have loved to), it's mainly for convenience if you decide to edit things yourself and delete things in the part config. Not ideal, I know. Additionally, I converted from the old, outdated KASModuleStorage to the new standard KIS Storage - the Lander now has 500 units (in a 6x8 grid) of storage. Feel free to edit to taste. Lastly, I wrote a patch that converts all the animations from the defunct KR animations to Firespitter animations (Firespitter found here). You can of course use the IVA patch to operate them via IVA as well. This gives you the option of using them via EVA. Oh, and I redid the IVA patch to include a proper :NEEDS check, but (because I didn't want to alter the original downloads) I left in the original IVA patch as well, which will try to apply the ALCOR Adv IVA to the lander even if you don't have ALCOR Props or RPM. Speaking of which, there are also download links for the props packs below. All the patches are more or less broken out to be modular, and their function is described in the configs. Feel free to delete what you don't like or want. They have checks included so they *shouldn't* conflict, but feel free to disable them anyway if you're uncertain. Cheers. LICENSE: "ALCOR" by Alexustas is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. All credit for ALCOR Lander Capsule, ALCOR Advanced IVA, ALCOR Props, and ALCOR Avionics goes to @alexustas. Contents of ALCOR Tweaks archive is *largely* the work of Deimos Rast, unless noted otherwise (uses a modified Adv IVA Patch, as well as the micro patches pulled from the ALCOR config, with proper credit given in the config, when found). All bugs contained within Tweak archive are sole property of Deimos Rast. LINKS: ALCOR Lander ALCOR Adv IVA ALCOR Tweaks ALCOR Props ALCOR Avionics
  3. it was? Gamedata>Squad>Misc>AsteroidDay. They left out the camsat which requires a custom module added by the mod which adds a plugin. It was in the 1.1 patch notes.
  4. Neat! If you're looking for tip content (as in a "default" pack to go with it, although that might be outside your intent) maybe talk to @TriggerAu? He has KSP Tips, they're in game KSC screen tips, but I bet some of them could be converted to a batch of loading screen informative tips for newer players. And rumor has it with the influx of console players, we'll be see a lot of new players. Assuming they can run PC mods, that is.
  5. Seems like a good idea A number of mods have dedicated science probes for this purpose; my favorite is the aptly named "Candybox" in CONTRARES. p.s. First post heyo
  6. dropbox folders "don't exist" error. Sadness overwhelming. Other links work though
  7. Pretty sure you mean @linuxgurugamer? He's the Batman, that's how. Westamastaflash is pretty cool too
  8. whispers blasphemously: convert to stockkkkkkkkkkk Could just be a patch..otherwise, you're held hostage, which is no bueno. This way you could even jump over to USI supplies if you feel the itch. Just a thought.
  9. That's good to hear! Say...you might be just the person to ask about this, since you have a number wheels that are almost identical to the one I'm working on at the moment. I'm working on a little restoration project (the PRC mod by ASET) and am having some issues with the ModuleWheelDeployment (detailed here). I got everything working (that was a feat, let me tell you), but I can't get the big collider to retract with the wheel. As seen in the picture below, the big yellow box (yellow represents colliders) stays firmly on the ground when the wheel is retracted (it's in an elevated state). I've tried both with and without "FitWheelColliderToMesh" and "useStandInCollider". StandInColliders cause major issues (flips it in the air) so that's probably not an option. Thoughts? I've been banging my head on this for hours. I really don't have a clue, but the mod DebugStuff and sheer stubbornness will get you pretty damn far it turns out. Cheers.
  10. Update: I decided to tackle the "Hovering" issue head on. If you know anything about how wheels work, this means converting them over to the "ModuleWheelDeployment" module, frequently seen on retractable landing gear for instance. The issue is it requires additional information usually not supplied in the configs (besides animation name) and finding those transforms out, or rather which they are, is an exercise in frustration. However, I preserved. It took a long time, but with the handy dandy mod DebugStuff I was able to convert the the wheels over to "ModuleWheelDeployment" completely. Did it fix the problem? NOPE. I'm at a loss. In the pictures below, you can clearly see the yellow square flat on the ground when everything else is elevated/retracted (ignore the red circles), which causes hovering. I've checked the landing gear, and they act as you would expect. Another issue is I seem to have broken the motor in all this hoopala. Less than happy about that. Pretty sure I know why it's borked, just not sure how it happened. To recap: I have succeeded in converting over to 1.1 wheel standards the: Suspension WheelBase Damage (presumably) Motor Steering Brakes Deployment That's everything. Just...not all at the same time. The only other thing left to do, (assuming I don't just give up on the issue for now) which I'm rather embarrassed to admit, is...figure out which axis to rotate the bumper around. Yeah. It should be a simple double rotation, but, eh. I think I've been staring at this too long. I did take a break to look at ALCOR and ERS and made some solid progress with those, so that's something. So that's the news.
  11. Oh boy...pretty sure I know how this will play out. All the same good luck with the release! As for me, I think I'll start building a bunker right about now...
  12. I noticed a missing Grizzly wheel from latest version...huh that's odd, I said, guess I'll look at an older version and nick it from there...and....there are none. All older versions are MIA, on Github and Spacedock. Also, I was looking through the Buff' files for how you did the KIS in field assembly. I'm pretty sure I know how to set it up (from the wiki and having achieved the desired results already), but just in case I missed something. However, I can't find where you have that in the configs. All I see is KIS Inventory or KIS Items, no "ModuleKISPartMount" anywhere. Edit: reading up a few posts says you'll retire the Grizzly. Your choice, but the lack of previous versions for me to go to makes it hard. Oh, and I just found it in Deprecated. Silly me.
