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Everything posted by Neutrinovore
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Neutrinovore replied to stupid_chris's topic in KSP1 Mod Releases
Cool, thank you. Hopefully this will fix a problem I've been having with the American Pack. When I try to use the Orion capsule and Parachute / Docking port, the parachute staging icon appears as normal in the VAB, but disappears from the staging list at launch. Also, when launched, the view of the vessel 'detaches' a few thousand feet in the air, and gets left behind by the now-uncontrollable ship which keeps ascending normally, as far as I can tell. Nothing falls off the ship, I assure you, and I definitely am 'control(ling) from here' the Orion pod. Oh, also, if I DO try to activate the chutes before this 'detachment' happens (I was testing the LES), nothing, it's like there are no parachutes mounted at all. Boom. So, anyway, is this something that could be caused by a bad MM file? I've looked at the pod's config, I don't recognize anything being out of whack, it has the original parachute module provided by BobCat, anyway. Finally, do I need to put the RealChute MM files in each mod's folder, or should they stay in the RealChute folder. The 'readme' didn't say to do that, it says explicitly to simply place the RealChute folder in GameData, and that's all. So, that's my story, and I'm stickin' to it! -
[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
Neutrinovore replied to UbioZur's topic in KSP1 Mod Releases
Just a check-in / bump - Is any work being done on this end to resolve the conflict between this mod and RCSBuildAid? I and several others mentioned it several weeks ago, but it seems to have been brushed under the rug. To refresh your memory, several of us who had both mods installed were unable to name a craft prior to saving, due to the disappearance of the text field at the top of the screen. Remove one of the mods and the problem goes away. In a nutshell. And I just tried again with the latest versions of both mods, same problem. I really find myself in need of the ability to weld parts, both to reduce part count and to increase structural strength and rigidity, but I need RCSBuildAid even more, so if it's a choice between one or the other like it is now... well, you get the point. Oh yes, just remembered, along with all of the above, the 'Weld It' button isn't visible either. -
Hello all. I've encountered a minor issue with the newest update: When activated with the Toolbar button, the Build Aid displays engine thrust vector and torque as normal, but won't show RCS translation info at all when using translation controls. However, I discovered that if I activate the in- game CoM marker, as needed to be done before, THEN it will show RCS translation vectors just fine. And, it still shows engine thrust data as usual. This isn't a terrible problem, it's just an extra step to have to take, but I'm pretty sure that that's not intended behavior, so I thought I'd mention it. I use parts of many mods, but the only ones I have that are active in editor mode would be: Toolbar (duh) Editor Extensions Active Memory Reduction v2-10 Basic MechJeb 2.1.1-159 I think that's it. I'd love to have UbioZur's Welding Tool, but it still REALLY doesn't play nice with this mod, it's too bad no one seems to be very interested in doing anything about that. Anyway, there you go, FYI.
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BobCat Ind. - Colonization, exploring and research vehicle
Neutrinovore replied to BobCat's topic in KSP1 Mod Development
I'm trying to figure out what those panels are on the spherical pod. Do they open up or do anything? Could they be airbrakes, or maybe parachute covers? Perhaps even some kind of fold-out engine pod for landings, or maybe some kind of landing gear? Whatever they are/do, everything about this pack just looks awesome. I know I'm repeating myself, but this bears repeating! Also, have some rep, you deserve it. -
BobCat Ind. - Colonization, exploring and research vehicle
Neutrinovore replied to BobCat's topic in KSP1 Mod Development
I'm trying to figure out what those panels are on the spherical pod. Do they open up or do anything? Could they be airbrakes, or maybe parachute covers? Perhaps even some kind of fold-out engine pod for landings, or maybe some kind of landing gear? Whatever they are/do, everything about this pack just looks awesome. I know I'm repeating myself, but this bears repeating! -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Neutrinovore replied to ferram4's topic in KSP1 Mod Releases
They work fine for me. Oh, well, I don't know if they're integrated into career mode, though, I only ever play in sandbox. But yeah, functionally they work perfectly. And as far as how they look, if you don't like the 'blue laser beam' look of the 'Quantum Strut', just use the 'Strut Gun'. It works exactly the same, it's just that the 'beam' is grey instead of a blue laser beam. This way it looks exactly like a regular strut.- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Neutrinovore replied to ferram4's topic in KSP1 Mod Releases
I find Quantum Struts to be quite useful in situations like this. Any particular reason why you wouldn't want to use those?- 2,647 replies
