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Tyko

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Everything posted by Tyko

  1. Procedural Parts has USI-LS procedural tanks. Those work great for me.
  2. @JBMCW2010 I used to assemble at the final destination, but I've found that it's less fun to do a bunch of transfer burns with many pieces. In the future I intend to do as much assembly as possible in LKO then boost the assembled components as a whole to their final location. It will force me to make more linear station designs and be really careful about weight distribution so I can make sure my thrust vector goes through the center of mass, but that's okay. I'm kind of envisioning cross or T shaped stations with two assemblies that meet in the middle. this will give me some more design flexibility without requiring tons of assembly.
  3. Has anyone written a mod to change the default Docking Acquire Force with 1.7.3?
  4. It looks really cool! I haven't tried it yet. For others who are interested, here the link:
  5. I'm trying to use RCS thrusters as primary engines on a craft. They're not showing up in the KER staging or DV readouts though. I have the RCS thrusters set to "Fore by Throttle". Is there a way to get them to show up?
  6. The answer is on page 1 of this thread:
  7. Agreed...I looked at those same images before posting my comment. I'm certainly not claiming I'm objectively right and others are wrong and I'm not a lens artifact expert. I just find it distracting in the game...Galileo's suggestion of including an option to roll back to the earlier sun flare works great for me
  8. @Galileo, Loving JNSQ a lot...if I was to offer any constructive criticism I think the new sun with the all the lens flare is a bit too JJ Abrams. I've googled a bunch of images of the sun from space, so I see what you're going for. That said, one of the things I love about JNSQ is the aim for a toned down (dare I say "realistic'?) look to the planets and I'm not sure the sun flare matches that toned down look. Thanks for all the hard work.
  9. If the issues are unforeseen, then how would we know about them? We never plan that our mods are going to break saves or cause other problems. But sometimes we make mistakes. Or something out of our control forces us to make a change. Or we find a better and more efficient way to do something that improves the game going forward, but breaks something in the present. There's no way to predict what the future holds. Should have been more clear. I meant - "unforeseen by me, a common mortal but maybe something that's painfully obvious to those who have the powers to create solar systems"
  10. It will probably break your save. Templates changed along with a few other things that can cause issues. I backed up my save and gave it a try. It's early in the save and I've only thrown a few sats into orbit around Mun and Minmus. Everything seems to work okay so far except all of my sat's solar panels retracted oddly Would you expect the changes to cause unforeseen issues in the future or is it likely that anything that would break would have broken?
  11. I have an active 0.4 game. Can I just replace with the 0.6 build or will I break my save?
  12. Thanks for looking into the JNSQ issue. I was just doing some troubleshooting and was going to file a report, but I see that you're already aware
  13. Could you imagine being a cosmonaut, having the engineers show you this craft and explain you're going another planet in something that looks as rickety as that? OMG they had guts to even consider it. The Apollo lander was pretty pieced together looking too, but at least it had more substance and you weren't going alone.
  14. They're on the list to redo and being worked on. They'll be released at some point in the future.
  15. The Kopernicus team has been running this mod for years and they're an experienced modding team. They version lock it for a reason and if all it needed was a quick recompile they'd do it themselves. If they're holding up release of a 1.7.1 version you can be assured that they're doing it for good reasons and not just because they don't want you to have it. I'd strongly suggest you be patient and let the experts do their work. If you insist on recompiling it for yourself it would be VERY bad form to redistribute it to ANYONE, even friends, because anyone who tries it will most likely complain to the actual modders about problems which only wastes their time and causes them frustration.
  16. Welcome to the forums. Before submitting a bug report for a mod it's a good practice to make sure you don't have any other mods installed. Remember that mod authors are contributing their time for free. While most are happy to help support their mod you can save them time by making sure your issue is actually caused by their mod and not something else. In your case you have several mods that aren't Scatterer related - notably you have SmokeScreen installed, which isn't a Scatterer requirement. If you read the first line of the SmokeScreen description it says: "SmokeScreen is a plugin whereby artists can add improved engine effects" I'd be willing to bet your issue is more likely related to SmokeScreen than to Scatterer. BUT before you go on the smokescreen forum and say "your mod's broke" you might want to research THAT mod a bit because SmokeScreen is really an enabler for other mods (like RealPlume) it's not designed IIRC as a standalone mod. Some other suggestions to help you out: The best way to test mod bugs is to just create a separate KSP install called KSP_TEST or something like that and only install the mod in question along with plus any dependencies. This way you can be sure you're reporting about the correct mod. If the mod clearly states that it's for an older version of the game, then it's not really a 'bug' if it doesn't work in the newest version. Scatterer says it's a work in progress "[WIP]" and that it's designed for 1.6.1, so it's not intended to work with 1.7.1. In your case, i don't think that's the issue, but still a good thing to remember.
  17. Cool, can you post the config? I'd like it take a look. thx EDIT...never mind, I found it in Ohio Bob's post...thx
  18. @Beale - Sir, I don't think the A-USF01 tank has enough LFO for its volume compared to your other tanks. it looks to be off by a factor of 3x or so, not just a little bit. I opened a issue on Github: https://github.com/Tantares/TantaresLV/issues/31
  19. Will Shadowzone's trick for adding BG objects to an old save work for JNSQ too? I'm guessing "yes", but would be good to have confirmation.
  20. Read the subject line of this thread more closely: it works in 1.7.0, not in 1.7.1. The numbering is a little confusing. The "-1" means it's the first version of the release for game version 1.7.0. I know it kind of looks like it's saying it works with 1.7.0 [through] .1, but that's not what the hyphen means. If there was an update to the 1.7.0-1 release it would be numbered 1.7.0-2 You're looking for 1.7.1-1 when it comes out
  21. This sounds really cool, but I'm a bit confused... I'm planning on using USI-LS and JNSQ - will I still be able to use ISRU to convert Ore to Fertilizer or is there some other method I must use now? If it won't work (or even "if it will, but not a well") is there a way to utilize the new Converter Module to create Fertilizer?
  22. Congrats on the public release!!! WRT to Minmus, I was really excited at the prospect of using a Cruithne orbit. If I understand it correctly you could reach it any time you wanted, but there'd be certain times (once a year??) when it would be a lot easier to reach. This seems like an excellent step towards longer missions before you go entirely interplanetary. As long as TWP could handle the calculations I'd suggest going for it. If you've already done the calculations could I suggest that you release the Cruithne orbit version as an optional patch and let people play around with it?
  23. KSP IS Rocket Science which is hard. KSP has a steep learning curve because it requires the player to at least have a basic understanding of real life concepts like orbital mechanics, gravity turns, TWR, DV...etc...etc. KSP itself is actually a fairly straightforward game with a solid UI. It's the Rocket Science that makes it hard, but there are plenty of online resources to help you learn that. I read a lot of material explaining how real world orbital mechanics work and most of that is applicable to the game. Compare that with, say a Paradox strategy game. In that the learning curve is understanding a set of mechanics without direct real world counterparts. You're also contending with the complex UIs needed to manage the various game systems. In those games you only have information published by Paradox and the plentiful, but spotty support of youtubers and bloggers to help.
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