orcmaul
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[1.0.4] BoxSat vA.02f - Updated 09/16/2015
orcmaul replied to DasPenguin85's topic in KSP1 Mod Releases
So here it is June. I did get through to daspenguin. Based on his response it looks like we'll be relaxing the license. I've already done some advance work on seeing what other similar mods were using for licenses and I was surprised by how few projects with art assets had open licenses on the art. Plenty have open license for the config and code but the models and textures remain non-open. So I have some work ahead of me to do a review of the license options available to find one that's a good fit. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
orcmaul replied to DasPenguin85's topic in KSP1 Mod Releases
Instead of saying no I'm going to revisit this question in a couple months. Let's say June. (begin rambling) I'm trying to figure out how to explain that we always figured that KSP would evolve either technically or part wise such that this mod would be obsolete. The technical changes did happen and KSP has a lot of features that were not available when I designed these parts. Which is to say I'd have designed it differently if I had done it today. There's a two year gap in my KSP installs so I gather it's been a while. I'm trying to figure out if designing parts for KSP is a thing I still want to do. I'm replaying the game and revisiting where I think the gaps are and what mods I can fill them with. I don't want to promise a sequel to boxsat and then not deliver but I've got this notion that there's still a need for a satellites and probes mod. I'm also fascinated by the Hughes HS-3XX series satellites. I'm trying to figure out the shapes of things to produce several distinct families of satellites/probes that represent various periods of technology. But at the same time I don't want to fall in the trap of making replicas of existing vehicles. BoxSat's modularity was an attempt as doing something cool with KAS and taking a swing at the probe gap. I'm undecided as to how well it succeeded. (end rambling) -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
orcmaul replied to DasPenguin85's topic in KSP1 Mod Releases
Without getting into details this is a terrible idea. Please don't do it. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
orcmaul replied to DasPenguin85's topic in KSP1 Mod Releases
Ah, I misunderstood. DasPenguin will update the OP when the new update is published. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
orcmaul replied to DasPenguin85's topic in KSP1 Mod Releases
Read the included ReadMe.txt. You'll find me in the credits. In other news I broke Unity when I tried to install v5.whatever on my mac. I made some attempts at fixing it and then moved on to installing Unity on my windows pc. I haven't tried to move my project files over to see if they're still usable but if not I'll have to reimport the whole mod into a new unity project. Not the end of the world but it is a fair amount of importing and tweaking so let's all hope that I can move the existing project over. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
orcmaul replied to DasPenguin85's topic in KSP1 Mod Releases
An update for KSP v1.1.X is coming. XCOM: Long War and research for other projects is soaking up what would otherwise be my development time. I'm way behind on the BoxSat thread. Are there any major issues I need to address during testing? I saw some statements about RSS+RO not being compatible but no specifics so I have no way of knowing what sort of problem to look for. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
orcmaul replied to DasPenguin85's topic in KSP1 Mod Releases
I have some vague recollection of getting the same error a long time ago but I'm pretty sure that was due to out of memory/too many mods. Since it seems like we're on plan C I'll need your logs <insert settlers of catan joke here>. I'll check some things out on my end as well. There isn't anything complicated about the RCS part. I've tried mangling a working install in various ways to reproduce the freeze on load screen you're describing but so far it just doesn't load the broken part. I need more information. Send log files. Bonus shot-in-the-dark answer: Make sure you don't have multiple modulemanager dlls. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
orcmaul replied to DasPenguin85's topic in KSP1 Mod Releases
Plan A: Without knowing the entire situation of your KSP install I recall that this typically happens to me when I am out of memory/too many mods. Please try installing boxsat to a clean copy of KSP to verify. Plan B: delete GameData/BoxSatAlpha/RCS/RCS_Tri_Small.cfg and see if it works. If that fixes the problem then maybe your boxsat download or install is bad and you should download and reinstall. If this just moves the problem to a different file then I think that says plan A is more likely. Plan C: let me know that none of that helped and we'll proceed to looking at the various KSP log files. (it would be helpful if you include those in the "none of that helped" reply) Hope that helps. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
orcmaul replied to DasPenguin85's topic in KSP1 Mod Releases
I can only find low detail renders of this antenna. Do you have any high quality (2MP+) pictures? Our planned parts list is pretty solid and does include a couple more antenna. I'm also hoping we'll be back in production mode soon. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