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BobCat Ind. - Colonization, exploring and research vehicle
Neutrinovore replied to BobCat's topic in KSP1 Mod Development
Naw, I think they look fine. It's probably pretty difficult to get a good looking 'crinkled silver Mylar' texture in this game anyway, as I understand it reflective surfaces don't play nice in Unity. Or something. Anyway, BobCat, as I've said, I think everything in this pack is looking awesome so far! However, I too would like to state my hopes for having an updated 'recon'-style module, something to carry one of your (hopefully also updated) small DEMV rovers. I'm finding it quite difficult to effectively transport a rover to another planet in a protected fashion, and the old recon module was great for that. Just my 2 cents. Carry on, sir, looking forward to your next release, even if it's just more pictures, lol. -
BobCat Ind. - Colonization, exploring and research vehicle
Neutrinovore replied to BobCat's topic in KSP1 Mod Development
Wow! Every new pic just gets better and better! The new H.O.M.E. system looks like it will have a lot of cool animations and useful features. This will definitely be an 'insta-download' when released. I don't care how much memory it uses (but hopefully not too much, lol), I'll get rid of a lot of other mods if I have to in order to use these fantastic parts. Keep up the awesome work, BobCat! -
I really like these! I'd download them right now if I could. I like to put various AIES antennae all over my ships and probes just because I think they look cool, and they don't do anything either. Well, not in sandbox mode, which is all I play. Although it would be nice if the telescope really worked as a telescope. But the other 2 antennae, yes please, when can I download?
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Ah, okay, thank you sir. Eek, I'm assuming 'sir', anyway. I'll re-install and bring CrewManifest back current after my game crashes again, probably in a couple of hours. Again, my apologies for going off half-cocked. Btw, not implying that the crashing is because of Toolbar. It's because I have too many mods & parts installed, lol. And yes, I'm already using texture compression. Anyway, thanks again, Bliz.
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LLL - Lack Luster Labs - Development Thread
Neutrinovore replied to Lack's topic in KSP1 Mod Development
Ah, so THAT'S been what's causing the problem! Sorry to butt in, I have no intention of hijacking this thread, but I'd like to put in my 2 cents: I don't WANT it to override the crew capacity of the part. So as I understand it, I can just remove the module and, as an example, the LLL Airlock will go back to actually having 8 (well, 5, I edited my cfg slightly, but whatever) Kerbals in it, so to speak, right? I couldn't figure out why it showed the full crew capacity in the VAB/SPH with MechJeb's 'vessel info' screen, but when I went to flight it only held 1. Oy! Anyway, thanks, carry on. Happy New Year, too -
Yes, you're right. And I've already apologized, in the original post. So then, to wit: I don't like the notification button appearing in every scene, nor do I like the fact that it cannot be moved, or that there is no option to 'opt-out' of update notifications altogether. Is there anything that can be done about these things? I hope so, because until there is, I am unfortunately not able to use this plugin. Thank you for your time.
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Yay, Happy New Year! Only one problem: I'm back to hating this mod. Yeah, if you MAKE ME upgrade to the latest version, whether I want to or not, whether it causes problems in my game or not, it's getting uninstalled, like right now. For anyone not having this problem, there's a 'New Version Available' icon that shows up EVERYWHERE IN GAME. Well, not the loading screen, but pretty much everywhere else. The title screen, where you select 'Start Game'? There it is. Same for the next screen where you choose your saved game. It's in the 'outdoor' screen. It's in both the VAB and the SPH. And in all of them, it's RIGHT IN THE FRAKKIN' MIDDLE OF THE SCREEN!! Here's the best part: I can't move it, and I can't make it go away. So, dude, Blizzy, I was on board for a while, but no longer. Sorry man. Okay, I'm upset, yes. I apologize for the angry and confrontational tone. Please consider this post an extremely passionate bug report? I'll keep up with this thread, of course, and if/when a new version comes out I'll try that one. I'd really rather just be able to revert to the previous version, 1.3, but like I said, even doing that that stupid icon gets in the way. Anyway, I really do hope everyone has a great New Year.
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Umm, no. I mean, NO. This (v 2-3) is WAY too aggressive! I want it to REDUCE texture memory usage, not COMPLETELY REMOVE textures from my parts! AIES and the BobCat DEMV Mk. 5 'Ant', just to name a VERY few, were solid white. Going back to 1-1, and staying there until/unless I'm certain that this plugin won't wreck my game. It's too bad, I was hoping for a performance improvement, but I don't need to improve performance that badly.
