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Deimos Rast

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Everything posted by Deimos Rast

  1. The one station pack that does things a bit differently (and I apologize for throwing out all these names to other packs, I'm just trying to provide reference points) is the KSO station pack. It's parts have a lot of doo-dads and baubles on it, complete with little name tags that same "Hello, I'm the Kerba-Lab" (okay slight exaggeration, but I rather like that feature). I'm not saying go that far, as I think it would destroy the visual aesthetic you've worked hard to create, but maybe a little "flair" like on your reaction wheel module piece. It's still largely grey, has a dash of color (red) and isn't entirely smooth/flat (wheel doo-dads raised). That's kind of what I had in mind, scattered throughout, on the more important pieces (labs, habs, and such; cupola is probably fine). Don't want to overdo it, just sprinkles. My .02 cents, which might not even be worth that much. The trusses are neato by the way, and it's hard to get too excited about trusses usually.
  2. hmm, I see good things in the future of this mod. I tried it before and didn't care for it (although I love the premise of it a lot), but as requested I'll hold off on the rapid fire suggestions for a time. Looking forward to see this one develop as it has a lot of "space" to grow kudos edit grats on getting featured on spacedock
  3. Minor issue: Remote Tech likes to sit on top of your SIM COSTS display. Problem is the RT display portion doesn't scale with the UI either, or stick to the MET/Warp Meter, it just sits there dumbly and won't move. Maybe MOD+Click and drag to relocate or something? Better to let the user pick the location in my opinion than to continually have to guess about unused real estate, as I have a number of other HUDs taking up space. (Although not sure how hard that is from a coding perspective.) My .02 cents. Cheers. edit: and sim costs don't disappear on hiding the UI. edit 2: anyway to have it not immediately terminate on vessel destruction? It doesn't respect option to revert to launch, although maybe that's intentional. Because I crash a lot in sims!
  4. @EnzoMeertens I'm not entirely sure, but I think your mod (0.3 at least) isn't entirely compatible with the latest version of KIS (1.2.9). Log here.
  5. @SuicidalInsanity I really like these (and your MK3) parts, you've nailed it. Bravo! A couple of questions and comments, specifically about the Air Augmented SRB's: "size 0.0 0.2" Both AASRBs are missing a number of equal signs in the effects sections; iirc it was something like 12 in the Boost-O-Tron and probably the same in the other one. Putting a decoupler module and an engine module in the same part causes Kerbal Engineer to not register the added deltaV from that part in the editor (at least it used to work this way a couple of versions back). This might not be of a concern to you, but I figured I'd mention it in case someone files a bug report about it. Basically KER assumes the Engine gets decoupled before it gets used (even with staging = false)...I once put decouplers in all SRBs and it drove me nuts trying to figure out why they seemingly wouldn't "work" in the VAB. Are they supposed to be throttle locked/allow shut down false? I only really looked at the Boost-O-Tron closely, but are the um, Mutli-modal thrust figures backwards? I say this as some one who doesn't really understand curves and such, but on first blush, it seems like the Standard mode of the SRB always puts out more thrust and always produces less heat than the Air-Augmented mode (again, that is assuming there is no fancy magic happening with curves). I guess my frame of reference is the LOX Boosted multi-modal Atomic engines from various mods, just with different resources. That might be a bit of a stretch, but it's the only example I can think of off the top of my head, and probably explains my confusion. Please clarify if I'm wrong, as I really like this idea. edit: setting a min thrust value above zero can be bad voodo as it makes it so the user can't scale back the SRB thrust in the editor (KW rocketry has that issue big time) edit2: you're also packaging an out of date MM version (.23); latest is (.24) and earlier ones won't work at all with 1.1.12 I believe. edit3: I believe "thrustProviderModuleIndex = 0" actually refers to the MultiMode Module, as it throws an error in the log (no thrust provider module found at index 0). All I got at the moment relating to those. Cheers.
  6. Dat rover dog....I have to say you don't disappoint; all of your work shows a lot of creativity!
  7. Big props @Kerbas_ad_astra et al for the update, many thanks! The box....are you set on keeping that model? Obviously function is more important (and I'm assuming the relevant bit is a module I can swap out and put in a new part if I want?), it's just....well, ugh, whatever. It's lovely. Thank you once again.
