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JH4C

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Posts posted by JH4C

  1. 2 hours ago, blackheart612 said:

    Added "Brake Red" and "Turn Orange" to:

    Place-Anywhere Square Illuminator

    Place-Anywhere Circular Illuminator

    Woohoo! :D It's the little things...

    Everything appears to work for me in the OP? I do wonder about that "Next Page" icon in the top-left corner though... Maybe that's part of what's making it look weird?

  2. You're in luck! Dr. Jet's Chop Shop includes a sampling arm that works just like a Kerbal on EVA. Once the sample has been retrieved, the sample must be returned to KSP or manually cleared by a scientist, so don't expect to get a lot of use out of it - but for an asteroid one sample should be all you need. Worst case, you can always attach a spare sampler!

     

  3. Mods I'm using with nice cockpits: Airplane Plus, MoS MAD, NeistAir, OpenCockpit if your Kerbal wants a truly unobstructed view, Stryker Aerospace and Armory, SXT.

    Other mods off the top of my head that offer great looking stuff: Pathfinder, Buffalo, almost anything in Nertea's Near Future range, Feline Utility Rovers, ...

    So many. So so many.

  4. 2 hours ago, linuxgurugamer said:

    No, my version requires both the ToolbarController and the ClickThroughBlocker

    I'm assuming there's an "only" missing from that sentence. I took the plunge and tested it and everything still seems to work without Toolbar Continued (Wrapper); maybe you could just delete it from the list, or change the wording if it is required/advised for some users but not all?

  5. 10 hours ago, banditsan said:

    Hi @Shadowmage,

    Nice to see active mod development but i see one issue with stock wheel patch and i think it should be updated first.

    At the moment numbers for stock wheels are a bit od.

    Agood example small landing gear has bigger load limit then huge industrial wheel :) 

    unknown.png

    unknown.png

    Similar problem with LY-60 and LY-99 gear. LY-60 simply breakes after 30s or so just standing on runway on stock Stearwing A300 craft

    You're comparing apples and oranges. Landing gear needs to be able to handle heavier loads at higher speeds than any rover wheel, because aircraft travel so much faster and create much greater stresses on landing. Try using any stock rover wheel as landing gear and see how well (or how badly) it handles it.

  6. Thanks for taking this over; I prefer the simplicity of this over AGE because I have a hard enough time remembering what I've set 10 buttons to do, never mind 250 of them :D

    Query: I've been using the previous version of this without the Toolbar Continued (Wrapper) and never experienced any problems; is it actually necessary if I only ever use the stock toolbar?

  7. After various false starts and missteps, I'm finally getting somewhere with designing spaceplanes. I've just built a "tiny" spaceplane that can achieve orbit from takeoff in about 50 seconds, but there's a snag - re-entry. If I just use a ballistic path to take me into space and then drop me back into the atmosphere, I'm not losing very much speed and the front parts of my ship soon overheat and explode. Sure I could possibly try reversing in and letting the engines take the brunt of it but that feels like a cop-out, so what's presumably needed is some form of heat management. I don't know if strapping radiators on would help, I can't see them doing wonders for my aerodynamics and they'd probably make gaining orbit much more expensive.

    My thought is to have a device either that sits inside a cargo bay or is based on one. When triggered, an inflatable heatshield could be deployed, and once speeds have dropped outside of the danger zone it could either be deflated or dropped (maybe restorable by an engineer?).

    I'm using the Kn-7 cockpit from the Kerbonov mod which is a very distinct mk2 format cockpit which has the wider access oriented vertically. This pack also includes a "side"-opening cargo bay, so if the heatshield was a part designed to be carried inside cargo bays, the same part would work in this bay as in any of the stock ones; it might be an idea to have some kind of extendable arm to shift the origin a little further out, or you could just make it with an arm long enough to reach outside the longer axis as standard as this would also fit the stock bays without modification. I'm mostly thinking that the shield would be similar to the 10m inflatable, although if you had it pop out of both sides of the cargobay then I suppose you might be able to make it more spherical, possibly oblate or egg-shaped.

    Anyway, just a thought I've had bouncing around my head for a day or two. Feel free to pick it apart or ignore it.

  8. I'm so glad this has received a bump this week, as I've often hankered for the helmet removal option but without all the baggage that comes with the other add-ons. The fact I can have a couple of Kerbals on EVA and control both at once is just a bonus!

  9. 3 hours ago, debaker02 said:

    Hi, on the new almaz (I think its the name) parts.  I can't seem to find the middle part that takes the station from its full width to the docking adapter part. I am using career mode. I also checked the sandbox and can't find it still.  Can you help with what the name of the part is so I can go looking?  Thanks so much! 

    -D

    I believe you want one of the various Vega adaptors, located under Structural.

  10. @blackheart612 me again, sorry. I can't help but wonder if the Wing Connectors Type G/H and J/K are working as intended. Although the parts are rotated implying that they're meant for attaching in different orientations, if you use the switch to toggle them from Regular to Adapt Mk2 the same end of both parts changes thickness, meaning that there's no functional difference. Shouldn't the other edge become thicker? For example, Type G/H is the small oblong; currently, they both become thicker along their longer axis when switched to Adapt mk2. Shouldn't one of these become thicker along its shorter axis instead? Sorry if I'm missing something obvious.

