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Deimos Rast

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Everything posted by Deimos Rast

  1. I seem to recall being in this situation with a timewarp mod a while back, and I have a similar answer: sort of. It's a parts mod, so by default things should work from version to version. But I was getting a fair number of errors/exceptions in the editor (and I don't think they were all 1.2 new either) when I loaded in parts (or even just moused over them in the parts list). I would say maybe 85% of the mod is fine though, at least. I had been planning on doing an update, as I think a lot of the parts are top notch and a lot of the configs are really cleverly done, but decided against it based on what I saw. This was in 1.2.1 Windows. Give it a try though if you want (with the debug option "display errors/exceptions on screen" turned on) in a sandbox game and you'll see what I mean. If @Carbonjvd wants some examples, I can provide logs or screenshots.
  2. I like how it's very clean and crisp and unified. However, I don't like how..."chunky" it is. Specifically, I feel like a lot of screen real estate is used up by padding. Overall though, I do like it, especially since no one else is doing UI mods.
  3. nice work, as always. Do any of these antenna have deployment animations or are they just static, I forget.
  4. because people like a challenge and this mod is very kerbal, no? I know there used to be a panel/button, with settings in the KSC screen. I suspect that it needs to be updated to use the new toolbar UI stuff. I really have no idea. I must confess I haven't quite worked up the courage to add this to my current save (everything is going so well for once!). there used to be a button that allowed you to set alarm volume levels and disable dangit in game, and do other settings related things. It was in the top left of the KSC screen iirc. Not very helpful, I'm sure. Also, more importantly, this triggers me. https://github.com/linuxgurugamer/DangIt/blob/master/source/DangIt/Data.old/Sounds/kmarx.png
  5. @Starwaster I'll have to take your word for it regarding the centrifuge, because it functions fine for me. I threw it in space, deployed it, spun it and EVA'd Jeb and hyperedited him 1000km away and switched back and forth between the two half a dozen times with no issues at all. I even ran Jeb through the spokes of it for funsies (turned out poorly). I guess I'll put in a part disabler patch, with the explanation that mean ol' Mr. Starwaster doesn't want people to have fun spinning in a circle in space. But seriously, I'll make a patch; CTD's are bad news, and I'd rather not be the cause of any. And in this instance, I'm inclined to trust your experience and expertise more than my own.
  6. I've consulted the best minds in the industry and made the decision to do as you suggested and release a full version of RLA_Continued (i.e. patches + original). However, I'll be folding my patches in directly into the part configs, to cut down on hassle on my end and loading times on your side. It'll also remove Module Manager as a dependency. With that will also come a new thread, CKAN, spacedock, etc etc. The usual gig. The license is CC-BY-SA 4.0 which allows for all of this. I still haven't heard back from @hoojiwana, which would have been nice (if you're out there buddy, now would be the perfect time to chime in). He is known for taking long-ish absences, so I'm fairly confident we'll be seeing him again. When he does return, it'll be easier this way to pass along a finalized product for him to run with should he choose to. It goes with out saying that when he resurfaces, I will gladly step aside, as I am very conscious of this being his mod, not mine. However, these changes basically mean doing the mod a second time over, so it might take a couple of days. it's done. If anyone has any objections, now would be the time to voice them.
  7. @ROXunreal@PocketBrotector Well, it looks like ROXunreal is correct, in that the part doesn't have a "Transfer Crew" button in the right click menu, but as you can see in the screenshot, it has one on the hatch. You can also see in the screenshot, the right click menu of the deployed centrifuge, spinning majestically through the void of space. Sheer poetry. More to the point, @PocketBrotector can you provide a log? I've only tested on windows. When does it crash? Is it related to deploying the centrifuge (if so, it might be deployableHabRestrictor related). I reverted the flight below, and it worked as well. Also, judging by your signature, PocketBrotector, you're a fan of USI mods. Are you familiar with @Tokamak's version of HabitatPack? It uses USI modules, so in the off case my version is FUBAR for you, you could try his (although it's 1.1.3 last I checked). Converting between the two will break saves however, if you go that route (different internal part names). Just a thought.
  8. if you left click the hatch, do you get the transfer option? Are you using the update I posted (though that shouldn't matter probably)?
  9. well when I converted them to ModuleAeroSurface (the module that the airbrakes use), I had to figure out their control surface transforms, so in theory it should be an easy matter to simply convert them to ModuleControlSurface (the elevon module). The kicker was that the airbrakes deployed in opposite directions (one up, one down) and since I figured people wouldn't want to be doing corkscrews, I (luckily) found a way to invert one of them. Also made a patch to flip them if people so choose (which you'll see in the download as BrakeFlip). I'll look into seeing about making a patch that turns them into Control Surfaces, as having 4 airbrakes seems a bit overkill when you only have 2 elevons.
