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Daniel Prates

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Everything posted by Daniel Prates

  1. @linuxgurugamer I updated my last post and found yet another cupola. But that's it, I think there are no more now.
  2. Right, as far as cupolas go: HAB TECH 2 has one, the part is called HT-C125 OBSERVATION MODULE name = ht2_moduleCupola KERBAL PLANETARY BASE SYSTEMS has one too, the part is called K&K PLANETARY CUPOLA name = KKAOSS_Cupola_g STATION PARTS REDUX have quite a few; I consider some proper cupolas and others more like heavily glazed command pods, but why not be generous? those are: a) PPD-24 'PANOMARA' OBSERVATION MODULE; b) PAS-C 'PORTHOLE' OBSERVATION WINDOW; c) PMA-C 'PANOPTES' OBSERVATION MODULE; d) PAS-G 'G4RD3N' HYDROPONICS CUPOLA; e) PXL-9 'VISTA' ASTROGATION MODULE name = sspx-dome-cupola-5-1 name = sspx-cupola-greenhouse-125-1 name = sspx-observation-25-1 name = sspx-cupola-125-1 name = sspx-cupola-375-1 name = sspx-cupola-1875-1 Hey @Nertea could you do us a BIG FAVOR? Linuxgurugamer is trying to index all cupolas from station parts into this contract pack, and I am helping comb out all cupolas from all mods. Turns out you have a unique system to name your parts in the config files am I am not sure if the part I mention at the start are the ones in the second list ... could you check the parts I named above and see if the part names (taken from the configs) are correct? Now I see no proper 'cupola' on BLUEDOG DESIGN BUREAU, although it has parts for a complete Skylab (which had no cupola). I think naming one of those parts a 'cupola' is forcing it too much. So though it is a mod with proper space stations, no cupola there. TANTARES: yup, Tantares has one. It is speculative I guess, I don't remember Saluyt et al having anything like it, but there it is. The part is called NASHIRA "UTSLKT" SIZE 1 CUPOLA. name = nashira_cupola_s1_1 Too bad about BDB, I really wanted to count some of those parts as a cupola. There are some obital modules with windows that use the 'hitckhker' as an IVA, but with a couple of small rounded windows, it is forcing it too much to call them cupolas I guess. Well... that's about it: all cupolas in the kerbalverse, that I can remeber, in mods that are current or at least some 2 or 3 versions old. Someone correct me if I am wrong.
  3. What the what? Lisias from what height... or aLtItUdE rather... were these pictures taken from?
  4. Yeah I used this mod today and if felt kinda weird, as if the buttons on the UI werent where I remember them being before. Then they seemed there again, then another time they appeared partially buried below some other buttons used something else.... something weird is happening, that is for sure. An interface thing.
  5. I think you mean "@me" and not @vissius. Lgg I saw the help you asked in the contract configurator page. I dont want to butt in too much there but, see, if what you asked turns out to be unpractical, you could just add code for the few modded cupolas that exist out there. There are only a few; hab tech 2 has one, station parts redux has another (or is it two?) and thats it. If you like, give me a few days and I'll comb that out for you, all mods that have cupolas or heavily glazed parts and the part names. What else would you require?
  6. You cant use stock radiators. You have to use nertea's specific radiators from "heat control" mod. I had the same issue. (Edit: which is not an " issue "... nertea explains this very clearly in the OPs, it was I who who started using the mod without reasing properly. )
  7. That cupola on the top? It is from station partsvredux mod isn't it? Maybe the contract demands that stock cupola and doesnt recognize mod parts. Try with this one: https://wiki.kerbalspaceprogram.com/wiki/PPD-12_Cupola_Module
  8. Hey there @Nertea! is the new antenna system that comes with NF exploration (you know, reflector dishes etc) it's own independent thing, or it overrides the stock system? I am asking because my stock antennas stoped relaying as usual, and I want to know if this is intended behavior or not. Uninstalling NFE brought thuungs back to normal.