  11. @blackheart612 Thanks for the extra Mk3S1 pieces, I am very fond of using them in preference to circular tubes for small aircraft because it just feels nicer.

    One comment: I already use JetSoundsContinued to fix the awful engine noises; it would be nice if you made your included patch disabled by default, and/or mentioned it somewhere in the documentation.

  12. 11 hours ago, Apaseall said:

    Can you clarify something for me, if I am not linked to KerbalX will that mod tell me the names of the parts that are missing?

    Yes, it'll list whatever parts are missing from your install that are required by the .craft. However, the .craft file itself only includes the internal part names, not the user-friendly name you see when selecting parts in the VAB/SPH, so sometimes it can be a bit hit and miss trying to work out what it's referring to. I've had one successful identification without KerbalX integration, where a demo .craft from one mod accidentally included a part from one of the same author's other mods; it all depends on how self-consistent an author is. For something like the upcoming seismic shift in KerbalFoundries, it'll probably work pretty well as most of their pieces follow a strict convention.

  13. 1 hour ago, Apaseall said:

    This is the first time I have seen red. I am surprised. I seem to remember the craft being fine when I last saw them. So I understand the reason why they are marked in red, something is missing for the reasons stated.

    However...I would love to be able to see some information about what is wrong. If this mod has the ability to detect there is a problem, I feel sure once found that info can be accessed again.

    CraftManager does this, and if you consent to it linking up to KerbalX.com it'll even tell you which mod the parts come from.

     

  14. There's a lot of sounding rockets, and small probe/satellite sets. I don't think any directly copy the default stuff, but that's a benefit really because smaller stuff really works best when it's intentional. My favourites:

    And, if development ever continues...

    The first post of KewtSAT's thread also links to an older Cubesat mod which might still be useable with a little modernising?

  15. 20 hours ago, azander said:

    Change the line in the coupla command cfg file: ( StationPartsExpansionRedux/Parts/Rigid/station-125/sspx-cupola-125-1.cfg )

    
    category = Command

    to

    
    category = Pods

    That fixes it for me.

    Can confirm, this has fixed the part and it now loads and (once removed and refitted to update the code) it can be used as a command pod.

    However, the occupant is still not granted experience in the same manner as other occupants of the vessel I'm afraid. No clue why, the trip is being recorded equally by EarnYourStripes for all four crewmen so why the game's not giving Jeb an XP gain I don't know. It's an easily avoidable situation so I won't be bothered by this again if it's never fixed, but it's a real headscratcher!

  16. 2 hours ago, TanDeeJay said:

    I guess it is a case of havig a database with the right index. Games like WOW have databases full of local textures, but I suppose they are highly optimised and contain static data. A database of wheel tracks would be constantly being updated and therefore not necessarily stored in an efficient manner for querying

    WoW is a good example to compare against. I'm not sure/can't remember if your tracks are visible to anyone but yourself, but even if they are they're not persistent in anyone's game or on the server; there tends to be both a time and a distance, meaning that if you stand around for long enough you'll see them disappear, and if you walk far enough then your original tracks will also disappear, and these work in combination.

    Tracks on an airless world don't have any way to easily handwave their evaporation in the same way as those in WoW would, or other bodies with atmospheres. If you want proper realism in this then you'll be keeping track of every step taken or X measure of distance transported across any and all bodies... That's gonna snowball very quickly, especially as any such data is currently and would probably continue to be stored in plain text, to allow it to be referenced by external entities.

  17. @Nertea: There seems to be a new bug in the small cupola, it's not loading for me after updating:

    [LOG 21:29:31.746] DragCubeSystem: Creating drag cubes for part 'sspx-core-125-1'
    [LOG 21:29:31.809] PartLoader: Compiling Part 'StationPartsExpansionRedux/Parts/Rigid/station-125/sspx-cupola-125-1/sspx-cupola-125-1'
    [ERR 21:29:31.827] PartLoader: Encountered exception during compilation. System.ArgumentException: The requested value 'Command' was not found.
      at System.Enum.Parse (System.Type enumType, System.String value, Boolean ignoreCase) [0x00000] in <filename unknown>:0 
      at System.Enum.Parse (System.Type enumType, System.String value) [0x00000] in <filename unknown>:0 
      at ConfigNode.ParseEnum (System.Type enumType, System.String vectorString) [0x00000] in <filename unknown>:0 
      at ConfigNode.ReadValue (System.Type fieldType, System.String value) [0x00000] in <filename unknown>:0 
      at ConfigNode.ReadObject (System.Object obj, .ConfigNode node) [0x00000] in <filename unknown>:0 
      at ConfigNode.LoadObjectFromConfig (System.Object obj, .ConfigNode node, Int32 pass, Boolean removeAfterUse) [0x00000] in <filename unknown>:0 
      at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 
      at PartLoader+<CompileParts>c__Iterator1.MoveNext () [0x00000] in <filename unknown>:0 
    
    [ERR 21:29:31.827] PartCompiler: Cannot compile part
    

    Full log can be downloaded here. I'm not sure if it's the part definition itself or a supplied patch, every other reference in the log appears to be working as intended though. I can't confirm my earlier issue has been fixed while the part is unusable, obviously.

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