Sokol_323
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parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Sokol_323 replied to sumghai's topic in KSP1 Mod Releases
Hello! Thank you, I saw this message. And with impatience I will wait for the version of the mod for 1.4.2. I just wanted to say that even the current version works fine now, if you do not pay attention to minor flaws, as I wrote above. Thank you. I know it, but to be honest I could not find where they hid it. Except for the lack of a built-in RCS, I like the Mk1-2 command module more than Mk1-3. -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Sokol_323 replied to sumghai's topic in KSP1 Mod Releases
Sorry for my English, I use online translator. I love this mod very much. All my main ships in versions 1.3.0, 1.3.1 were somehow built using this mod. Now I have installed version 1.4.2 and moved my career game from 1.3.1. And I have this mod in the old version. And it works great, including all the necessary dependencies. It's amazing! Of course, there are some features, for example, on the new Mk 1-3 command module there is no port to animate the interchange with the service module. But this does not spoil the impression of the game as a whole. I hope sumghai will fix it soon. P.S. And I tell you a secret: I use not only stock command modules, but also modules from other mods such as 2.5 m ( I have the option of Apollo for the crew of 4 kerbonauts). And they all work! -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Sokol_323 replied to Angelo Kerman's topic in KSP1 Mod Releases
I'm sorry if I'm misunderstood. English is not my native language, I write through an interpreter. I asked the Аngel-125 whether the mod 1.4.1 would work in the game 1.3.1. He offered to try. I tried and until a certain point the game worked without problems. Then the problem emerged. And I wrote about it. Sorry again for not being able to properly explain. -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Sokol_323 replied to Angelo Kerman's topic in KSP1 Mod Releases
I know what this is about. But the fact of the problem is that there is this log in the root directory. The game is unloaded without error and I can not see what breaks it. It just stops working, that's all. Only a forced restart through Windows task Manager helps. Just in case, I repeat: I am talking about using the latest version of the mod under version 1.4.1 in the game 1.3.1. Mod of the version 1.3.1 is working fine. -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Sokol_323 replied to Angelo Kerman's topic in KSP1 Mod Releases
I understand that, but... The problem is that when the game hangs inactive no button. I can see the picture, but I can't switch the context menu. I cannot call the debug menu and view the log because the Alt+F12 button combination does not work. And most importantly there is no log, there is no error in the game directory after that. The game turn off by a reset via external command. Does not work on another. This applies to the latest version under 1.4.1. Version under 1.3.1 works so far without any weirdness. Yesterday I built a few test ships, checked how they behave in the sandbox mode. In a career while the new ships were not launched, but tests on the launch pad caused no problems. Everything is working correctly. I understand that there are some changes in 1.4.1 that conflict with 1.3.1. Until I switch to 1.4.1, so I will use the old version of the mod. -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Sokol_323 replied to Angelo Kerman's topic in KSP1 Mod Releases
There is a problem with version 1.3.1. I do not understand whether it is this mod or the other two (and RP ASET). But I after some time become inactive buttons of the program interface, can't get out of the locations, navigate menus, and more. I will check with the previous version of this mod. -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Sokol_323 replied to Angelo Kerman's topic in KSP1 Mod Releases
That's awesome! It's just amazing! Yesterday I only managed to try the version under 1.3.1. And I liked it! Today put the most the latest release. And it also works at 1.3.1. Though the game when loading it reports that it is the wrong version. But it's such a small thing, isn't it? Additional updated to the latest versions of ASET and RM. And I got a great types of IVA. I used to love the Corvus mod, but yours is better. I think to use them together, as well as my favorite SSPX from Nertea. Now I have enough spare parts to build a great career. I'll wait for your manipulator. Canadarm is too big in size and had problems already at 1.3.0 (I did not try this mod at 1.3.1). IR parts also have problems and often break my station (I use only the sampler for the surface to get samples of soil without the participation of the crew). But I really want to do something similar to the ISS manipulators. PS. Footprints on the lockers in the large module to the station - it's cool! -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Sokol_323 replied to Angelo Kerman's topic in KSP1 Mod Releases
The manipulator in this release has not got? And it will work at 1.3.1? -
Something's not right.... Installed the mod, made a list of Russian names and surnames. And get here is this: https://imgur.com/f67YoKT Then I remove the file with Russian names and leave only the English names (but I rewritten some of them in Cyrillic). And that's what we see again: https://imgur.com/yYzhouJ But now only the original list of fashion: https://imgur.com/CvbsUJk It seems all right, but Jeb and the company got new names. I can't figure out where the problem is.