orcmaul replied to DasPenguin85's topic in KSP1 Mod Releases
BoxSat vA.02F has been posted to curse. This version is updated for KSP 1.0.4. DasPenguin should be updating the original post soonish. Share and Enjoy. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
orcmaul replied to DasPenguin85's topic in KSP1 Mod Releases
As a compromise I'll have daspenguin put it up with both formats so everyone can be confused. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
orcmaul replied to DasPenguin85's topic in KSP1 Mod Releases
All of these things happened. I won't get into the personal details but I'll cover the mod development aspects. Basically thermal stuff is hard. I want parts that burn up during reentry and I've struggled to get the game to do this without a lot of other issues. One of the major problems is that solar panels are far more durable in the atmosphere than I would like and I haven't found a way to change this. They're so durable in fact that they act as air brakes and slow the reentering satellite below the speed at which reentry heating would cause the satellite to burn up. The route I eventually discovered that produced results I liked was to lower the maximum temperatures using values from some research I'd done into high temperature creep (wikipedia link). It turns out this works really well for burning up satellites in the atmosphere. Unfortunately, the low maxtemp makes the temperature overlay always present because ambient temperature is approximately 40% of maxtemp. I figured the constant appearance of overheat warnings would bug people and I couldn't find a way to adjust the threshold for the overlay appearing. My conclusion has been to abandon interesting thermal performance for now and see about getting a working version tested. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
orcmaul replied to DasPenguin85's topic in KSP1 Mod Releases
Are you using 1.0.3 or 1.0.4? I haven't updated BoxSat yet and the new thermal mechanics mean I probably need to retune BoxSat's thermal settings. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
orcmaul replied to DasPenguin85's topic in KSP1 Mod Releases
So the story with this part is that I set it up to not be available unless you used the optional MM file that unlocks the part. It was intended to be optional for people who wanted an upgraded probe module in career. When they added the new ways of filtering parts it became visible even when the MM file wasn't installed. I'll have to change how that part is created so that it only exists if you have the optional module manager file loaded. For right now you can copy the "create_SASservicelevel_upgrade_part.cfg" file to your "BoxSatAlpha/Active_ModuleManager_Files" folder (or anywhere in gamedata really) and that'll make the part appear in the pods category. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
orcmaul replied to DasPenguin85's topic in KSP1 Mod Releases
The Payload Frame is the mount for a set of larger Payload Modules. The engines being the first modules of this larger size. They can also be swapped with KIS. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
orcmaul replied to DasPenguin85's topic in KSP1 Mod Releases
I'll check this out. Are you playing Sandbox, Science, or Career mode? The engine modules are designed to fit inside the Payload Frame. That's kind of an adapter if you squint just right. I'll look into it. Please provide a link for the config you are using so I can test this. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
orcmaul replied to DasPenguin85's topic in KSP1 Mod Releases
The Interstellar Fuel Switch mod should handle the first part for you no problem and with a little effort you could use IFS to let you put Argon in the Xenon tank. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
orcmaul replied to DasPenguin85's topic in KSP1 Mod Releases
We have the hatch issue listed in the OP as a known issue. We're still deciding what to do about it. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
orcmaul replied to DasPenguin85's topic in KSP1 Mod Releases
ScanSat and Dmagic integration with BoxSat are two of the most commonly requests we receive. I generally respond with something about how the parts from these mods are meant to be external and already fit very well on the outside of BoxSat. This time I've decided to let pictures speak for me. (I used tweakscale on some parts just for fun) In short these parts already work with BoxSat and for the most part they look great together. So when I get these requests I don't understand why so much effort should be invested in reinventing something that already works when we could instead work on other parts. Please help me understand what isn't working for you. I hope you enjoy the pictures. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
orcmaul replied to DasPenguin85's topic in KSP1 Mod Releases
