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KSP2 Release Notes
Everything posted by sumghai
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Thanks for the heads-up. Romfarer has confirmed that docking cam has some issues (mostly with draw distances and such like), although at present my parts pack do not include any docking ports. For me, KSP crashes are mainly due to excessive memory usage by mods, so I sometimes pick and choose which parts from various packs I want to keep. Noted with thanks. Actually, I'm still trying to decide what sort of altitude/reaction control scheme I want to the parts in 0.21, either purely RCS, purely reaction wheel or a combo. I'll post more about this in the dev thread.
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Strange - I installed it into the GameData folder in my 0.20.2 install, and apart from the PART{} tweak, it worked perfectly.
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I've received reports that these station parts *apparently* do work in 0.21. As I currently do not have access to my usual gaming setup, could someone please confirm this for me? I'd be interested to know not just if the parts show up in the VAB / flight scene without crashing, but also how their performance has changed with the new SAS updates. Also, please let me know if you're running KSP 0.21 or the KSP 0.21.1 patch.
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My understanding is that there were two versions of the Docking Strut mod - the latest one doesn't work for 0.20+, whilst there is an earlier release that works (although it can't be accessed on Spaceport via the usual means due to a borked mod entry page).
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Much, mucho gracias, DYJ!
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Might the discrepancies have something to do with varying max physics delta-time per frame across installs?
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That's a good clue to understanding how stock RCS works. Digging through both SQUAD's RCS Block and B9's S2 Cockpit reveals the following: SQUAD RCS: MODULE { name = ModuleRCS thrusterTransformName = RCSthruster thrusterPower = 1 resourceName = MonoPropellant atmosphereCurve { key = 0 260 key = 1 100 } } B9 S2: MODULE { name = ModuleRCS thrusterTransformName = RCSthruster thrusterPower = 0.5 resourceName = MonoPropellant atmosphereCurve { key = 0 260 key = 1 100 } } It seems that ModuleRCS accepts only one argument for thrusterTransformName, yet we all know that multiple empty game objects are required to define the RCS thrust direction. I'll need to do a bit more digging, but thanks again for the heads-up.
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List of working mods working/not working for 0.21.1
sumghai replied to sidfu's topic in KSP1 Mods Discussions
*Even louder cough* First of all, the Karmony series modules from the FusTek Station Parts Expansion pack do have airlocks / EVA hatches. They are simply located at the front hatches, which get covered up with docking ports, as deliberately designed. Secondly, as Kimberly and BFGfreak have both eloquently explained., it was intended for the mods to rely on Kerbal Crew Manifest to allow transferring crew between modules without EVA, in lieu of SQUAD doing official IVA navigation in KSP. In hindsight, I should probably make Kerbal Crew Manifest a dependency. -
Actually, that's a pretty neat idea that I *might* one day think about implementing - I really like the effort you put into the concept art for your request. The way I see it, there are three parts to adding this in: - recessed RCS nozzles: Easy texture / normal map tweak - RCS thrust vectors: Moderate difficulty, as I need to first understand how to define them in Unity, as well as the PartModules definition - Right click enable/disable: Quite a challenge, as it might need a custom plugin EDIT: Silly, silly Sumghai - the stock RCS PartModule can already be toggled to enable/disable. Thanks to Railgunner2160 for the heads-up
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I appear to have the same situation as well. One savegame had a very bare-bones satellite, which runs MapSat OK. As soon as I started adding other stock parts, flights either took much longer to load or crashed KSP altogether. I therefore echo other player's requests for optimization. ASIDE: It seems that Innsewerants hasn't been on the forums since 5 June 2013. Now, if only he had made the source of his X4r1 available with a licence, one of us could in theory look into this...
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Bear in mind that according to the official canon from the shows, there is no specific mirror universe version that has a pointed tip (In a Mirror, Darkly simply reused the exact same footage from First Contact, save for the scene where the humans raid the Vulcan lander).
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R0.03.1a released - see first post for download link R0.03.1a 24 July 2013 --------------------------- Fixes - Tweaked CoM of Karmony series modules so that they line up with the part's geometric centre - This should fix the Center-of-Mass balancing issues, especially with MechJeb - No change to actual part origins, though
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R0.03.1a released - see announcements thread for download link R0.03.1a 24 July 2013 --------------------------- Fixes - Tweaked CoM of Karmony series modules so that they line up with the part's geometric centre - This should fix the Center-of-Mass balancing issues, especially with MechJeb - No change to actual part origins, though
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Right off the bat, the cockpit is way too pointy - the original has more of an ogive. Take a long, hard look at your signature, like I've already done.
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The Sith's Solar System Mod Development Thread
sumghai replied to Darth Maul's topic in KSP1 Mod Development
Heh. Lemme get my popcorn - this'll be fun! -
It's hard to take someone seriously when they can't compose proper sentences. Also, I have nothing to fear. My mod is for caricatures of ISS-inspired space station modules, whilst yours is a science fiction spaceship a century or so into a (highly speculative) future - mutually exclusive markets. If people stopped downloading my mod tomorrow, no sweat - I'll just continue making them for my own personal enjoyment. There's nothing wrong with the idea itself, just the execution (or severe lack thereof).
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Probably just a plain ol' airlock door. Intriguing - I'll have to get back to you on that one. Yes, and that's by design. The original OrbitalConstruction Redux mod had partially-filled warehouses stationed in orbit/on planets that were resupplied by smaller containers, so I saw fit to follow the same pattern. Had I loaded the Warehouse up completely, folks would have to come up with a 100+ ton lifter - not impossible, but certainly a major challenge. The eventual intention would be for nothke to finish his KASPAR payload rack mod so that I can provide payload racks containing SpareParts that are slotted into my Warehouses. Much more realistic that liquifying parts and pumping them between tanks.
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The Sith's Solar System Mod Development Thread
sumghai replied to Darth Maul's topic in KSP1 Mod Development
SQUAD doesn't have to promise release dates if they periodically show actual work in progress in the form of pictures, models and development build videos. You have nothing to show, and you're promising something in September already? I think the real concern here is not what those planets look like, but how you are getting them into the game. I was rather skeptical of Krag and astronautkphillips when they claimed to be able to insert planets into the game through the API, and while their demo is impressive, I'm withholding final judgement on them until an actual release of their mod gets weathered by some user feedback. What act? Everybody knows you and I had a feud since that so-called dinky di aussie remark about cargo bay doors.