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Is also an option. I was thinking that the use of Russian names and surnames will have a problem. The matter is that in English both men's and women's surnames have no declension. Therefore, for example, John Smith and Gina Smith surname will sound the same: Smith. In Russian, women's names are inclined and sound a little different. For example, the male name Peter Petrov, and the female is Maria Petrova. If correct Russian surnames are used, it will be necessary to make two separate lists of surnames for men and women and to register correct dependence on the choice of a name on gender basis.
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Sokol_323 replied to Nertea's topic in KSP1 Mod Releases
OK. I will try to do on such an option. It is not terrible that there is no support for KIS, I have in the game container, which can be used for this. Just parts of this mod are so good that you can make different replica spaceships, such as the same ATV. -
At the beginning of the use of fashion in my career was already 12 kerbonauts. And they all had some merit in my space program. Don't fire them from work now, just because their names aren't on that list? I now play in a career that is somewhat similar to the real NASA research. Well, maybe something to add from Russia. That's why English-speaking names suit me. Would just like to see them in Russian. About the list of real Russian names for this mod I think. I understand it won't be so difficult to replace the list. If I succeed, I will try to provide this list for compilation into mod. Thank you again. I really like this version of the game (and already tired everywhere only Kermans).
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Sokol_323 replied to Nertea's topic in KSP1 Mod Releases
Can I make custom parameters for cargo containers? I for example am not interested to carry only ore. I don't use life-support mods. It would be interesting to choose that ship, maybe using KAS/KIS. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Sokol_323 replied to Nertea's topic in KSP1 Mod Releases
I don't claim the truth. Attempt to make a replica of the Soviet transport supply ship (TKS). Seems to have worked This can be used as a module for space stations of the type MIR or the ISS. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Sokol_323 replied to Nertea's topic in KSP1 Mod Releases
There is another fun feature with this mod. I have a standing fashion on contracts for science: FieldResearch and KerbinSpaceStation. With the installation of this release, I am invited to experiment with fish and plants on all the planets I have discovered, including Kerbin. That's great, but to carry 3.75 m compartment with the fish in the mountains on Kerbin a lot of fun! -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Sokol_323 replied to Nertea's topic in KSP1 Mod Releases
OK. Thank you for your answer. I'll wait for the new version. In the meantime, we have to reset the idle module on the moon. It is a pity of course. Let's build a new module out of the usual parts. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Sokol_323 replied to Nertea's topic in KSP1 Mod Releases
A very beautiful station! It is this variant of the mod that gives the possibility to design different variants of small but very functional stations. As part of the 1.25 m allow to do something similar to compartments for orbital spacecraft, with a specific functionality. This is similar to the orbital compartments of the ships of the Soyuz, which in 70-e years have flown quite often in offline mode. Although not really a line. Before that, I used a passenger cabin for 2 seats from the stock parts. But it has no function, only the transportation of passengers. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Sokol_323 replied to Nertea's topic in KSP1 Mod Releases
Thanks for the reply. Of course, I have pilots at the station. Now there are three crews, one main mission, one rose from the surface of the moon, and the other arrived specifically to activate the new module. At the moment there are 3 pilots of 3 scientists and 2 engineers at the station. I want to deploy the module to 9 seats. Only 2 engineers are required to activate it. But for some reason it does not work. I have specifically created in VAB various options using command modules and inflatable modules and centrifuges. The withdrawal of such options on the launcher and experimented with them. In either case, the module is not activated. If the module is inflated in VAB, then on the pad you can blow it off. Or, for example, to fold the centrifuge. But back to activate will not work. And it does not depend on the number of pilots and engineers available. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Sokol_323 replied to Nertea's topic in KSP1 Mod Releases
Sorry, but English is not my mother tongue. This is a wonderful mod. I use it in version 1.3.0 (there I have a big career and it is a pity to throw) and tried in version 1.3.1. And in every version of I have one and the same the problem. It's inflatable modules for the crew and centrifuges. If I create a ship in VAB, I can check the operation of these modules: they are blown away and inflated. But if you put the ship on the launch pad or into space, I can't deploy them. Even though there is the required number of engineers on the ship or at the station, which is then connected to the modules, a message is simply displayed that this is the number of engineers required. This upsets me, as under the contract I put a large station with two inflatable habitable modules into Moon orbit, but I can't open them there and use them for the crew. My engineers can't do it from a ship like this with EVA. I checked and I can't do anything with centrifuges either. If when building in the VAB inflating modules or the centrifuge and so to put on the pad, you probably will run into orbit. But then the whole point of this work is lost. I can't figure out what the mistake is and why it doesn't work for me.