  13. So you got the archives? I'll keep the links live for a bit longer than clean things out (my 50gb dropbox account got downgraded to 2gb, RIP). --- For anyone else looking for another small science mod in some what of a similar vein, you could check out KDEX, a lunar dust experiment mod. Even though the two obviously deal with very different celestials, they feel like a complementary pairing. Would be neat if there were special science events for solar eclipses, but that might be hard to figure out (been seeing a lot of them ingame lately).
  14. yay, I can stop dragging my camsat part config around with me from update to update now! thanks
  15. Sent all archives via PM IMO: you should get rid of the "don't expect massive things from this mod" part. Not every mod needs to be KW Rocketry or Tantares, but as long as you do a small thing well, I think people will be content with that. No need to sell yourself short. My 0.02c.
  16. nope, no offense taken. I'm pretty new to writing patches and (and even newer to contributing them), so I'm glad to have people point out what can be improved. I have a tendency to view patches as playing with fire - can cook a man's meal or can cook a man. I've more than once been "cooked" by my own patch (so to speak). So I make them drop dead simple when I can. The important thing is that RLA has RT support, either through me, or through you, either here or there (RT). Cheers!
  17. True! I personally throw wild cards (*'s) around with reckless abandon in my own versions, but I thought it would be more in line with "best practices" to precisely target each probe. Not sure if that's true or not, just hesitant to unleash them. With your version, while it works now, it might not work if he adds a command pod (or rather, a pod would trigger the patch). Obviously that can be fixed by adding a check for crewcap or something, but I see your point, yes. I modeled mine after the RemoteTech stock probe patch, and dashed it off in a hurry. Thinking about it now, I suppose that patch is the way it is more because the stock probes don't utilize a common naming convention, than anything else. TLDR: You're not wrong. p.s. I'll also add that was my first time ever forking a repo or submitting a PR, so the fact things didn't blow up on me....I'm batting a thousand.
  18. @hoojiwana I submitted a PR to the RT crew about a patch that adds RT support to all RLA probes. They might accept it; if not I'll reword it slightly and regift it to you Can be found here https://github.com/deimos790/RemoteTech/blob/develop/GameData/RemoteTech/RemoteTech_RLA_Probes.cfg
  19. thanks mate, that was fast! And we won't talk about the thousands dead from failed chutes in the 24hrs it took you to update
  20. very nice very nice. Let me ask you this: What do you plan to do with your first 100 days in Office Mr. IgorZ? Never forget the foundation and vision Kospy had: namely, Space-Whale hunting for every Kerb. Stay true to those roots, and you won't go wrong! Cheers and congrats, the mod is in good hands.
  21. screenshot formating and formating of the OP are a little jacked up. Also, I have all your KS archives up to v1.03 if you want them.
  22. Imagine that. "Oh dang, I accidentally made Tantares, one of the best mods out there. Guess I have to start over now."
  23. 1.1.3 actually. I managed to get the wheels working by dumb luck this morning and I've since broken and fixed them twice over since then. I also redid the entire pack, converting from the old KASModuleGrab to the current KISModules, and converting to ModuleAnimateGeneric instead of AdvancedAnimator. I'm not sure why AA was used to begin with, but MAG seems to have all the basic functionality necessary and it's one less dependency (the old stuff is still in the files, just commented out). It's possible that AA can animate nodes, but I don't think so. I know you probably have a fair amount of experience with KIS from your BDArmouryFPS mod, would you mind terribly taking a peak at the KIS patch I whipped up? I'm pretty sure everything is working right, as I've successfully built a PRC rover in the field, but KIS is being weird and not even letting me click buttons (not related to this mod), so I can't test it as well as I'd like. It all started when I folded up a Kerbal in the command seat (for science), which it turns out causes the game to freak out.......I'm not joking. Anyway, I have one or two more things to tweak, but it's pretty much a done deal. I'll shoot Alex a message and probably post it sometime tomorrow. Here is a video of me tooling around with Jeb. It mainly highlights the currently existing bugs (which are largely cosmetic), but it also shows some of the features. It's...admittedly bad (the video, not the mod). And before anyone asks, those are my "private reserva" version wheels in the video, with extra crash resistance/traction/slip control etc. You'll be getting a version closer (if not identical) to the Tan RoveMax Model M1. -- The main issues with the wheel has to do with the radius value of the wheel, I believe. If I set it to 0.378, the value of the M1, the wheel locks; 0.58 and we get it extending out beyond the mesh and it looks like it hovers off the ground. At least, that's my theory (I really should emphasis the dumb part of the dumb luck approach to all this), but I just un-broke these and I don't want to touch it any more. The other issue is when you retract the wheels, the collider doesn't retract with it. So again, you engage in hovering. Nodes also don't retract with the other parts (not featured in the video). If you pay attention to the part where I switch to Bob, you'll see me successfully detach and reattach a wheel on EVA. Pretend I do that for the entire rover. That about summarizes it. Pretty much everything is pegged to stock parts exactly, or left at the existing values. If anyone has any suggestions or ideas, let me know. Cheers.
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