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TheShadow1138

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Posts posted by TheShadow1138

  1. I know that it's been a geological age since I've posted anything here, but I do have a quick update on progress.

    I have finished the UV unwrapping of the engineering section of the Constitution-Refit!  This means I only have the Nacelles and the Nacelle Pylons to unwrap before I begin texturing the model...finally.

    I also had an idea about a tad more immersion while in IVA on the bridge.  I know that right now the NX-class is the only one with a bridge, but I thought about how cool it would be that if while you were in IVA mode on the bridge that there were bridge ambience sounds.  I found out how to determine if you were in IVA mode and tested it on the NX and...it works!  I haven't decided if I'll include that in the update that will include the Constitution-Refit release, or if I'll wait until I've released IVAs for the two Constitution variants to include that update to the plugin, but it does work!  All it requires is adding the module to the bridge part, defining the location of the ambient sound and switching to IVA.  On the switch to IVA the sound starts playing, and upon switching out of IVA it stops playing.  It may not be the greatest thing, but it's kinda cool in my opinion.

    I'm kinda back in the groove so I feel comfortable saying that the Constitution-Refit will get released this summer, no timetables or anything though.

  2. 11 hours ago, ChavezAndreas said:

    The entire time I have played KSP, about 8 years, I have literally dreamed of flying the NX-01 in the game. This mod is simply incredible and has activated my inner nerdy child! Thank you so damn much for making this!!

     

    I'm so happy that you have found this and that your inner nerdy child has been brought forth!  I hope you find many many hours of fun, and continue to boldly go where no Kerbal has gone before.  I am very grateful for your compliment, thank you very much.

  3. 1 hour ago, Elro2k said:

    Hey everyone, I'm having trouble with the reflectivity of my MLEM. From what I can recall, this is a recent problem. It looks fine in the VAB, but the landing stage gold foil is much darker once I launch a craft. I'm starting a new game, and only have BDB, and its dependencies. Anyone run into this problem as well?

     

    Dno8nJe.jpeg

    R7kOoS1.jpeg

    IsRitan.jpeg

    gxJjvOx.png

    Check your settings to see what "Reflection Refresh Mode" is set to, it needs to be at least set to "Low".  I had this same issue (reflective in the VAB, black in flight), and this is what fixed it for me.

  4. 38 minutes ago, Zarbon44 said:

    Good to hear! Take your time, your mod is amazing and a blast to play with. Would've been awesome if more people knew about, it deserves the attention!

    Thank you for those kind words.  I'm quite proud of it myself.  It could be that most players prefer a more realistic approach to FTL, or that a lot of people just don't know about it.  I'm not that great at promotion, but I have seen the Phoenix parts show up on the BDB thread, which was nice.

  5. 4 hours ago, ProsecutorWalton said:

    How is the refit looking at the moment? Looking back at the in progress WIPs you posted before, it looks like you've got the model done and just need to do the textures?

    I've got the UV unwrapping left to do on the engineering section, neck, nacelles, and nacelle pylons, then texture the whole thing.  The saucer, bridge, and impulse engines have already been UV unwrapped.  Honestly, the texturing is part of what's gotten this stalled.  The refit Constitution-class is one of my favorite designs, and the model has turned out so well, I want it to look perfect so texturing it seems like a monumental task.  I'm starting, however, to get the motivation to finish it to finally see it in all its glory.  I did do a little bit of tweaking to the photon torpedo launcher at the base of the neck to round off the edges more like the filming model.  The schematic images I was using to build the model showed hard edges, but I like the slightly rounded edges better.

