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Deimos Rast

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Everything posted by Deimos Rast

  1. so the engines work as they should then? There is a "WaitForAnimation" setting of 0 to 1 (0-100%) if you think it waits too long to deploy. hmmm, maybe the capsule is meant to fly drunk then, and I should leave it alone. Or I could crank up the RX Wheel to compensate! Just kidding. I can do that with the tank, yeah. And thank @Kerbas_ad_astra for CTT - and for the engine patches, since you could say mine were heavily "inspired" by his. Also since you're here: I've been gifted some DDS textures by @MeCripp - how do you feel about me just doing a full repackaging of this mod and rehosting it as opposed to just patches? Would probably need a new thread though. I was somewhat reluctant to do the new thread thing, 'cuz more work, and I'm allergic to work, but I've already gone this far, so, meh.
  2. Actually, you might be missing a set of brackets after @MODULE such and such
  3. no idea, I just know b9 had spotlights that lit up worlds from orbit but blowfish fixed it somehow. That bug report sounded similar. Was a relatively recent fix.
  4. 'cuz this replaces habrestrictor and animategeneric/layeranimator. Also, checking his repo, the orb is there, but wasn't in my copy I guess. The centrifuge....I forgot to test actually. Sorry for short reply (have migraine). Questions? // Needs USI-Tools to inflate MODULE { name = USIAnimation deployAnimationName = InflatoFlatInflate inflatable = true CrewCapacity = 4 }
  5. I actually went ahead and updated it locally, not seeing this. I'm a bit under the weather atm so haven't tested it yet, but even still all the big stuff is done. Do you want it or is it something I should/can release later? The big unknown is how well the transparency will work now. I also have a partial RetroFuture update, as it is badly outdated despite it's "1.2" label. Stopped working on it due to not using the mod any more.
  6. yeah, he's contributed a number of valuable patches to the stuff I've been working on too. He's good people.
  7. https://github.com/Signatum/SXT This is the original Repo, but lacks what you're asking, sadly. Also, this conversation should probably be moved to the new thread.
  8. that actually makes a fair bit of sense. Although, have you tried Kerbal Atomics or AtomicAge? I just updated AA, and in my tests I definitely needed radiators, but yeah I agree with you (that's why I played with Deadly Reentry). Alternative approach would be to tweak the other thermal values (maxTemp, heatConductivity, etc), but your method is probably the easiest. Cheers.
  9. out of curiosity, what led you to making this mod? I could see a general heat increase mod like Deadly Reentry, but this seems pretty niche. Not knocking it, mind you, just...curious.
  10. I messaged the author a bit ago about updating the mod fully (as it is very outdated still), but haven't heard back.
  11. Two things: Latest module manager is 2.7.3 Your patch only targets ModuleEnginesFX and misses the older ModuleEngines. A simple ModuleEngines* would hit both.
  12. this seems like a much more advanced version of deployableHabRestrictor used by Porkjet's HabitatPack. I take it when released, I could in theory convert over something that currently used deployableHabRestrictor to your module? The main importance is no crew when deflated, and bound to an animation, both of which sounds like your's has. Regarding the two piece: sounds cool, but hardly necessary for initial release. Unless that is a decision that needs to be made now, my vote would be focus on other things. Assembling a mothership in space at a dockyards (or something) sounds really cool though, and I'd love to see it eventually.
  13. don't touch scale, unless in a model node, when you rescalefactor a part, as it scales the nodes differently and isn't needed usually. Generally, just tweak node size manually. Sorry if you know all this already.
  14. by the way I think you're in the wrong sub-sub-forum LGG. you probably need either firespitter or interstellar fuel switch. Probably firespitter.
  15. First is the default, SolidFuel EngineFX (from the stock LES). Second is the MonoProp EngineFX (from the stock Puff OMS). On a side note: this thing does not want to fly straight, even up. I think I might need to look at the CoL and CoP offsets in the configs later. EDIT: Assuming the new patch works, I'll roll out a new update with that and a few other changes tomorrow most likely (including CTT support, courtesy of Kerbas-ad-astra).
  16. @PocketBrotector Alright, I have something for you to try. I tested it without RealPlume-Stock and it worked, so I'm assuming that means it'll work for you too. I also made you another patch, that converts the new engine FX (I used the Twitch engine) to a monoprop engine (the Puff OMS), since I know how much you love your monoprop. EDIT: Actually, turns out the Twitch FX was a bad choice (exhaust plume only comes out of one port). The Puff FX works very well though. Make sure to enable the "HCV_MonoPropFX.cfg" patch in the optional extras folder. I need to hunt for a new FX before I make a general release... EDIT2: Found a better FX: the LES.