That would be wasteful and probably not count. This is kind of an experiment for us. We accept donations and have the paypal link right there on the OP. We've received two donations which is awesome. Thank you donators!. But after doing the math we saw that downloading through Curse could be a way for our users to donate a tiny bit without having to open their wallet. It's not a lot, but we love making stuff and thought that it would be neat if we could show the community how their support indirectly bought us a small amount of cheer. I think the KerbalStuff link will come back eventually because it's nice to have two download links in case one is down. Prototype parts have been included since Alpha.02c. It's in the change log. We aren't setup to support CKAN yet but we've improved our packaging with this latest release and so now things work better with CKAN. We still aren't officially supporting CKAN yet and you probably are still not getting the optional module manager files because of this. Let's not argue about Curse in this thread. Anyone that wants to PM me about Curse or our decision to use Curse as our sole download option should feel free to do so. I'm happy to discuss it outside of the BoxSat thread. Curse only lists 1.0.0. It is on my todo list. I guess we're kind of on CKAN already? I haven't had a chance to install it. We were having people show up for support having used CKAN but our packaging is not totally compatible with how CKAN works so you'll miss out on our optional ModuleManager files. It is better now than it previously was but we still don't officially support CKAN yet. I wasn't happy with how the quad frame was working so we've moved it back to the drawing board. The teflon/electric RCS thruster was also withdrawn due to functionality problems. The quad frame will return if I can get it to work properly. I may have to try some other methods to achieve the same effect. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
orcmaul replied to DasPenguin85's topic in KSP1 Mod Releases
So install should be easier due to using MM NEEDS. I renamed the folders to eliminate spaces. I did a major update of the center of mass so that BoxSat should be more balanced now. Also here are some instructions for using with Kerbal Inventory System. - - - Updated - - - So we did some math and determined that if all of our downloads had been through Curse we could have gotten $100. It's not a ton of money but it is a bit more than seven cases of Full Sail Session Black (my favorite beer). It's not that we don't love all of you, but beer fuels mod development. So by buying beer with mod proceeds we further the cause of BoxSat development and enjoy tasty beer. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
orcmaul replied to DasPenguin85's topic in KSP1 Mod Releases
Hello hawk_za, So I am looking at this mod and it looks like it already has a radial mounted part that would fit on BoxSat. Furthermore, it looks like the part needs to be external so that you can access the right click menu. I can make an MM config that includes the feature in the BoxSat probe core but then you'd have to clip the camera through the frame while in flight to get at it. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
orcmaul replied to DasPenguin85's topic in KSP1 Mod Releases
Not yet. I'm still working on it. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
orcmaul replied to DasPenguin85's topic in KSP1 Mod Releases
A molniya constellation and a keosync triangle? Someone's working overtime to achieve global communications. It seems like Squad might not be done tweaking how thermal works. I've got BoxSat halfway to behaving how I want thermally but I had to give it some extreme stats to get that behavior. Squad may change it again and I'll have to retune it again. We'll get there eventually. What I'm looking for is some noticeable thermal cycling between orbital night and day and to have BoxSat reliably burn up during unprotected kerbin reentry. Right now, not much of anything will burn up for me but with a shallow reentry it breaks up nicely. Despite my apparent obsession with fiery death you can still visit Moho semi-safely (you'll be warm but not hot). I'm also getting some stupid behavior from hard water landings (which aren't supposed to happen anyway). Parts go shooting off of after hard splashdown and if you focus on them they never decelerate. Maybe this is a known issue. Right now it's just a silly known issue. Let's see, what else. Pretty much all of the basic issues are patched up. I've got the new module manager files using NEEDS in place so the install should be smoother. I'm still running PNG textures but I plan to try DDS conversion once I have everything else in place. I removed a mod I was using to show me part temperatures and I'm crashing less now (I finally found the thermal debug option in cheat window). BoxSat exhibits high drag while reentering with solar panels extended (duh) but the current aerodynamics model does not reliably break the solar panels before BoxSat has decelerated so much that it no longer burns up during reentry. I have long sought a way to change the value for "Panel strength" but never found anything useful. If you know how please let me know. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
orcmaul replied to DasPenguin85's topic in KSP1 Mod Releases
The update of BoxSat is mostly complete and I'm spending today testing. So far all the basics of assembly and function seem to be working well. Thermal testing is taking a long time. Time warp seems to interfere with the thermal simulation and so all thermal testing has to be done at 1x speed. I've completed two sundives and BoxSat does eventually fold due to heat. I'm currently in a solar orbit near Moho and testing endurance. I'm having a lot of issues with KSP crashing while testing. I'm not getting any debug messages so I'm not sure if it's caused by BoxSat, something I'm doing, or something with KSP. Memory performance is very good and garbage collection seems to be working so I'm not sure what the problem is.