  6. 2 hours ago, Zarbon44 said:

      

    I hope the mod is not dead, i will patiently wait for more! Perhaps even in KSP2.

    screenshot609.png?width=1214&height=683
    screenshot600.png?width=1214&height=683
    screenshot633.png?width=1214&height=683
    screenshot625.png?width=1214&height=683

     

    It's not dead, I just haven't had a great deal of motivation for the last year or so.  I am getting the feeling back and do intend to finish the Constitution-class Refit model, build a Miranda-class engineering section so that will be an option for people.  I do also plan on a possibly modular TMP/TNG era shuttlecraft, and hopefully adding a transporter to the plugin to allow kernels and cargo to be transported between ships and from ships-to-surface and back.

    Awesome screenshots and video!

    As for KSP2, a pretty major hurtle will have to be overcome, one that I have no control over:  they will need to make it available on Mac.  If they don't make a Mac version, I'm afraid TrekDrive will be a KSP1 only mod.  I might even need a newer computer, but it's not much good if they don't release a Mac version of KSP2.

  7. 2 hours ago, OrdinaryKerman said:

    Made an NX without the thick pylons of engineering stuff, went for a test flight around Minmus of all places for some reason. I used the NX-10 'Cochrane' registry so I call it the NX Cochrane-class Light Cruiser

    NYPznCB.png

    LSFgqKa.png
    lower one is a shuttlepod departing, I messed up exiting the shuttle/cargo bay 'properly' so I didn't screenshot that

    That's awesome!  I like it.

  8. 4 hours ago, bjornadri said:

    hey @TheShadow1138 how are you doing man?

    just checking in since it has been quite a long while since we've heard any news on this mods, is it still a-go?

    kind regards,

     

    Saint

    I'm doing well, just haven't had a lot of motivation to work on this.  It is still a go, I haven't forgotten about it, and fully intend to finish it.  I've just had some other projects that have consumed my attention and motivation.

  9. On 7/14/2022 at 5:31 PM, Pudgemountain said:

    After deciding on whether to build a Titan Lander or Warp capable ship I decided to try both.

    Only got one picture for the lander since I am gonna test it in the Jovian System and it takes 2-3 years to get there.

    20220714125213_1_by_pudgemountain_df98l1n-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzIwIiwicGF0aCI6IlwvZlwvNWNlZDA4NmItYTUwYy00YjFkLWJmZmItYmRhOWYxOTgyNzVmXC9kZjk4bDFuLTNmZDc1YjcyLTFjZDktNDUzYi05ZDRiLTlkMjJkMmZmMTBiOC5qcGciLCJ3aWR0aCI6Ijw9MTI4MCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.ObKcWN1ZFBag2KXAfqxv0UPGSLVZ11K6X2P0a8KchdU

    Now for the Warp ship which is derived of a Gemini Titan.

    20220710173255_1_by_pudgemountain_df98l2f-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzIwIiwicGF0aCI6IlwvZlwvNWNlZDA4NmItYTUwYy00YjFkLWJmZmItYmRhOWYxOTgyNzVmXC9kZjk4bDJmLTAzNGMzNmU5LTAwZGEtNDQwNC05YTNmLTI4YzNlNjdkNjlhNS5qcGciLCJ3aWR0aCI6Ijw9MTI4MCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.p5-2oCPhdUbv7OktnUOYgchvODjQbk87-ZBBdPWINNw

    20220710173319_1_by_pudgemountain_df98l2a-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzIwIiwicGF0aCI6IlwvZlwvNWNlZDA4NmItYTUwYy00YjFkLWJmZmItYmRhOWYxOTgyNzVmXC9kZjk4bDJhLWUyOGVjMTg0LTgwMDMtNGJmMy1hMDBmLTBkMzU5N2FjZTBhZi5qcGciLCJ3aWR0aCI6Ijw9MTI4MCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.X3Qj1I-YIwxR-208_Hi3JH5zU7h5chB08NZSgOxH7Ug

    20220710173601_1_by_pudgemountain_df98l26-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzIwIiwicGF0aCI6IlwvZlwvNWNlZDA4NmItYTUwYy00YjFkLWJmZmItYmRhOWYxOTgyNzVmXC9kZjk4bDI2LWIyOGI0NmJlLWFiNjEtNGMxNi1iMDdlLWQxZTZiMTM1NTk2MS5qcGciLCJ3aWR0aCI6Ijw9MTI4MCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.3W6Oo7k805T0YdWQx9byNLmWkGiHkKfICyC-8nE7PcI

