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KSP2 Release Notes
Everything posted by bsquiklehausen
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What storage container? The lab works like a cargo bay on the sides for attaching radially attached parts to, and the crew cabin (which may be called a Kerbal Storage Container) stores the crew!
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What's wrong with the current ones? Anvils, bowling balls, carbon monoxide and flare guns are all vital space equipment! (It's called Manteka, though. Let us know what you change the labels to!)
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Thanks, Xander! Can't wait to get Landertron working with the HCV soon! As far as the thrust goes, trying to properly center it is a constant process - it's pretty close now, but still needs a bit of tweaking (or a complete overhaul). It should get slightly better with most patches we put out - though as Xander said, the SAS (especially with a trained pilot on board!) should be enough to hold it steady now.
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Official Mod Compatibility Thread for .90
bsquiklehausen replied to NathanKell's topic in KSP1 Mods Discussions
Taurus HCV 1.4.0 - no compatibility issues, but some tweaks and balances. Confirmed to be working with .90.0 now! For now the only place to get the up to date version is Kerbal Stuff, though Curse and Mega coming back soon. -
As the game inches closer and closer to a complete state, so do we! The Taurus CSM system has grown to include another part - a hybrid battery plus SAS unit - add control and electricity storage with only one part! The update is live on Kerbal Stuff and Mega, and will be on Curse as soon as we can get it there! PLEASE NOTE: Kerbal Stuff's version is 1.4.0, with 0.90.0 Compatibility! They haven't let us label the pack as .90.0 compatible, but it is! v 1.4.0 (12/15/14) -Added new part: a 3.75 m reaction wheel unit with a 2.5 m battery inside -Modified some textures to get ever closer to that stock look -Modified LES to allow for shutting down of escape engines if accidentally fired -Fixed a typo on the heatshield texture. TIL 'Capsuledyne" has two 'e's -Cleaned up Unity materials used, may cause performance gains, may not, who knows -Introduced KNOWN BUG: the engine sinks through the launchpad, even though it has a proper (functional) collider (let us know if you can help!) -Just don't use the Quadroodle as a launch engine - it's not good at that anyway
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It's been a while since an update from us, but here's some news! A brand new part has entered final testing and balance checks - it's not super huge, but it's still an important part to have in a 3.75m size, and it's my most Stockalike texture yet! Introducing the R&S Capsuledyne Battery and SAS Wheel unit! A massive 2.5m battery surrounded by an even massiver reaction wheel - R&S is proud to introduce a new part designed to look good on both 2.5m and 3.75m craft (NOTE: Warranty void if used on 2.5m craft)! On a more embarrassing note, we've finally fixed a typo on the heatshield, where we somehow managed to spell 'Capsuledyne' wrong and not notice for months. Our bad.
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To save weight that parachutes have to carry/slow down. By the time the parachutes deploy and do their work, the heatshield is no longer necessary and ditching the shield means that the parachutes don't need to "carry" the mass of the heatshield as well.
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No - just check your staging to make sure the heatshield's decoupler icon is in the correct position on your rocket.
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I've been trying to figure out how - and since crew lights are now stock, it's definitely on the menu soon. Maybe not the next patch soon, but soon nonetheless.
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Glad you solved it! We're planning on doing a large optimization pass soon, though only after we reach the final part set (so we know what textures we can cut/reuse/use libraries instead). In the meantime though, hopefully the pack isn't too hard on memory.
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That's the ideal solution that we are looking into. We just haven't had a lot of time lately to work on the mod.
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In short - no. You need to ensure that you do not activate it on launch. If it is active, the capsule will constantly drain monoprop and try to run the escape system. Like a real rocket, if the escape system is activated, you can't use that capsule anymore without launching a new one. We're looking into ways to allow deactivate the system, but it's not a huge priority because that's kind of the way it should work.
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Wow - that's a hell of a ship! Unfortunately, as far as I can tell, there's no way to turn off solid fuel motors without modifying the .sfs files or (potentially) modifying the Taurus' part.cfg file. Realistically though, a misfired LES is a reason to not continue a mission plan, but gameplay wise, I totally see the need to make it able to be shut off or harder to accidentally fire. We've always toyed with the idea of trying to remove it from the staging menu and make it action-group only, but we haven't found a way to achieve that yet. So sorry for the kind of non-answer answer, and I hope that fixes the problem! Post more pictures of that incredible ship as well!
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That's the spirit! Yes - provided A) I remember to do it, and I learn how to do it (or jnrobinson does it). It's an oversight currently and is probably a pretty simple fix. The only issue is that we are both very busy with school stuff and at least for me, there's not really any end in sight. We'll try to keep new content inbound as well as fixes, compatibility checks, and maybe some more mod compatibility stuff as soon as we can.
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Apart from just not using the LES, your only option now would be to edit the HCV's config file yourself - there haven't ever been alternate models or textures, and the legacy AlternateConfig is no longer balanced or fully featured. It's pretty self-explanatory and you can just delete or comment out the Solid Booster module. The LES has been turned to monopropellant though - so even with the boosters you don't have to bring SolidFuel to your destination anymore. Hope one of those works for you! Just wondering though - why no LES? It's fun! We probably won't make a version without a LES any time in the future, unless Squad adds a way to upgrade parts in the tech tree.
