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SofieBrink

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Everything posted by SofieBrink

  1. Couple things: firstly, wrong mod, this is the thread for SEP not SLE, Secondly, could you post some screenshots and your ksp.log? lastly, for support for the kos scripts, please join the discord and ask in the respective channel, we’re not the ones maintaining them.
  2. StockAutoCutDrogues This mod is a simple ModuleManager patch to add the ModuleAutoCutDrogue module from KSPCommunityPartModules to all the stock parachutes. This module automatically cuts deployed drogue chutes when main parachutes deploy, allowing for more realistic landings without requiring you to set up complicated action groups. Installation instructions - I strongly recommend installing via the CKAN mod manager for KSP. It will automatically handle all the dependencies. Set game compatibility to KSP v1.12.0 and later. Compatible with **1.12.3** and up - Available on [CKAN] Alternatively: - Download StockAutoCutDrogues from the github releases page or spacedock.; the StockAutoCutDrogues folder goes into GameData. Github Download SpaceDock download - Download and install all the dependencies listed below. Note some of them may have dependencies of their own. Dependencies: - Module Manager: https://forum.kerbalspaceprogram.com/topic/50533-18x-112x-module-manager-423-july-03th-2023-fireworks-season/ - KSPCommunityPartModules: https://github.com/KSPModdingLibs/KSPCommunityPartModules/releases - Harmony KSP (needed for KSPCPM): https://github.com/KSPModdingLibs/HarmonyKSP/releases Recommendations: - KSPCommunityFixes: https://forum.kerbalspaceprogram.com/topic/204002-18-112-kspcommunityfixes-bugfixes-and-qol-tweaks/ Incompatibilities: - RealChute Created by @SofieBrink This mod is licensed MIT: LICENSE
  3. Yes! it’s all working now, you can grab the latest version on github if you can’t wait, a release is pending some small internal changes regarding the depth mask module, shouldn’t be too long!
  4. Heya, just wondering, is this intended for RSS/RO? If so ignore this comment But if its not, then a lot of the sizes for the Tundra Exploration parts are wrong, all 4 of the F9 tanks are specified as 3.75m when they're 2.5m, the Falcon 1 Parts are 2.5m when they're 1.25m. The Rodan and Gigan pods and trunks do not have any labels, same goes for both the F9 V1 and F9 B4/B5 engine cluster/ The solar panels for Gigan, and the panels for the Dysprosium and Gaira 1 parts in TT have 2.5 and 1.25m labels when they're surface attached. The Gigan nosecone is set to SRF when its (i believe) a 1.5m part. And the rideshare adapters are also 2.5m when they should be 1.25m. Hope this helps!
  5. 1. Nothing anymore, Dylan is no longer working on BCS, Zorg is. 2. An IVA is planned for after the full release
  6. Beta 7 is out with some small fixes & included craft files! DOWNLOAD Updated workflows to include the CraftFiles folder in the release zips. Updated internal .CKAN to install craft files Tweaked parachutes, no longer will you decelerate at 26g's when the chutes deploy! Rejoice! Adjusted Heatshield CoL to reduce self-inflicted oscillations during descent under chutes. Adjusted RCS Block to automatically use the OMACS with throttle. Adjusted RCS Block Description to make clear to users what the different thrusters are. Added UI Groups for BCS Modules and the 2 thruster types on the RCS Block. Updated CraftFiles to reflect these changes + a few other fixes (Yes we skipped Beta release 6, for reasons) No fancy screenshots from me for this one, that's above my paygrade. Be warned that the nice UI groups for the RCS Blocks won't show up if you have the PAWStockGroups setting of KSPCF enabled. I've spoken with the folks at KSPCF and there's a proposed solution but its unsure how long this will take.