    20220710174121_1_by_pudgemountain_df98l22-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzIwIiwicGF0aCI6IlwvZlwvNWNlZDA4NmItYTUwYy00YjFkLWJmZmItYmRhOWYxOTgyNzVmXC9kZjk4bDIyLWJjNGFiNTRmLWU2YjgtNDAyMy04ODU2LWRmODkwMmEwZjI0OS5qcGciLCJ3aWR0aCI6Ijw9MTI4MCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.8VEOPgPJmPwt4rZyM-P5QMcVXExW5SJadcQQNtP6L_A

    20220710174145_1_by_pudgemountain_df98l1y-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzIwIiwicGF0aCI6IlwvZlwvNWNlZDA4NmItYTUwYy00YjFkLWJmZmItYmRhOWYxOTgyNzVmXC9kZjk4bDF5LTI3ZDBmNjQ0LWUxOTAtNDBhOC1iMjNiLTBmNWFhZTcxM2Y5NS5qcGciLCJ3aWR0aCI6Ijw9MTI4MCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.QdZj50jmF06RAFaonkfFt41QSgfmQTJOiJr_thnzFFY

      Reveal hidden contents

    For the test of the Warp system I decided to send it to Vesta which is not close to Earth but farther than Mars.

    20220710174453_1_by_pudgemountain_df98l1x-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzIwIiwicGF0aCI6IlwvZlwvNWNlZDA4NmItYTUwYy00YjFkLWJmZmItYmRhOWYxOTgyNzVmXC9kZjk4bDF4LTJlODUwYTgxLThkNDYtNDMwNS05MGVlLWU0ZmEzMDhiZDQ3Yy5qcGciLCJ3aWR0aCI6Ijw9MTI4MCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.2aXPUgaLbfGbvCybL-nke2LNe0xP65WOpq-ch9xx8G8

    20220710175553_1_by_pudgemountain_df98l1w-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzIwIiwicGF0aCI6IlwvZlwvNWNlZDA4NmItYTUwYy00YjFkLWJmZmItYmRhOWYxOTgyNzVmXC9kZjk4bDF3LWYwNjA5OTVjLWZkOTYtNGJiZS1iNWIxLTZiMThhZTVmMzA0Mi5qcGciLCJ3aWR0aCI6Ijw9MTI4MCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.IxeWSUdWk3EJmagXwABlzqgT3JCWM-BXn1-N-XYvZq4

    Yes the time is accurate.

    20220710175817_1_by_pudgemountain_df98l1u-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzIwIiwicGF0aCI6IlwvZlwvNWNlZDA4NmItYTUwYy00YjFkLWJmZmItYmRhOWYxOTgyNzVmXC9kZjk4bDF1LTU1MTZiMzNjLWUxYWQtNDM2Ny1hNWUzLWUxMjE1ZDkzNTRjOC5qcGciLCJ3aWR0aCI6Ijw9MTI4MCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.zVpl5Uityv4BSoi7JSDEKwF_TraC4pDOIopX4dB6j6I

    A nice evening boating trip after a well earned test.

    20220710182003_1_by_pudgemountain_df98l1s-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzIwIiwicGF0aCI6IlwvZlwvNWNlZDA4NmItYTUwYy00YjFkLWJmZmItYmRhOWYxOTgyNzVmXC9kZjk4bDFzLTZhMmQ5MTRjLThjYzgtNDczOS04MDEyLWQ1OWExNjliNTA2Ny5qcGciLCJ3aWR0aCI6Ijw9MTI4MCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.JKBoejbK8XPQoZGc0PqE20dZUwdjdF4A4OVNF-P-pN4

    As fun as testing that thing out, I am not sure if I can fully implement it into my program mainly 1: If I run it too long I gotta wait for the engines to cool down which I had to do it about 3 times going to Vesta and 2: GU is currently incompatible with KSRSS I have not real use for it.