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On the way! We're aiming to finish the 3.75m set in the next couple of patches (SAS, Probe core, Battery, RCS tank, inline cockpit, slimmer adapter, if all goes well), and we have some cool ideas for what we want to do for those parts. That's a reasonable ways off, so don't hold your breath! Glad everyone's enjoying the new parts as well!
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Official Mod Compatibility Thread for .25
bsquiklehausen replied to NathanKell's topic in KSP1 Mods Discussions
The Taurus HCV has been updated to use the new animation modules and to add some new content as well. Taurus HCV v 1.3.0 http://forum.kerbalspaceprogram.com/threads/75074-25-Taurus-HCV-3-75-m-Crew-Pod-and-other-parts-v1-3-Oct-7-2014 -
We've been teasing some of this stuff for months, and we're very happy to say that it's finally here! The Taurus HCV has grown up into its own full-on CSM system, with a new propulsion system and a new alternative utility component for those of you who want to risk 15 Kerbals in a single launch! The RKMX-4 'Quadroodle' Liquid Fuel Engine is a poor attempt at scaling up a known design, but still remains a very good orbital engine for large diameter craft. It's known to overheat though, so be careful. It also comes with the R&S Capsuledyne extra-thin 3.75m fuel tank, which is perfect for juicing up the Quadroodle. The MCT-8 Omnibus Storage Container brings 8 Kerbals wherever the rocket will bring them in the comfort they have been familiar with - extremely shaky with concerning noises coming from key structural elements. v 1.3.0 (10/7/14) -Added new part: a 3.75 m orbital engine with fairing -Added new part: a 3.75 m 8-Kerbal hitchhiker with interior -Added new part: a 3.75 m extra thin fuel tank perfect for large service modules -Modified all textures for every part -Modified ALL textures for every part (too much work for a single changelog line!) -Moved parts around the tech tree to spread everything out for career mode, parts now distributed across several nodes in the last tier -Changed part costs and entry costs for several parts. Should be reasonable in-line now -Actually balanced LES thrust much more -Converted SolidFuel LES boosters to MonoPropellant so you don't have to lug SolidFuel through the solar system. We can pretend the LES is now an abort program that can't be stopped, it that makes you happy. -Removed alternateConfig as ExtraplanetaryLaunchpads should now be compatible -Changed name of Science Processing Bay to allow FAR/NEAR compatibility -Updated Science Bay to use new stock animation module, removed Firespitter.dll from download as it is no longer needed -Removed many bump maps as new alpha-channel speculars made them too much overhead for a small gain -Removed specific specular maps, replaced by alpha-channel speculars -Converted textures to .mbms. We're sorry, but it reduces aliasing from far away.
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We already use that for the engines on the command pod - and that will almost certainly not be changing with .25. What may be changing is our use of Firespitter for our cargo bay with whatever new stock animation module Squad uses for the new SP+ bays.
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If it isn't good enough, we are sticking with FS. Judging by the fact that stock .25 has cargo bays, I am guessing it will work a bit nicer than it does currently. There would be little use of a cargo bay without being able to open it in the VAB/SPH.
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We're actually removing the Firespitter plugin next release (provided the stock animation module is good enough) - so mesh switching won't be possible anymore (I think that's Firespitter). We are planning on converting the LES to monopropellant though, so at the very least the fuel can be used for something else.
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Hey everybody - Sorry for the lack of new info or updates lately. We've both been pretty busy with school. I do have good news though - with the .25 update seemingly coming soon we will be updating again as soon as we can after release. This will mean some interesting new updates to the HCV package, including: - New 3.75m Crew Can, holding 8 Kerbals and featuring a custom IVA. This also shares the Science Lab texture, meaning minimal additional RAM overhead. - (Hopefully) updated Science Bay to use whatever new animation module the stockified SP+ parts use - Actual FAR support for the Science bay cargo doors. Sorry about that one... - Proper EL support! Extraplanetary Launchpads should no longer be incompatible with the HCV, and we plan to add Workshop support to the Science Bay - New textures! Every single texture has been updated, many being completely overhauled. The parts look much better now, and have let us remove some of the bump maps, which reduces RAM load significantly. Additionally, the textures are now PNG based, further reducing memory use. - Maybe some other stuff too. The engine we teased oh-so-long-ago is looking great, but it needs a lot of balancing and testing, and extra parts for it (fuel tank, fairing, etc.) need to be made, textured, implemented in game, and balanced. Hopefully we'll have time for that, but it depends on when .25 launches and how much we can get done before then. So that's about it for our next update - it's certainly a big one. Let us know if there's anything small you want to suggest for the update (nothing like extra parts, more IVAs, or anything like that, please!), or anything in the future. I am already planning the next texture overhaul, thanks to advice from hoojiwana (the RLA Stockalike guy) and Taverius (one of the B9 guys). Hope this was a decent dev log/plan. Sorry for the lack of new images - I'm away from my main computer at the moment and can't grab any new screenshots.
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The pod already has an internal view... The science bay will not get one until the stock one gets one, however.
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Hmmm... that's definitely a new bug. Could you send us your crash logs from the game and steps to reproduce it?
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Some parts are in development, including an engine and fuel tank, and a cover is already available in Blackheart's Aerojet Kerbodyne pack. We do not plan on adding special airbags for the heatshield or a special docking port though. The Taurus was designed to match the stock shielded docking port already.
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