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Everything posted by cxg2827
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[DEV HALTED][1.3] CxAerospace: Stations Parts Pack v1.6.2 [2017-5-24]
cxg2827 replied to cxg2827's topic in KSP1 Mod Releases
Coupla will be in the first update after the Truss complex is finished (so v2.1). @Eugene Moreau, sorry I completely forgot to create that guide. I'll try to get that pushed out this week. I'm not sure on DPAI compatibility as I never used/tested it. The RTAS ports are by far the biggest PITA ports to use due to their very small profile and tiny colliders. Most times disabling SAS on both crafts helps them settle and click in. You might get some better results tweaking the CFG so that the [captureMinRollDot = 0.999]. -
[DEV HALTED][1.3] CxAerospace: Stations Parts Pack v1.6.2 [2017-5-24]
cxg2827 replied to cxg2827's topic in KSP1 Mod Releases
Hi @EssjayC, I'm not sure if there will be any incompatibilities with Kerbalism. I plan on providing an MM patch after i get around to playing the game again, as I plan to use Kerbalism when I do. But for now I guess you'll have to check it in a test save. -
[DEV HALTED][1.3] CxAerospace: Stations Parts Pack v1.6.2 [2017-5-24]
cxg2827 replied to cxg2827's topic in KSP1 Mod Releases
Glad I did something right Yup, check the roadmap in the OP or in my sig. -
[DEV HALTED][1.3] CxAerospace: Stations Parts Pack v1.6.2 [2017-5-24]
cxg2827 replied to cxg2827's topic in KSP1 Mod Releases
Been slowly working on top-down modeling for those to make sure proportions are correct and all parts fit correctly. I might have something to show for it all in-game untextured in a few weeks. -
[DEV HALTED][1.3] CxAerospace: Stations Parts Pack v1.6.2 [2017-5-24]
cxg2827 replied to cxg2827's topic in KSP1 Mod Releases
You missed one. Also v1.5 now available on SpaceDock not yet, if you stumble on some, send me a link and I'll add it to the OP -
so you were doing eyepiece projection? or did you have a T-adapter and attached a camera to the focuser? Yea, unmotorized mounts, you have to do high ISO, short focal length and short exposures so minimize streaking. you going to need a fairly beefy mount for that kind of weight. Rule of thumb is to load up a mount no more than 50% of its listed capacity for astrophotography. a 10' astropgraph is listed at 25lbs, and then add another 5-10lbs for camera, adapters, viewfinders and you are getting close to the 100% rating for a atlas EQ-G (assuming this is the one you are looking at?) what is your overall budget for camera/telescope/mount? what specific photography are you looking into (widefield/DSO/planetary)?
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any detail on the mount you are using? without live view, you can always take a quick exposure to test the framing, and then use the hand control to nudge it, and then take another test shot. what exposure lengths/focal length are you getting star trails with?
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[DEV HALTED][1.3] CxAerospace: Stations Parts Pack v1.6.2 [2017-5-24]
cxg2827 replied to cxg2827's topic in KSP1 Mod Releases
Are you refering to dual-axis tracking? I do not think there is an easy way to do it and still have it look correct, since the outer trusses/radiators/SAWS are rotated in unison via the Solar Alpha Rotary Joint at the end of P3/S3 @NeoFatalis beat me to it Next release will address docking ports and will hopefully make them easier to dock. -
@damonvv 50/50 hindsight tells me i should have included P5/S5 trusses in my last release. SAWs are a bit limited to use without them.