    Awesome mission and screenshots!  Never really thought I'd see my TrekDrive parts in the BDB thread.

  10. 8 hours ago, GoldForest said:

    Well, all of them are needed. We could have possibly seen this irl if the AES program was funded.

    Though I wonder if NASA would have built a 3rd launch pad or just built another crawler and tower and just had it close to the pad so they could easily turn it around and launch the 3rd mission quickly.

    From this image from 1963, Launch Complex 39 was proposed to have five pads LC39A - 39E.  In the image the built 39A was 39C in this image:

    Lc39_plan_1963_labelled.png

  11. 5 hours ago, Xtra said:

    Absolutely an awesome mod.   But as I recall the shuttles dropped from the bottom not the back.

    I have flown this several times (great for Moho missions) and when I dock the shuttles (nx), I find they barely fit in the hanger doors.  wish either the door area was slightly taller or pods slightly smaller.

    BUT... since I can't do this level of awesomeness... IT's GREAT!

    They did drop from the bottom of the NX in the show, and I gave a lot of thought to how to do it for the mod.  I wanted to make the ship as few parts as possible to hopefully give it fewer failure points while maintaining ease of construction for players.  I also ran into what to do for the refit of the NX.  The information I could find on the NX-Refit indicated that the shuttlepods would have been launched from the aft bays, mostly because the neck of the refit engineering section would make maneuvering the shuttlepods to their original bay precarious.  Since the aft bays are relatively unobstructed I figured the simplest solution was to just use those and not worry so much about having a separate bay part with a part switch or two bay parts.  Anyway, that's why they launch from the aft bay, and not the show-accurate ventral bay.

    They are a bit of a tight fit.  I was going for as accurate a model and scale with both, so that's why they're  that way.   Actually, now that I think about it, imagine having to dock them in the ventral bay.  The ventral bay doors are just big enough that a shuttlepod would fit, but only with retracted wings, so they'd probably be even more of a pain/hassle to dock if I had used those instead.  I have been able to guide the shuttlepod into the bay and translate downward so that it rests on the bay's floor collider and gently thrust forward sliding on the floor of the bay.  There isn't a collider on the ceiling, except for the docking collider, so there is tolerance there, it just doesn't look like it.

    I'm glad you're enjoying the mod and as long as you're having fun with it, that's really all that matters.

  12. On 4/17/2022 at 5:51 PM, bjornadri said:

    @TheShadow1138 hey man! first of all how are you doing? i was simply wondering how the work on the mod is coming along! keep doing what you do 'cause it's awesome!

    I'm doing well.  I've got a class that I'm teaching now, and had a few other things going on that have been distracting me.  As a result I haven't really done any work on the mod.  I do plan to finish what I've already started, I just haven't felt like working on it lately.

  13. 4 hours ago, Zarbon44 said:

    Sorry for the late response but it seems i did find the issue. I did install with CKAM and did reinstall manually later as well when testing some ideas. But turns out it was caused by Throttle Controlled Avionics mod, same issue affected the Blueshift warp coils, which after checking the log, seem to throw NRE related to TCA, which led to me to try uninstalling TCA, which fixed the NRE spam.

    In other news, i continue enjoying the mod immensely, it looks wonderful and i hope more ships of this quality will be added! (Fingers crossed for Intrepid Class)
    screenshot24.png
    screenshot19.png
    screenshot18.png

    i'm glad you were able to figure out what was causing the NRE spamming.  Awesome screenshots, very cinematic!  I currently have the Constitution-class Refit from the films in production.  It's fully modeled and I have the saucer section (bridge, saucer, impulse engines) UV unwrapped.  I've kinda stalled out with other obligations and slight waning of motivation.  I keep reminding myself that it's there.  It will get done...eventually.  Part of it is, admittedly, self-induced anxiety because I want the textures to do the model justice, and right now the model looks absolutely gorgeous in my opinion.  But, like I said, it will get done.