  9. It's up to you now @Rakete, since you took the cat out of the bag. Install it, test it and let us know!
  10. @garwel, please a couple of quick doubts: 1 - I understand kerbals can be 'trained' on a specific craft, and can become 'familiarized' with crewed pods. Both contribute to improving their endurance. Here's my doubt: the training applies for a saved craft, and it stays effective even if I later change non-pod parts on that same saved craft, right? So imagine i have a kerbal trained for a ship, then later on some new solar panel technology appears, better landing gears, new science experiments. I open the same craft the kerbals already trained in, then change the panels on the existing craft, I replace the gears, I add new experiments and save the craft file under the same name - for all intents and purposes, an 'improvement' of the previous craft. Training remains effective doesn't it? As long as I dont change 'pods', which would be messing up too much. Did i get the rule right? 2 - Imagine I create a ship, say the appolo spacecraft, name it 'appolo, save it, and then I train a kerbal for it. Ok. Then I take the saturn V subassembly, attach to it, and create a new save file, lets call it 'saturn + appolo'. The training done in the other save file (just the craft) also applies automatically to the new save (same craft + subassembliy), right?
  11. Wow the parts actually look good! Good job. Now to check this population concept.
  12. "Welllll? We're waiting" (caddyshack reference. Also, me saying it).
  13. Ugh, KSP is 10 years already and always there is something new to learn. Does anyone here also has peerformance issues in the VAB building when using SSPR? Cause I did. It always bothered me. I thought "well, it figures, the parts look so good, it had to cost performamce". But then again.... it was in the VAB only. After launching the station performance was great again and the craft would run smoothly. Why? Turns out those kerbals running around in the background (and actual "ground") that you see in the VAB cause major lag on the VAB! Luckly can be turned off in the game settings as I just found out! Damn! Took me years to find that out. I was actually "today years old". Once I did that, I can manipulate SSPR parts on the VAB with no lag at all. So, if anyone else has the same problem.... there!
  14. Just to be clear, since I find this hard to beleive: people were finding BARIS "unrealistic" due to a random failures feature? I guess they weren't paying attention to the last freaking 70 years of spaceflight then! Sorry for seeming surprised, I've always been a DangIt guy myself and I never dwelved whitin BARIS too much. I am now finding out about it and it fascinated me that angel125 managed to be the first guy to successfuly integrate the stock repair gizmo into a failures mod (which is a great achievement really), only to use such great potential into a "lite", mostly-harmless mod aimed at not really inconveniencing rage-quitters too much! If I got it more or less right anyway. At the same time, I also understood that angel125 is taking it easy and EVA repairs may, nay, WILL bloom little by little into something more complex. It sure deserves to. I'll be watching it very carefully!
  15. Oh that makes sense. Right then thanks!
  16. If you do, there will definitely be a +1 user. I've been reading the previous post. Some interesting design choices there; engines can explode if they fail? Won't that sit kinda badly with the people who want a "lite" failures mod?
  17. To me surface parts seem to be relevant to "life aquatic" because of the need to travel easier to the actual dive site.
  18. Wait.... people were complaining that a failures mod was causing part failures? Great. The main reason for a mod like this is to keep a player on his/her toes and force some preventive planning. I see why you would devote only secondary effort for this but, believe me, if you get the time, do add random failures at some point, even if it is something one can turn off at setup (or better, it starts off and one has to turn on). Without that, your mod has reached a GIGANTIC MERIT of integrating the stock eva kits (something that dangit didn't do, for instance), but uses it for a rather unidimensional mod that only disables an engine after some time - an underuse of a great mod, if you ask me!
  19. So basically everything huh? those are pretty much all the mods still around. What about surface parts? Many verisons ago we had so much good stuff, SM marine for instance. They are all dead by now huh? (Edit: OMG I was not aware of sunkworks; it look very promising!)
  20. You know @Caerfinon in my many, many years of KSP I experimented with most, maybe all ballast, boats, ships and submersible parts packs, some were good, some meh, some I liked but were discontinued .... Right now I am unsure as what to use that feels 'right' for underwater parts + ballast/dive controls. So I am here thinkin, why should I do the thinking, if caerfinon for sure has thought already about the thinking part? I doubt you are going through all this trouble if you don't feel happy about the parts and dive controls you are currently using. So... what are they?
  21. Hmmm, interesting. People may want to know that @Caerfinon made many custom runway configs for his many kerbin side gap strips.
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