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OrbitalManeuvers

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Everything posted by OrbitalManeuvers

  1. This is great! Just yesterday I was checking out the launch of Surveyor 1 ( https://www.jpl.nasa.gov/video/details.php?id=70 ) trying to figure out how to do the tower! Another big thank you for all your work on this mod. I've used it for years now, and it keeps getting better and better. Your modeling and texturing have always been great, but the new functionality, animations, and historical parts you've been doing are really inspiring.
  2. Is it KSP's "fault" that I can deploy the Gemini drogue despite still having the nose cover on, or could you somehow penalize me for such stupidity? I have no idea if chutes are capable of caring about things like that.
  3. @Bellabong Hi, I'm not finding your github repos ... both links you've posted are 404. Are you still looking into the BDB configs?
  4. Can I ask what you have directly on top of the centaur core? Wasn't sure what to do with the hole there when trying to fly a 0.9m payload.
  5. The folks over at Kopernicus Continued have released a public beta. JNSQ has been running fine for me under 1.10 for several builds now. Hoping this has a snowball effect on mods
  6. Hiya - I'm on the bleeding edge test version of Kopernicus Continued, and just submitted a problem report on their forum (your pack won't load). Just mentioning it here in case you wanted to see the log file, too. https://drive.google.com/file/d/1dMy28d8tPdsaZSTZJo7k8z8CGAZKhVwj/view?usp=sharing
  7. Getting 'unable to load'. Using Dev110_Rel3. My log file: https://drive.google.com/file/d/1dMy28d8tPdsaZSTZJo7k8z8CGAZKhVwj/view?usp=sharing edit: have confirmed pack loads with the 1.9.1 release.
  8. Man it would be awesome if I understood the ins and outs enough to answer that. Thomas has been on the thread providing some help, that's all I really know.
  9. I posted a report on the scatterer forum so I won't repeat all of it, but in case it matters here, adding scatterer caused oceans to disappear on JNSQ/1.10, with a temp hotfix scatterer DLL provided by the author. A shader option fixes it, so I can't imagine it's a Kopernicus issue, but mentioning just in case.
  10. Hi ... not sure how interested you'll be in this, but I'm currently testing Kopernicus Continued, on 1.10 with JNSQ 0.90.0. With that bare bones config, the visuals are correct. Adding scatterer causes the water on Kerbin to disappear. I've tested this by copying my scatterer folder from a working 1.8.1 install, and replacing the DLL with the one you linked a few messages back, built 7/3. The water can be fixed by disabling the Ocean Shaders option and restarting. I've put log files for two runs on my google drive if you're interested. One run is starting with ocean shaders on, the other with them option off. The larger log contains more shiz because I launched a capsule just to make sure it was the same in the flight scene as the space center scene. https://drive.google.com/drive/folders/1A_Gn6nW1teghxLQTpvVmr1j9wVBQz-ZK?usp=sharing
  11. All good news on super bare-bones 1.10 + JNSQ. Flew a quick flyby of the Mun from launch to land and had no issues. Tracking station fine. Debug log very clean. No texture issues yet. I typically do have some texture issues around KSP with 1.8.1, but that's also with scatterer and eve, which I haven't added yet. So, off to add some visuals but in terms of stability of a base planet pack on 1.10, things look great so far! edit: also will be trying The Reach pack
  12. Ohh, yes this sounds like a better plan considering the timing. l'll upgrade that instance and shoot you a message.
  13. I'd like to help test but I'm not sure I'd be much help. I'm on 1.8.1/JNSQ with all my manually curated installs, and one with KSRSS. Do you need more JNSQ testing? Or maybe something else specific? I have just created a stock 1.9.1 install with both DLCs, MM, clickthroughblocker and toolbarcontroller, and that's it. I'm happy to configure this instance with something particular if you guys could use the feedback. I'm just a tad unclear where to get the latest you want tested, and if you prefer to have eve/scatterer installed or not installed yet.
  14. One thing I did notice with Mercury-Atlas is that if you try to use the Front setting for the crew access arm, then the length of the crew arm means that the umbilical can no longer reach the capsule. Using either the left or right setting allows you to move the elevator close enough for the umbilical to reach.
  15. Just downloaded and tried it -- it looks and works great! I've been hoping for this one and you nailed it. Thanks for adding this! (i had some paw options disappear at one point, but it must have been a ksp issue as it seems fine now ... sorry for the edits here!)
  16. Would you be so kind ... can you explain what's living between the command module in the bottom right, and the adapter that connects to the lab? There's a couple bits in between there that I'm curious about please and thank you!
  17. Last week I grabbed the latest dev branches and went to work making a few U.S. historical rockets, which I humbly offer to anyone who might be interested in some pre-builts that are fun/challenging to fly. Spoiler below contains an image of all 11 rockets, and link. These require BDB, MLP, and ProbesPlus. I built them on KSRSS 2.5x, so they should work the same in JNSQ.
  18. Before I put together a log and github issue for lgg, I was hoping some kind soul would confirm they can reproduce this bug? Start any sim session (e.g. a capsule on the launchpad) Press ESC, and select Terminate on the KRASH dialog On the next dialog that offers Revert to VAB or Cancel, click Cancel. At this point the KSP session is trashed, though it's still running. Large portions of the UI are now unresponsive, and eventually trying to get out of this (clearing input locks, pressing ESC) only makes it worse until the game finally hangs completely. I have to terminate the KSP process at this point, so don't do this in the middle of some crucial mission
  19. @micha Just getting started checking this out, but thought I'd mention a couple other command pods that you may or may not be interested in supporting ... The Bumblebee is unmanned ... not sure if that's pertinent or not.
  20. something i was reminded of today ... one should jettison the mercury capsule's drogue chute prior to being in a vertical orientation.
  21. Thank you for working on this! Couple quick questions: 1. If I ignore the KIS requirement (i.e. I don't have it), should I also remove some parts of the mod, or will it fail gracefully? (Also, do you think Breaking Ground's inventory slots could be an alternative to the KIS functionality?) 2. Does this have usable experiments even in Science mode, or does it require career mode? Thanks!
  22. A little feedback for you ... I just grabbed the build today, and built the SLV3B in a science game. At the moment, my tree allows: Buzzard IIE-RS56, Vulture 105-7, Belle:8096-HDA, w/sps. With this config I was easily able to put the sat into an 820x90 orbit (JNSQ), with more than enough left in the Agena for it to deorbit. I might even have some extra mass, I'm not positive I built it right. After BMM I put the fairing base (without building a fairing), then the Agena's straight interstage + Agena, then attached the SAF base, and added 1 segment. Is that close?
  23. Cool part - ty for this! btw ... the Plugins folder in your zip is serving no purpose, in case it makes your life easier to drop it.
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