  7. VesselType is required, but not required to be probe.
  8. Well vessel type ship doesn’t convey either crew or remote control specifically, and as long as you leave the crew requirement for the ModuleCommand at 0 it’ll work the same
  9. Alright that one threw me for a second, I've just had a look and the reason it isn't working for you is that the module looks for a ModuleParachuteOr one inheriting it on the same part as itself. It cannot find these in your install. This seems to be due to Ferram Aerospace Research, which from a quick look, replaces any ModuleParachute with a RealChuteFAR that does not inherit from the stock module. I'll look into a solution to make it work in the future (you can follow that here) but for now there's nothing i can do for you. The only solution would be removing FAR but that's obviously not a real fix, just a bandaid with severe consequences. Thanks for bringing this to my attention, and apologies for not being much help! By the way, i want to thank you for your amazing bug reporting ethic, you consistently uploading all the logs and screenshots without prompting is absolutely fantastic!
  10. The latter is closest, its actually the mains that tell the drogues to cut programmatically. So when any main chute deploys, and Auto Cut Drogue is enabledit is by default all other chutes that are known to be drogues will be cut.
  11. Just looking at your log quickly it seems like the BCS DLL is simply not present. Just to verify, did you install the latest release, or did you clone the repository? If you're not certain, could you check if the BoringCrewServices folder in your gamedata has a Plugin folder and that it contains a BoringCrewServices.dll file?
  12. Just released the first Beta build over on GitHub Added back bottom node for generic use of the abort engine. Reduce main chute deployment speed further Fixed some typo's in MM patches Added AutoCutDrogue module to the parachutes Added EngineIgnitor configs (Thanks to mountainparrot) Added custom modules for heatshield and airbags A few things to take note of with this update: BCS now uses the recently added AutoCutDrogue module from KSPCommunityPartModules (Previously in BDB) so make sure that you update it to version v0.2.0 or greater! BCS now has its own module for jetisoning the heatshield. This module can either be activated through staging, action groups or by simply right clicking the part and selecting Arm Auto Jettison, When armed the heatshield will automatically detach when the vehicle's altitude goes below the Jettison Altitude which defaults to 650mFeedback welcome! but can be changed using the slider in the right click menu. If you don't wish to use the automatics you can still manually jettison the heatshield at any time through an action group or by right clicking the part. BCS now has its own module for the airbags instead of using a simple animation module. This module can also be activated through staging, action groups or right clicking the part and selecting Arm Auto Deploy like the previous module for the heatshield. When armed the airbags will automatically deploy when all required conditions are met, the includes the vehicle's altitude going below the Deploy Altitude which defaults to 650mFeedback welcome! The heatshield having been jettisoned and the vehicle being above water in the case of the centre airbag or above land or water in case of the main airbags.This is currently set in the config file, should these become toggle buttons in the right click menu? If you don't wish to use the automatics you can manually inflate the airbags at any time using an action group or by right clicking the part. but be warned doing this will circumvent the checks if the heatshield has been jettisoned, and if it hasn't this can lead to some nasty consequences! After landing on land the airbags will automatically deflate a little, during a water landing they will not. You can always manually deflate the airbagsto a predefined point in the config file using an action group or by right clicking the part. One final note: Currently the staging icon for both the heatshield jettison module as well as the airbag module shows a nice ? This is known, proper icons are in the works and expected to ship with a full release. Please direct any feedback regarding the new modules to me either here on the forums or by mentioning me in any issues posted on GitHub. Happy testing folks!
  13. Congrats on the alpha drop, One thing i feel like i should add: If you find any bugs or feel like things should be done differently. Please do let us know either here on the forums, by filing an issue on GitHub or even by making the change and making a pull-request. Also lastly, KSPCommunityPartModules is also in active development, just like BCS so if you want to stay on top of the latest releases, it is also available on CKAN which i cannot recommend enough! When BCS gets to a stable fairly bug free state you can expect it too to come to CKAN.
  14. We’re not working on the HLS because we don’t know what it’ll look like exactly. Kari’s policy has been not to make things until we’ve seen them.
  15. I've used the ones that come with Benjee_10's Orion (ACK) mod for starliner previously. But its worth noting that none of the new stuff Zorg has been showing off here has been released yet. As far as i know he hasn't even gotten it in the game himself yet.
  16. Any chance that 2.5 will have a b9ps for a truss variant, given its still smaller than the SM
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