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Good_Apollo

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Everything posted by Good_Apollo

  1. Sweet, glad there's some new information, I want to suss out some more bugs but I can't even build the thing yet haha.
  2. This is the confusing part. Realistically the PMA should be able to dock by itself on both ends, but when I look at Bobcat's videos and such it appears he uses a CBM on the 'CBM' side. Perhaps KSP is incapable of having a two ended docking port so that's the solution? Either way I don't think the APAS side functions...
  3. This is true...but I mean the part itself only works with itself. We're talking about a mod problem here not a realism problem, the Dragon CRS out right now can't dock to the CBM in the ISS pack either even though it does in real life since it too uses a CBM. It has to be made universal even if it isn't realistic so that it can work with other mods.I don't have a clue what's wrong with the PMA...what does the open/close function do because at the moment it seems functionless and cosmetic, the thing has no docking capabilities.
  4. The docking ports, the CBM and PMA, appear to be bugged for various users. For whatever reason it seems like bobcat and a select few have no problems though...which is odd.For me, the CBM work but only with another CBM. PMA doesn't appear to do anything, open or closed. Attempting to dock using Mechjeb 2.0 on a PMA results in a frozen craft unable to operate until you turn off the autodock and unset the PMA as target. I've got poor Zarya just orbitting by it's lonesome until we can figure out this docking issue! XD Many-a-Buran-and-crew have been lost...
  5. Bro...http://forum.kerbalspaceprogram.com/showthread.php/24724-0-19-BobCat-ind-Historical-spacecraft-thread...enjoy!
  6. Looking good on the ATV! Anyone get ahold of the guy who did the PMA? How does it function?
  7. Hey when I saw that SpaceX addon posted I assumed it was a goofy 'mod' thing he did. Then I read up and find out it's not only a real proposal but is seriously being tested. It sounds about as fanciful and misguided as the Shuttle program...
  8. Oh don't get me wrong I'm not pointing it out to say 'hey you ****ed up work harder' just thought it was possible he didn't notice. I've never been as thrilled with addons as I've been with bobcats.
  9. Very nice! Also, Bobcat the S4/S6 and P4/P6 Truss pieces are perfect except they're missing the radiators. I'm just starting to build it piece by piece so any bugs I encounter I'll post. So far the biggest problem is putting it together with the Buran for me, but I know that's not your problem...
  10. This helps LOADS. You still have to be very careful...but it works like 60% of the time...
  11. There's no Z1 Truss at the moment I suppose so the only thing to do is either send up the S0 Truss attatched to Unity directly or slap a CBM on the S0 Truss. Either way it's not a nice option given the attention to detail for the rest of the parts. If/when Z1 gets finished, the only thing I see working is adding an integral docking node to S0 and a recieving integral docking node to the top of Destiny. I'm not sure how that works but doesn't the LK from Bobcat have an integrated docking node?
  12. Just posting to give Bobcat and the rest some encouragement. I know you guys are busy with KSP projects and, uh, that whole life thing, but you're doing something that I've been waiting for since I first downloaded 0.15. We've come so far from that version, these historical/realistic mods are what keep me playing KSP for hours. If I had an ounce of talent or experience in CAD I'd do anything I could to help you guys out. I can do research? Aha.
  13. Excellent. ****ing finally too. His MIR is amazing so I have high hopes for this. Immediate download.Now with the I.S.S. I feel like my 'collection' of functional historical parts is close to completion. I don't have a Shuttle but the Buran does just fine anyway. I've got all the probes, rovers, Soyuz, MIR, Proton, Falcon 9/Dragon...now if I could just please please please get someone to make some faithful and functional Atlas V and Delta II launch systems I'd be absolutely set for life! Also, I wanted to ask you BobCat, if you'd ever do the N1 and finish/remake the LOK/LK and Block D? I know you've got a lot of stuff you're doing, but I just really enjoy your work. Made me jump back into KSP since I last left at 0.15 when I had the RocketCo. Kerbabl/Noyuz.