  8. Here you go; make sure to expand the pages menu on the right side. And there are tool tips on all the PID controllers (I think that's what they're called). https://github.com/Crzyrndm/Pilot-Assistant/wiki
  9. So I'm having some problems with this mod - a lot of which I suspect stems from user error. I don't know much about planes (a huge thank you for the tool tips by the way!) so none of makes much sense to me out of the box, but after much fiddling, I got it to pretty much work as I would expect. Except for one thing: Hold Heading. Whatever heading I input, it goes to 90 degrees. I have the same issue with Kramax Auto Pilot, which I understand is based on this, and have had this issue since 1.0.5. No other auto pilots are present on test craft. Test craft varies from actual planes to lone pods floating in space. Tried with and without FAR. I don't have a log at the moment, but I'll get one soon (I may have thrown some things out the window in my effort to debug this that I probably shouldn't have...namely the mod itself). Cheers.
  10. As has been gushed about by many before me, I absolutely love the textures on these parts (that's probably what stands out most on your work I've seen here and else where). If I could offer a critique? Maybe an over abundance of grey, or rather a single shade of grey. Some of your parts have a grid/checkerboard pattern and the contrast helps break things up a bit. It's also kind of hard to tell what the functions of the parts are from external appearance alone. Another station parts pack that has a similar issue is the Cx pack (can't remember the exact name, but his parts are all white), although it's entirely possible that I simply am not up on my station parts, since two packs makes a trend Either way, keep up the good work.
  11. Everything seems to be working fine in 1.1.2. Sorry I don't have some game breaking bug to report. In fact, the EVA kerbals docking issue seems to have quietly resolved itself, so it was probably a mod conflict on my end, as I've changed my install significantly since then. The only bug I can report is that when you Alt+F2 to hide the UI, your action group list doesn't hide. Ruining some quality shots man! Cheers.
  12. @linuxgurugamer Small typo: Wildcat XR Engine (3.75m) part name is "KW3mengineWildcarXR" instead of cat, yet the patch (KWPatch.cfg) points to the correct spelling of "KW3mengineWildcatXR". Cheers (thanks again for all your work on this mod and all the others, it forms the back bone of my armada).
  13. thanks @jrodriguez for the update; fyi your bdmk22plugin repo is only source code, nothing compiled
  14. these look mighty fine; great name too; don't see many SA weapons
  15. A suggestion? Assuming you really want to do something like this and aren't just frustrated with game mechanics... Just make a Module Manager patch and target all parts that have ModuleEngines & ModuleEnginesFX and adjust thrust accordingly. @maxThrust *= 2 would increase thrust by x2, etc. I forget how one does that for ISP curves, but there are probably examples around. Have fun. (and you said you used a "hacked" Kerbal Engineer, so you left yourself open for that jab. "Reverse Engineering" someone else's work/software is half the process of learning, I think it's just that the word "hack" get thrown around by the media like it's the computer equivalent of sorcery...see gif above...but I digress)
  16. Yeaaaah buddy where do I sign? Good to know it's 1.1.2 compat though.
  17. So I had this bug in 1.27, upgrade to 1.30 (which I still have), found out it's apparently still not the most recent version, but I'm going to post it anyway (everytime I come here to post this bug there is a new version out). My fueltank with 50 liquidfuel / 61 oxidizer (in my configs) and as set automatically by IFS actually comes out in game as 49.9 LF / 61.1 OX. My guess is that IFS automatically calculated it and then rounded it up to 50/61 for display purposes but spawning the item in game, the rounding no longer applies? I'm sure this makes no sense, so here is a screen shot. Look at the numbers down the right hand side and the numbers at the top and you'll see the discrepancy. To be sure we're talking about tiny numbers and it really doesn't matter. I just thought I'd mention it, in case it indicates something else is going on. Cheers.