  17. I made up some patches that update the mod to 1.2.1, and did some light balance work. It's no where near as cool as the work Tokamak's been doing, but it's something. Unlike Tokamak's version, this doesn't require USI to work. It's works the same as the original does. However, because of that, if Habitat.dll breaks, I can't fix it (it works currently). Requires Module Manager to work, and the base mod. Extract somewhere into GameData. As always, feedback is welcomed. Cheers. Note: Patches share a repo with AtomicAge patches; you can delete that folder if you want. Repo here Direct download of v0.1 here
  18. @Tokamak So I completely forgot you were updating Porkjet's HabitatPack and I went ahead and did the same thing (along with AtomicAge). It's just a set of MM patches, and comparing my work to your's, we took it in very different directions. I just have to say that I think it's really cool that you're dusting off his work, and giving it new life. You are of course more than welcome to use whatever you want from my patches, which I will link down below. Looking over your work, I have some suggestions, if I may: You've ditched the deployableHabRestrictor, in favor of USIAnimation, which I can understand, as it's more likely to be up to date going forward. However, not everyone wants to download the USI suite just to use the HabitatPack, when the current Habitat.dll already works just fine. I would break out all the USI, CLS, EPL stuff into separate patches with proper :NEEDS[xyz] You have a ModuleHabitation with a HabMultiplier of 0 (InflatoFlat)...I think that might cause issues, not entirely up on my USI modules though. Why all the stagingIcons? Your maxTemp (2900) is very high; I based my values off the HitchHiker's. Did you add lights to the Inflato Flat? Would be neato. I also updated the BaseMount and the Orbital Orb, added tags and bulkheads, along with the 1.2 stuff. Anyway, patches are here if you're curious. Cheers.
  19. Here are some patches for AtomicAge. It adds in missing things such as tags and bulkheads, and balances things like thermal values and costs vis-a-vis stock. To be fair, you can play with the mod as is, just fine... for the most part. There are two optional patches, disabled by default, that removes GimbalResponseSpeed and another that converts ModuleAnimateHeat over to FXModuleAnimateThrottle. Use if you're having issues with either. I tested everything, got everything nice and glowing. Works fine. Repo is shared with patches updating Porkjet's HabitatPack as well; you can delete that folder if you don't use that mod. Requires Module Manager, and the base mod. Extract somewhere into GameData. As always, feedback is welcomed. Enjoy. Direct download of v0.1 here Repo here
  20. oh, I misunderstood, I assumed it was in addition to ModuleEngines, as that would stand to reason (to my mind). That clears things up. Thanks! @PocketBrotector The reason it works for me and not for you, and I suspect not for anyone else in your situation, is because I have RealPlume-Stock installed, which converts the TaurusHCV ModuleEngines to ModuleEnginesFX, thus allowing it to work with ModuleDeployableEngines. I'm guessing you don't have that mod? It's a cool mod, and I highly recommend it, but either way, it looks like I need to write another patch. Now we're making some progress. EDIT: Glad you linked that, since apparently my version of HGRCommFixes is out of date and I was working from an incomplete patch.
  21. @NecroBones If you need advice about this, talk to @blowfish over at B9, he had the issue with his lights but has since fixed them.
  22. Some more feedback: TechNode icons don't load. Astrobiology node overlaps with Electronics (CTT) Personally, I would just use the TechNodes at the bottom of the CTT (HydroPonics, LongtermHab). I would add BIoMass Parts to the LifeSupport category. See CommunityCategoryKit (latest TACLS dev build uses it I believe). I think you should make Kethane either a dependency or leave it alone entirely. The current situation seems odd. Out of curiosity, what happens if I have Kethane installed? I notice it's completely absent from the OP. I haven't played with the mod much yet outside of the editor, but I suspect a critique I'll have is: too many compressors.
  23. Ever since I upgraded to KSP 1.2 (and coincidentally, transitioned to Windows from Linux, if it matters), the spirit of the Kraken has been overwhelmingly strong in my games. It started with my vessels blowing up (100% of the time) when they transitioned to the Mun SOI. I "fixed" that by turning on invulnerability cheats, and the transition became a mere "spin my ship around wildly" instead of blowing up. When I went to land on the Mun, I was constantly be batted around by unseen phantom forces. I landed anyway. This angered the Kraken greatly, and it has increased its' fury. This video is the latest example of my crappy, not-entirely-legit Moho probe crossing into Moho's SOI, with invulnerability cheats turned on to try to survive the onslaught. I can just HyperEdit into orbit around Moho (which at least shows it's the transition that's the issue), but that ruins the adventure of it. Here is a log. I am using a fair number of mods, not all of which are updated to 1.2.1 (still 1.2 mainly), but even when they were up to date with 1.2, this still happened routinely. In the log I see a fair number of NRE's related to BasicOrbit, which is a flight info mod, but I suspect those are generated after the Kraken attack, and the mod is simply overwhelmed. In the face of such primal fury, I'm kind of at a loss of what to do, besides stay on the ground and build sand castles. Any help would be greatly appreciated.
  24. I did tweak the patch very slightly because of this, but testing showed no change on my end. Did you just update? Are you using any of the new patches, if so? You could try using DebugStuff to see if ModuleDeployableEngine is getting added, or better yet send me a log. The BahaSP sound issue...I don't know the code of it, but I'd be surprised if it touched the FX. This is beginning to sound suspiciously like something else is at work. To be clear, you can use CryoEngines fine, right (the ones that have animations)? @linuxgurugamer does the BahaAnimation dll have any affect on engine FX (such as the no sound behavior described above), or is it strictly animation related?
  25. end of the year, but who knows when that'll be! I forgot you were working on some things. Should be neat. What all are you revamping? I remember seeing some pictures a while back. @icedown no worries, best wishes to your family.
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