  14. Realism is great and don't get me wrong, I think you made a very impressive first release of this excellent rocket concept. However, there's no point if it's unplayable and it currently is very unplayable. Everything is scaled down for KSP since Kerbin, and Kerbals, are smaller. Trying to build it is a headache enough with the size but then you went and gave it enormous texture quality that caused constant freezes and FPS chugging just in the VAB. Attempting to launch the rocket resulting in an immediate CTD because of memory overload. I only have Bobcat's Soviet pack installed and a decent enough machine so that's kind of ridiculous. Take note of that pack though, it looks GREAT, even with lower resolution textures than yours and it's not scaled perfectly and yet it's one of the most reliable and functional parts packs that I've ever downloaded.Hope this gets sorted out so I can download again, looking forward to using this system.
  15. I've found a problem...I can't build the damn thing! I dunno what witchcraft is going on here but it's too damn big, I can't zoom out far enough to finish the first stage let alone payload! Or am I stupid?
  16. The Soyuz mod you're referring to isn't a good one to compare. It has completely ridiculous part values that make it work so well and as a consequence it's nearly impossible to use any of its parts with stock parts or custom parts. I love that Soyuz mod because of how well balanced it is along with the great textures and realistic-look factor, however, it goes against the KSP standard and that isn't good for anyone. Wonky workarounds are nice for a little while but the authors should strive to make their mod fit-in, so to speak. I know the Soyuz creator is working on that and I know Absolution is for the Anvil series. Just wanted to make that clear.
  17. Hey I'm liking the update and I'm glad you isolated the issue. Sometimes we forget that this great game is still an alpha and chock full of bad bugs and missing features...but we're patient and the wait should be worth it! Hope your parts come together and I'll be watching this thread for a new release.
  18. If I'm not mistaken there appears to be a few missing satellite parts like the dishes and antennae. No big deal as I grabbed them from other sources.
  19. Unless it's for performance reasons, you should really expand your views on having a lot of parts. There's some great stuff out there that can be used really creatively... You can always download it and then pick and choose which parts you think you'd use the most and delete the rest.
  20. It's simple and I recommend it simply because of its surefire dependency if you want to get to the moon and its quality looks. It doesn't add more than 15 parts I'd say, but that's a guess. I've still found a few of the items, like the pod/lander decouplers to be universally useful. Some of the fuel tanks are useful for cheating thanks to their nonexistent weight but exorbitant fuel capacities. You can also slap the lander onto just about any launch system, but the rocket itself is useless for anything beyond launching the lander...as I keep mentioning.
  21. You need to put the .craft file up for download on that 'Predator' station. I have all those mod packs and I realize it isn't feasible without cheats or that Shipyard plugin. That doesn't stop it from being a pretty impressive looking design that I totally want floating around just to look at! Please good sir?
  22. They do for me, strange. I'll always see this parts pack as wasted potential as long as it uses unconventional part stats. I love the custom lander and I love taking this baby to the moon but I'll always feel pangs of sadness at not being able to use the Noyuz mod or any other mods/custom builds with this rocket system. I understand it was done for stability and it sure shows but still...one can dream that this mod will get properly integrated into KSP.
  23. The first stage issue I mostly solved with a bunch of radial RCS and varying the thrust but even still I have a very hard time adjusting it's flight path (keyboard) whereas other rockets almost make it stupid easy. Perhaps I'm just used to easier parts but still I believe I'm competent enough to solve most problems on my own. The issue is that even if I stabilize the first stage, after decoupling the second and desperately getting it going the way I need it, it still has a tendency to just start flipping around and changing direction without literally constant manual intervention. Even with my full attention it is a chore to maintain it, enough so that I just want to cheat, but I like your system too much to do that. I've tried empty payloads and launching with various Dynasat configs and the Noyuz Ship so far. I almost got the latter into a perfect orbit but I lost control at the last moment to the point where my patience and fuel levels were just not there. I'm not trying to be a whining asshole as I really like the simplicity and functionality of your parts. It's probably as much pilot error as it is subpar performance of the rocket. Clean it up the weight, add gimbaling and thrust vectoring and I'll probably never need another launch system for quickly throwing some sats in orbit and looking good while doing it.
  24. I haven't been able to break 18k m yet and I've been doing nothing but making jets and such for the past week. Speed seems to be a factor, I was going 580 m/s when I was reaching 18,000m. My slower craft, at 150-250 m/s, can't get past 6-8k meters.
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