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Been taking a break from modding last few weeks to use my telescope, since I haven't imaged in over a year. Recently picked up a 550D and removed the LPF-2 filter to get better Hydrogen Alpha response. Messier 33 (Triangulum Galaxy) Canon 50D (unmodded) 160x45second light frames @200ISO Darks, Bias, Flats Stacked in DSS, processed in PixInsight. Slowly ditching DSS since I have been getting way better stacking using PixInsight Done in a Red Zone light pollution area via an EdgeHD 11" with Hyperstar focal reducer
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[DEV HALTED][1.3] CxAerospace: Stations Parts Pack v1.6.2 [2017-5-24]
cxg2827 replied to cxg2827's topic in KSP1 Mod Releases
Check out @sumghai's IACBM ports. I remember he had a right click toggle for his andro ports that rotated the guide fins 90 degrees depending how you wanted to dock. His ports were genderless, so it wasnt really changing the gendering through the click menu, but its a similar idea as what you might be looking for (though its more CBM/NDS than APAS) -
[DEV HALTED][1.3] CxAerospace: Stations Parts Pack v1.6.2 [2017-5-24]
cxg2827 replied to cxg2827's topic in KSP1 Mod Releases
Well, I'm not going to rename the APAS and break crafts due to a naming technicality. All these parts are "heavily-inspired" and not meant to be exact to their real world counterparts. I add features that are currently available in KSP to the extents that are easy to implement. if you want them to act like the RL ones, just ungender them via MM pach and set snapoffset to 30 degrees. then just give yourself a personal rule not to dock 2 passives ports. The only other way to make it work proper would be to do some guide fin collider trickery, which i have no desire to figure out. -
[DEV HALTED][1.3] CxAerospace: Stations Parts Pack v1.6.2 [2017-5-24]
cxg2827 replied to cxg2827's topic in KSP1 Mod Releases
That is correct @sebseb7 best option to remove the feature would be remove gendering via MM patch and set the snap offset to 30 degrees (there is a reason for this but I'm not explaining it). @IraqiWalker I havent experienced this vessel switch kraken, but I'll look into it on my install. Not sure if there is some other mod installed on your computer that might be causing it. -
CxA parts are still missing several of the truss and modules, but you can build ISS up to STS-104 with the current available parts, as well as the JAXA modules.
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[DEV HALTED][1.3] CxAerospace: Stations Parts Pack v1.6.2 [2017-5-24]
cxg2827 replied to cxg2827's topic in KSP1 Mod Releases
@The-Doctor no craft file yet. Still missing some of the truss-radiator segments, but I do plan on including crafts in upcoming releases. -
Please stop posting craft files to Spacedock
cxg2827 replied to ZooNamedGames's topic in KSP1 Mods Discussions
Continually released? it was posted back in May and hasnt been updated since. And you lay off the Guinea Pig Flags, those are some legit flags. REEEEEEEEEEEPEOPLENOTUSINGMYMODREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE Better than anything you can come up with a FASA knock-off mod This could be good. Though like you said, VITAS has higher priority to take care of. So best we can do is hope people are smart enough to use KerbalX for craft hosting -
Please stop posting craft files to Spacedock
cxg2827 replied to ZooNamedGames's topic in KSP1 Mods Discussions
You might be surprised as how much time this "lazy" form of modding can take. It's funny how you even say you've never made a flag pack so you dont know how its done, yet you bash them. Creating custom mission patches and flags takes a fair bit of thought and skill (not to mention time) to make something that looks good. And frankly, the way you are generalizing some of these creators is extremely rude, especially since they are devoting their own personal time to creating something to share with the community. I'm not sure what specific flag packs you are turning your nose up at, but who cares if some of these might have been quick to create and don't require updating bug-fixing. Its a static texture, whats there to fix? At least these people have actually put forth an effort to create something and share with others rather than beg modders to make things for them, and then insult others. Well said. Once again, more rudeness. Who cares if it pushes the "newest mods" list over a whole tile? Its not like flag packs are being spammed on SpaceDock, and you can always click the button to view more "Updated Mods". As someone who actually uses SpaceDock to host one of my creations, I can care less if a flag pack pushes a mod I recently updated off the main SpaceDock page. SpaceDock subscribers get an email, CKAN users I assume get notified, and the forum thread gets updated so I don't see what the issue is. I hardly doubt people create mods just to be smug and beat their chests on the forums. People want something specific added to the stock game, so they create it and then share with others. That's why modders do what they do. This. This mentality is what pushes people away from wanting to share mods with the community. -
[1.2] Shuttle Payload Technologies v0.2 - Spacelab Released!
cxg2827 replied to MrMeeb's topic in KSP1 Mod Development
@MrMeeb mod ded?- 282 replies
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Can I create models without owning unity?
cxg2827 replied to paul23's topic in KSP1 Modelling and Texturing Discussion
@steedcrugeon check out the UV/Texturing link in my sig. @CobaltWolf posted a writeup on how he does the smudging/wear/tear on his parts and I used that as a guide. It is very similar method that @benjee10 and porkjet use as well and gives fairly good results even on a first attempt. I can send you one of my texture files so you can peek around. -
[1.2.2] SSTU Expansion Pack (31/12/2016)
cxg2827 replied to JoseEduardo's topic in KSP1 Mod Releases
post away in my thread, not really considered spamming (activity is pretty slow typically so its a good bump to get back on the front page :P) -
I like the hinging as it is. #RealPortCoversHaveAngleLimits
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@Adam.A still needs a few more parts to complete, but here is a start:
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Well, if you spent a fraction of that time learning how to make the mods you suggest instead of rep grinding in off-topic threads, people might not "scoff in annoyance" at you, as you so put it.