    As for other ships, I do plan on the Miranda-class, but haven't made any commitments beyond that.  I have this "lofty" idea of making some generic components (saucers, bridges, engineering hulls, pylons, nacelles) that would go together and could be mixed and matched to create multiple unique ships.  I would base these parts on existing designs, not necessarily recreate existing designs.  I haven't settled on anything yet, but that's something I'm thinking of.

  14. 2 hours ago, Zarbon44 said:

    Amazing mod, love it, but i seem to get NullReferenceException spam in the console when using the Constitution class Bridge, engineering and NX bridge. 
    Actually, even the impulse drives spam, most of engine parts do, i wonder if this could be an issue of my install or is it happening in general? Did i forget something?
    screenshot7.png

    Firstly, thank you.  I'm not sure why you're getting NRE spamming.  There were some issues with some earlier versions of the TrekDrive plugin that would cause NRE spamming, either all the time, or just in the editor, or just in flight.  I doubled checked the current version of the plugin and don't see any NREs being thrown.  You seem to be using the TUFX configs, which I don't personally use, so I'm wondering if that might be the source of the NREs.  I say this because if you're getting them with the Constitution-class bridge, my plugin doesn't add any special modules to that part, so those definitely aren't TrekDrive related.  I did test a full ship, both NX-class and Constitution-class and didn't get any NREs under impulse power, or warp power.  I did find, however, that the plugin was spamming to the log about how many nacelles are charged while traveling at warp speed, so I have posted a small update that removes that log spam.

    Have you removed any part of the mod, or any of the dependencies?  Did you install via CKAN?  I assume that installation through CKAN would not cause issues, but it might be possible that it didn't pick up the correct version of the plugin.  If you did install from CKAN, you might want to download the mod from Spacedock and copy over the plugin from the Spacedock download.  That's the only case I can think of, if the NREs are actually being thrown by the TrekDrive plugin.  My guess is that it's not coming from the TrekDrive plugin, but maybe the TUFX or some other plugin that is being added to the parts through a ModuleManager patch, but it's not finding the necessary module or plugin.  If none of these suggestions helps, could you post your Log so that maybe I can figure out what's going on.

     

    Hotfix Update:

    TrekDrive v1.0.3b Hotfix Update

    v1.0.3b - Log Spam Hotfix
    * Updated TrekDrive.dll to remove spamming the debug log with the number of warp
    coils that are charged.

  15. On 3/20/2022 at 4:01 AM, EvilSpace said:

    I don't see any point in KSP now, it's an outdated product. Vanilla KSP 2 will immediately have its own waterfall and customization of parts, which simplifies modding and deprives the original KSP of any meaning.  You did the right thing by finishing Tantares for KSP 1

    I can certainly understand that sentiment.  I would point out though, that a macOS version of KSP2 is yet to be confirmed, unless I missed an announcement.  Coupled with Apple's move away from Intel processors, KSP1 may be the only way we Mac players can enjoy KSP in any form, barring moving to console.

  16. On 2/4/2022 at 8:15 PM, mr. engino said:

    Follow up number 2, I asked on the KSP discord about how to improve part stability, someone said that increasing the attachment node size can reduce part wobble. So, by increasing the node sizes for the impulse engines, that should make them stiff; I'll experiment with the config files and see what happens, and reply with the results. For sanity's sake I am NOT touching the config files again.

    I'm honestly at a loss.  I can't think of what could possibly be causing this for you.  How have you installed the mod, manually or CKAN?  Could you provide a mod list, or a screenshot of your GameData folder?  I'd like to see if we can figure out what's going on.  I haven't had anyone else say that they've experienced this, but if we can figure it out, then maybe we can fix it so that no one has to deal with it in the future.