  18. So I finally got to poking and prying at your mod(s) and I have to say, you've nailed it spot on. I'm a huge fan of probes, science equipment and antennas and this pack is lovely. It reminds me a lot of raidernick's work, but more modular. If you're open to some feedback (mainly a lot of me saying "cool" and "neat") read on; if not, that's fine too! In no real order Perfect selection of parts - absolutely nailed it. Maybe an Ion engine? (see NearFuture Propulsion for inspiration if lacking ideas). I really like the size and "feel" of the inline probe cores. Antennas and (especially) the Science equipment are sweet. Mod Compatibility: Nuke Engine = Liquid Hydrogen (see Kerbal Atomics by Nertea for example patches) & Remote Tech for Antennas/Dishes RTG's are amazing - I wonder how the extending animations affects the thermal mechanics. Your stand alone SAS modules are missing a line in the configs in order to work properly I believe. They require "standalone = true" in the SAS module or else they won't work at all. This one is mainly subjective, but you use a lot of "space tinfoil" (whatever it's called) which I like, but maybe a bit too much. While it gives your pack a unifying look, it also makes it harder to fit in with stock parts, as a lot of your parts use it. Also, on my screen, it comes across a bit brownish for my taste (might be personal preference). A point of reference here might be raidernick's work with his many US probes. Thinking outloud here...but if you're committed to the "foil for everyone" route, can we make it more "foil-y". Now, I'm not necessarily advocating going the full "Reflection plugin" route for that full shine/glossy look, but maybe some middle ground? Also, anyway to raise up the crinkles at all? I realize doing that for every crease would (probably) be insane, but currently it looks flat and kind of makes one do a double take. All I got at the moment. Really like this pack. The only thing missing to make a complete probe would be the propulsion system (I understand the Nuke engine was originally a side project). Cheers (and keep up the good work).
  19. I am indeed on linux, so I'll have to remember that (I'm a linux newb). I was using tr -dc which also destroys the formating, which I would manually (gross) restore. I don't think it does directories/recursive either. So, it's a WIP. Thanks!
  20. Understood; sorry to bother you. Thank you for your time (and the release).
  21. You're looking for the config file "Extra Structural Parts.cfg" in the Part Bin and it works by basically cloning the stock strut with a few modifications; it's not a full config file, which might be why you can't access it normally. ----Edit----------- @NathanKell Sorry to ping you on something so minor, but a lot of the configs are filled with non-readable/printable text (easily half of them) to the point where they break functionality with some text editors. I ran ExtraAeroParts.cfg through a pruner for non-printable characters and it dropped in size from 3.1kb to 1.8kb. The weird thing is, some text editors seem to open it fine but display nothing, others display gibberish, (which when you remove it, breaks everything). None of this probably makes any difference to the end user as I'm sure all the parts work in game, but I figured I'd mention it in case you run into any problems yourself when working on it. I know I know, secret invisible symbols no one but me can see. Totally not crazy.
  22. Oh is it a dish? Lack's are antennas (I was thinking along the lines of the Communotron 16) so the patch is for Omni's and wouldn't really convert. Still, your best bet is probably to comb through the RT patches. Sorry I couldn't help more. And I would recommend Dr. Kermanassus's Parts Emporium - the probe core in there is nice for scanning. nli2work does a lot of high quality work. ---Edit--- shielded docking ports: Nertea's MIV has one, I believe OPT has one as well. ---Edit2--- Also, Ven's doesn't seem to have been updated to account for the integration of AsteroidDay parts into stock KSP, as there are still numerous checks for :NEEDS[AsteroidDay] so unless that can trigger on the AsteroidDay folder squirreled away at Squad/Part/Misc/AsteroidDay (I'm not sure on this, but I thought it only works on first level folders, or plugins), it needs to be updated.
  23. Going through the configs, when suddenly, a wild typo appears! Latest version. I'll post any more if I finds 'em. Engine.cfg-->liquidEngineMini @Module[ModuleJettison] { @ettisonName = fairing } ---Edit--- I also think Ven's Hammer SRB no longer has heatAnimation for FXModuleAnimateThrottle, but his patch doesn't remove the module from the Hammer, so it throws a message in the log. Or something. Minor issue. ----Edit2---- @Rodger Check out the Remote Tech included patches for Lack Luster Labs (LLL Antennas.cfg) - Lack also has a Communotron 32 and a Communotron 64, and RT gives them different values as well (7000000 and 15000000 respectively), since they're larger than the RT variant (5000000). -----Secret Ninja Edit---- Thumper has same issue as Hammer with FXModuleAnimateThrottle.
  24. This looks very slick, as I have in the past tried making the multimode engine module into a three mode engine (by just adding "tertiary mode" to the config) and the wall of NRE's in my log said "no." Something to consider, and this might already work already (haven't tested) is RealPlume engine effects. Lower priority obviously. Cheers.
  25. Is it just me or do these parts not have access to triggering the "Gear" action group?
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