  10. Actually I've since unbroken the wheel, and now have in my hands a 1.2.1 compliant Dauntless, with all the shiny new baubles. Problem is...I'm a horrible test pilot. I've put it through a half dozen flights (and even a landing, very rare for me!), mainly tweaking the thermal values (which I've adjusted to bring in line with stock). Oh, regarding the wing flaps: they were dummy animations that did nothing. I corrected that and made them airbrakes (although I'm wondering if they should be additional control surfaces instead). I also restored the other two airbrakes (engine mount and tail plane). I also entirely removed the Firespitter dependency, in case anyone cares about such things. I also redid some of the patches, since most didn't apply to the Dauntless anyway. The central problem I'm having is whether or not it's me that's failing or my autopilot (don't judge me). My autopilot (GravityTurn) seems to get confused after separation of the liquid fueled boosters, and I usually have to switch to manual, which means I usually get to play another round of "how not to get to space today." I'm wondering if there are any experienced shuttle pilots out there who would be willing to put her through her paces for a flight or two. I mainly care about take offs and landings (there is an included txt file of other things to test if you're feeling ambitious). If that sounds like something you'd be interested in, let me know (a PM would probably be best), and I'll shoot you a download link.
  11. To be clear, you have the B9 Legacy Part pack installed as well? And the MK2 Cockpit doesn't show up?
  12. a fair point, but you can't hide buttons on the stock toolbar or reorganize it. what's done is done though.
  13. I need to repackage it to make it easier to install (as it is missing a folder layer or two). Just extract the contents of the download into your GameData and you should be fine. These are just module manager patches, they don't replace anything. The extras folder can be deleted if you don't use the mod Filter Extensions. You will of course need module manager for this to work. Regarding CKAN, I've never used it, but I understand it's appeal. I'm not entirely sure what all I would have to do from a technical perspective. I would, of course, need to repackage things, which I've been intending, but I was kind of hoping to hear by from the author before I pulled the trigger.
  14. @Vorg Yes, my patches are meant to completely replace the optional patches, as many were outdated, so there are some duplicates. Mine are written to not conflict with the other ones, should they co-exist. ---------------- In other news, I have an updated version for ya'll. I converted the antennas over to the new standard, so @dtoxic should be able to get his AntennaSleep patch "Soon" "Now" (it already auto adds). At present, all the antennas are susceptible to wind breakage (when deployed) - I think that makes sense on the Dish, but I'm not 100% on the monopole/dipole having that behavior. Let me know if you have a strong opinion on the matter, either way. I also added in the Engine Node patch, as requested by @dtoxic that adds a node below the engines, for decouplers and such (I've already used it myself!). And lastly, I rearranged the folder structure so it should now extract as "GameData>BoxSat_Continued" instead of the apparent mess of folders it was before. Sorry about that @Vorg. This does, however, mean you should delete the old version before installing the new version, or duplication will occur! Cheers. Direct download of v0.3.0 here Repo here Issues go here
  15. FYI your download link that pops up in game 404's.
  16. just to be clear: my patch wasn't aimed at the cost issue, as I don't understand its'' cause. My patches were just updating a few modules and adding in checks, nothing major. All I know is SpareParts.cfg plays a role, but it seems incomplete, and I dislike pulling the trigger without a full picture, so to speak. Sorry if there was a misunderstanding.
  17. Now you tell me. 'Cuz I redid the entire thing and then some (redoing the patches and added in some new ones). I tested everything, and it works fine (parachute took a while to sort). Anyway, it's here. https://github.com/deimos790/Corvus_Continued Looking over your changes: I have all of your changes, except the buoyancy offsets (I did change buoyancy though, just not displacement and such). What do you want to do? Do you want me to add your offset change to mine and use mine, or use fold my changes into your repo? Either is fine with me. Cheers. EDIT: Well, I updated my repo with your change, and cleaned a few things up.
  18. I wouldn't be so sure about that. This mod is All Rights Reserved. That extends to the configs, unless stipulated otherwise. A moderator can correct me if I'm wrong. You might be thinking of Module Manager patches, which are easy enough to do in this case. Seeing as the original downloads still work, I could make up some patches for this and the extras. I had some a while back, but it shouldn't take long to make a new batch.
  19. I checked the original repo by xxhansonmaxx and that part doesn't exist. There is reference in the changelog to "Removing the old single ring part" which I gather is the part that is missing. He never did any releases from the repo, so there is no back catalogue to get the part from. However....I just so happen to have his back catalogue in my possession with the full ring in it. Seeing as the license is CC BY-NC 4.0, I will upload version 0.1, which is the only version to have it (it was removed in 0.2). I'll root around for solar panels too. Here you go.
  20. latest MM is 2.7.3 btw. Is all the documentation in the readme (which is quite a readme by the way!)?
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