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BenyB873

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Everything posted by BenyB873

  1. 1. Awesome. I'll have a dabble with that next. Only use it because I play with JNSQ. 4. Part is animating and deploying but no science is being executed. It just occurred to me that maybe it requires another part to function a bit like a duel scanner but I don't remember seeing anything in the description regarding that. Way ahead of me then haha. Good to hear. Regarding the lights it seems a bit inconsistent. For me pop out docking light stays perminately deployed and doesn't illuminate. The EVA docking light boom on the other hand doesn't deploy and also doesn't illuminate. Then again, maybe it is also stuck deployed and I just attached it wrong thinking it wasn't deployed. I'm not home right now so I can't check. I'll put in those pull request and some other bug reports on the github for you Cobalt. Cheers. Edit: Confirmed the suits bug was texture replacer. Just turn off Kerbal customisation. EDIT edit: Lel With regards to the science containers. It is my understanding that there is an action group function for BDB pods to store collected science yet it does not work. I also see the same for stock pods. Was it the intention to allow these pods to have stored science capability like the science container or even the Mercury nose cone or am I missing something here? I pushed a commit adding the ability to review stored science and transfer between craft as strapping a science container to the back of the LEM doesnt make much sense to me. Though I am but one person.
  2. Hahaha. Fair enough with the geometry. The current IVA for Kane is very much like the old modded RPM Mk1-3 (back then the Mk1-2) layout. As in displays down infront and outside your field of view instead of an overhanging panel in front of your face like in the actual Apollo or even the stock IVAs. I ended up cheesing it into the cfg anyway. Not a perfect solution but its a workable one. So now I have BDB with your IVA Required editing a fair few part references since they change names. Theres probably more then a few issues I haven't noticed yet because of the novelty effect but I'm enjoying it whilst it last. I dabbled into making or modifying IVAs and boy, people aren't wrong when they say they require a lot of work. Looked mind boggling as someone who only dabbled in lua. Let alone unity. Makes me wonder how Alcor was made way back in 2014 or so. Dont worry about being fussy though. As someone who lives for aerospace (quadruple digits in DCS alone ) and is able to see the ergonomics that goes into cockpit design, I fully get where you're coming from hahaha.
  3. Just an update on the progression of my 1.11.1 game since I'm practically using BDB parts exclusively and on the dev branch so in many ways I guess I'm also testing. Should I post this stuff on Github in future? I'm not sure how open development is @CobaltWolf? Anywho. Other then some more minor mass discrepancies, the kraken gently nudging spacecraft landed on the Mun (Probably mass bug and Principia) and some minor broken functionality. All is well. I've compiled a small list of bugs and quality of life stuff. I know some are already known (like the lights in 1.11.1) but I figured Ill throw them in just in case. The A7L Kerbal suits all have messed up textures for me. Like they're mapped wrong onto the model. May have something to do with texture replacer messing with Stock. Idk. Apollo/Kane EVA Docking Lights no longer animating and illuminating. Unsure of Gemini/Leo. Pretty much the whole of the Sarnus/Saturn V rocket from the SIVB stage down needs its attachment node rotated 45 degrees I think. The standard attachment methods orientate the rocket so the fins/engine fairings sit at the 12-3-6-9 positions instead of the 1:30-4:30-7:30-10:30 as it is historically. Only noticed it from setting it up with Modular Launch Pads Mariner/Wayfarer 10 EPE98 Charged Particle Telescope Experiment is broken Pods aren't compatible with new inventory system. I added the part modules myself balanced with respect to stock values. Kane/Apollo CM Blk 2 is the same as stocks Mk-1-3. Haven't looked at Leo yet and I'm not sure of the LM needs it since the descent stage has it already I think. Some weird artefacts with the new Waterfall effects. Probably been fixed by now so eh. There's some others but I cant remember. Mainly inconsequential bugs to do with the probes and their science bits. Still no word back from Sarbian on MFIs interaction between FAR and BDB and messing with the dV calcs. I'm pretty sure it's also messing with Principia's burn calculations as well as my calculated burns are usually too short. That's it for now. Love you work lads!
  4. @MOARdVHey my dude. Just a quick question out of curiosity. Regarding the now out of date example IVA mod you did for BDB. Why did you opt to use the old FASA CM instead of BDBs simply dropping it into BDBs parts? Was it IP related? I ask because I'm trying to go through the motions to use your IVA on BDBs stuff instead of using the now very outdated FASA model. Cheers man.
  5. Reposting my comment on BDB to here since this mainly concerns MFI Sarbian.
  6. I semi take it back . It's mostly resolved, at least on BDBs end of the woods. Long time lurker and veteran KSP user here that hasn't bothered posting in a long long time A fascinating issue really, one that I believe combines the previously recorded mass bug and how FAR & Modular Flight Integrator handle drag. Public service announcement! Latest BDB Github master works fine with 1.11.1 providing you stay BELOW version 1.2.8.0 of MFI (KSP ver 1.10), assuming of course you are running it. Using a recent version of MFI reintroduces our funky mass issue BUT only in atmosphere where there is appreciable aerodynamic drag. Launching an LV-3 Atlas with MFI 1.2.9.0 and 1.2.8.0 I observed that calculated surface TWR would proceed as expected, however upon a velocity of greater then 60ms-1 things start getting weird. Upon a 3.3 TWR which is usually where the skirt will jettison with the given payload, the vessel is only under 1.6gs of thrust. Testing in vacuum however shows all expected values. Also an interesting issue is a pseudo dynamic pressure spike at around 7,700m, almost as if the expected mach 1.0 speed hump is twice as large as its supposed to be, this is despite calculated Q being at a mere 8000 kPA. I personally run Atlas on a max q of 25k and don't come anywhere close to that with this bug. The exact same craft and scenario using MFI 1.2.7.0 yielded consistent TWR with respect to g force across the board. All expected q values were met on timeline. I should also add I conducted this testing across various versions of Kopernicus and established that the latest build as of this post (v1.11.1-34) works fine with BDB providing MFI is 1.2.7.0. I'll double post this to the MFI thread. I hope this helps lads!
  7. Wooooooooooooooooooooooooooooo Juno is usable again!!! I had to stay on 1.10 with my new playthrough because of the mass bug. Really is odd when for all intents and purposes I have a TWR of 2.7 yet the corresponding true velocity change suggest something just over a TWR of 1.1?
  8. THANK YOU! I had a sneaking suspicion it was that. But I really wasn't sure. Cheers buddy. Saved me a lot of time
  9. Hi Guys Finally decided to post on the forums since I have an issue with texture replacer and I can't sort it out if it were the death of me. Okay, so. Originally I had Endrixials planets with Riordens skybox. I placed them into the folder and I renamed the Riorden skybox .pngs from skybox_postivex, skybox_negativex etc etc to galaxytex_postivex etc etc NO WORRIES THERE! None with the planets either. BUT, when I tried to load Pimp my Kerbals they wouldn't show up in game. I have the new Mun, visor reflections but the custom textures for Jeb, Bob and Bill and the generic kerbals wouldn't appear. They'll just be standard. Ideas? Probably something dumb that I've missed. I'm running a fair few other mods as well so it maybe something to do with a conflict, though I don't see how since none of them are texture mods.
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