PTTG
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Bottle Rocketeer
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
PTTG replied to Fractal_UK's topic in KSP1 Mod Releases
Any thoughts on giving all parts a very low radiator value? Just basic black-body radiation? -
[0.90] Working Multiple Star Systems(WITH PLANETS!)
PTTG replied to Duracelle's topic in KSP1 Mod Releases
I'm having trouble getting this to work. I have ATM installed, plugged in the mod files, and the planets still aren't showing up. Are there any common mods that aren't compatible? -
[Kopernicus] The Kirius System [Not Yet Ready for 2.0 release]
PTTG replied to _Augustus_'s topic in KSP1 Mod Releases
It looks like the whole mod vanished. WHY? -
So... This mod is awesome. I don't mean to sound annoying (although no doubt I do), but, er... Gonna update soon? Maybe for .24.5? Or maybe for .25?
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
PTTG replied to Fractal_UK's topic in KSP1 Mod Releases
Well, sure, I COULD do that, but I like having the instrument recordings. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
PTTG replied to Fractal_UK's topic in KSP1 Mod Releases
Is there an easy way to log data from Interstellar instruments to a graph? Graphotron 2000 is out of date and didn't work regardless, Telemachus doesn't seem to see Interstellar. Is there a different tool (or perhaps a plugin to Telemachus) that will store the data? Specifically, I'm looking for a way to store Elevation and Antimatter Flux over time on the same graph, so I can send unmanned probes to scan for ideal antimatter station orbits. Thanks! -
Could anyone reupload this to Curse? Or anything, really. I'd love to have this for .23.5! Thanks!
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[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
PTTG replied to dtobi's topic in KSP1 Mod Releases
Hmmmm... I think I know what the problem might be. Could someone take a look at my probe design and tell me I didn't put the PAA on upside down? I assumed that, when it's deployed, the spikes should face into the asteroid, right? Well. I am apparently a moron... Still, it'd be nice if there was a label on the claw. I was pretty sure that the spikes were the important part, not the flat pads. -
[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
PTTG replied to dtobi's topic in KSP1 Mod Releases
I tested this out with .2 of AC. Got the same results. I've included my test ship, pictures of my docking attempts, and other details here. I have to say, I'm hyped about this mod. I've been dying for some proper asteroid resources, and I loved your work with Smart Parts. It's an exciting project, and I can't wait to get it working on my computer. Thanks for your hard work! EDIT: One very minor note. I found that in .1, the PAA would always have the disconnect button active in the context menu. It's gone away in the latest version, and I think it's supposed to be invisible unless it's actually docked. -
[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
PTTG replied to dtobi's topic in KSP1 Mod Releases
I'll give B a try in the morning and I'll let you know what I find out. I'll also include my test crafts. Both tests had the PAA on top of a small rocket (basically a probe core, fuel tank, rocket setup of one form or another, in each case, there was nothing between the PAA and the asteroid). For point C, I've tried speeds from 0.1 m/s to 50. -
[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
PTTG replied to dtobi's topic in KSP1 Mod Releases
I am seeing the same issue with the probe-claw. I have modulemanager 2.0.8. I also have several other mods, the most relevant of which might be KAS, Kethane, maybe Kerbal Joint Reinforcement. Also possibly relevant, I don't have TAC, so I removed references to TAC resources from Resources and deleted the refinery and greenhouse. I'm going to try to reproduce this issue in a clean version. ---- OK, I installed a clean version of KSP and then added Hyperedit (for testing purposes), and a clean copy of Asteroid Cities. Using Modue Manager 1.5.7 (from the asteroid cities zip), KSP .23.5, standalone version (that is, not the steam version) x64. To reproduce the issue, I built a very small craft with the Philly Asteroid Analyzer and used hyperedit and short-range manuvering to position the craft nearby. I then armed the PAA, and attempted to dock with the asteroid. The PAA did not engage when in contact with the asteroid. I repeated this test about twenty times with different angles, speeds, and rotations with no change in behavior. Additional notes: The PAA appeared to enter an odd state: as soon as I armed the claw, the option to "release" and "analyze" appeared on the context menu for the claw, despite the claw not having anything engaged. The option to "free piviot" was also present, but did not appear to do anything initially. I was able to verify that asteroids contain 1000 water by default. I used a C-class asteroid in both my modded test and my clean test. I've verified that at 2.5 AGU works fine. ---- Other than working in QA, I have to say, I've been LOVING this concept. I'd like to know what changes would be needed to remove TAC resources and have it work with just Kethane and Extraplanetary Launchpads.