  17. 10 hours ago, mr. engino said:

    A follow-up to my above post. I have uninstalled tweakscale, did not notice any differences. However, when I adjusted the settings for KJR the parts stabilized when autostrut was set to heaviest part, the sole exception being the impulse engines, though a few struts added to them fixed that.

    I'm glad you've been able to mitigate the issue.  The only other thing I might suggest is that maybe the way Kerbal Joint Reinforcement works, overrides some of the stock behaviors for attachment rigidity that causes the joints to be "floppy" when rigid attachment is set to true in the part CFGs.  That would be kind of funny though if KJR was actually causing loose joints.  Maybe, as a test, uninstall KJR and see if the problem persists. Either way it seems you have a workaround so that you can still use KJR and TrekDrive.

  18. 1 hour ago, mr. engino said:

    Fantastic mod, but I've found parts of the main ships to be rather... eh... floppy, especially when changing direction or in the atmosphere. I have both autostrut and rigid attachment enabled,  have kjr downloaded and enabled, and tried placing external struts, but certain parts still insist on bending all over the place when outside the sph build mode. Would anyone happen to know how to fix this issue, be it another mod or by editing the part config files?

    I did have this happen after initially updating to KSP 1.12+, but defining rigid attachment to be true in all the part CFGs fixed that months ago, for me any way.  I personally haven't used autostrut on the ships, and I don't have Kerbal Joint Reinforcement installed, so I don't know if that could be negating the CFG defined rigid attachment.  My guess is that that wouldn't be the cause though.  Do you have any mods installed that auto-scale parts or anything like that?

    I'm trying to think of what could cause this for you, but not for others.  If there is anything that might be altering the mass of the parts, maybe that's causing issues, but other than that I'm not sure what would be causing it.

  19. 19 hours ago, Cloakedwand72 said:

    Cool thanks I’ll look in to your idea! Curious what if I where to make a non SRB version of the areas 1 for LKO only taxi.  Which parts would I need for a liquid fueled first stage?

    The craft called "Apophis II" is a liquid fueled alternative to the Ares I (Apophis I).  It simply replaces the SRB with the proposed F-1B powered liquid booster for the SLS.  To build it yourself from the Ares I (Apophis I), simply remove the SRB and adapter from the interstage decoupler.  Then, place the Anubis Liquid Booster Tank on the bottom of the interstage decoupler, then attach two F-1B engines and you're good to go.

  20. On 1/27/2022 at 3:31 AM, Cloakedwand72 said:

    How do you control the SRB’s so they wouldn’t get over powered? And how do I use all the craft files some require other mods. Also can I use this for my career mode? Also can it fit well with the duna direct mod?

    The SRB's are set up just like the stock SRB's, no thrust curves or special mods, so they probably are a bit over powered.  I did try to tune them to get somewhat "realistic" performance for LKO and Mün missions.  The parts shouldn't require any mods.  It's very possible that I wrote the RealPlume patch wrong.  Try deleting the RealPlume compatibility patch by deleting "ShadowWorks/Compatibility/RealPlume", then delete your ModuleManager cache and restart KSP.  All of the compatibility patches should only apply if the required mod is installed.  I designed the mod to be self-contained requiring no other mods so I'm not sure what the problem could be, other than the RealPlume thing I mentioned.

    I believe I have them all set up so that they will unlock at "reasonable" points in the tech tree and so can be used for a career mode game.  I've never used Duna Direct, so I had a quick look at the mod's opening post.  It says to launch in a 5m expanded fairing, and the core stage and EUS in this mod is 5m, and a 5m fairing base is also included.  The 5m Fairing Base uses the stock fairing module so you shouldn't have any problems there I'd imagine.  I assume that the mass of the Duna Direct vehicle wouldn't be an issue, but you could always use the Block II SLS with the Black Knight boosters, or with the liquid boosters.

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