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[1.2.x] Kerbal Crew Manifest v0.6.4.0 (Dec 30th 2016)
Neutrinovore replied to sarbian's topic in KSP1 Mod Releases
I second this! A minor annoyance, but still, don't know why it even had to change from the earlier versions which didn't do this. -
If your root part(i.e. the rover body)'s native 'control orientation' is pointed at the sky (all blue on the navball when the rover is on level ground) the rover autopilot won't work properly, I've found, and that's exactly what it does, you can set it to 5 m/s and it'll just keep accelerating until it reached max speed. Or crashes, whichever comes first. Same thing if you're trying to drive while 'control(ling) from here' with a docking port on the top of the rover, again pointed straight up. Also, the old BobCat rovers can't use MJ's autopilot either, they use a completely different control scheme. But they do have a cruise control, default button to toggle it on and off is 'o'. I hope this helps.
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Try right-clicking on the probe body and selecting 'control from here'. Hold on, let me explain. I had the same problem last night, and here's what caused it: I was launching some small mapsats from a shuttle cargo bay. During construction, I had created the mapsat as a sub-assembly so that I could put several of them into the cargo bay, mounted to clamp-o-tron jr.'s via small decouplers. Here's the trick: in order to create the sub-assembly in a way to make it attach to the docking port properly, I had to make the DECOUPLER the 'root part'. It would be the same if you wanted to 'alt-click' to copy the assembly too. So, up goes the shuttle, open the bay doors, activate the first satellite decoupler by staging, and it launches fine. Switch to the satellite, tell it to aim prograde, force roll 0 deg. Nothin', it just sits there wobbling. It won't respond to manual 'stick' (keyboard) inputs either, I have no pitch, roll or yaw. On a whim, I selected 'control from here' on the probe body, and huzzah! It now responds properly to commands. So it looks like when you decouple a small craft from the main ship, if that small craft's 'command pod' part wasn't the root part during its original construction, control does not automatically switch to that part. At least, that's the conclusion I've reached. I don't know if this is a quirk of the game or of MechJeb, but it doesn't matter that much to me, it's an easy enough problem to solve. So anyway, I hope this info helps.
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Alrighty, thanks everyone. I'll move it to GameData next time I get on the computer, hopefully that'll solve it. Happy holidays!
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LLL - Lack Luster Labs - Development Thread
Neutrinovore replied to Lack's topic in KSP1 Mod Development
Lol, yes, GRRRRR! is right. The thing is, though, none of the stick-on crew hatches have been working for me for quite a while. I mean, several weeks BEFORE 0.23 came out. I'm talking about the 'hatch door' and the 'airlock doors'. Each of those parts has a crew capacity of more than 1, and in the VAB/SPH the MechJeb 'vessel info' window accurately reflects the crew capacity of the ship as parts are added and removed. Also, the KSP 'crew' tab at the top is correct. But after launch, the MJ vessel info window changes the crew capacity number, and now each hatch part shows that it will only hold ONE Kerbal. Furthermore, trying to use Crew Manifest to transfer crew to the parts doesn't work. You select, say, the cockpit, and then the airlock doors, but when you click 'out' from the cockpit, the Kerbal doesn't transfer to the airlock, he goes into the nearest part to the airlock that can hold crew. Now, sometimes I CAN get a guy into the part, but when I try to EVA, it says 'hatch is obstructed, can't exit', just like on the Scarab and Lady Bug buggies. I've even tried Vanguard to get someone to EVA from a hatch door or airlock, still no dice. I right click, select 'activate hatch', then 'start EVA', and it says something like 'no crew module detected'. And this is when the airlock is DIRECTLY attached to a part that has crew in it, I'm not trying to pull someone from the other end of the ship. Bah. That was all just FYI. Could there be a problem with the latest Vanguard plugin? It seems like this all started about the time that the latest 'improved' version was released. Or perhaps Crew Manifest? I don't know, I'm just spitballing. About the buggies' hatches being 'obstructed' could it be the collider for the sliding canopy that's in the way? Or maybe the 'hatch' model or whatever it's called, is sitting just a fraction too low, and the 'floor' is blocking it? I only bring this up because there have been times when I'm putting a ladder at the base of the airlock doors (when they still worked), and it looked like it was low enough, but I got the 'hatch obstructed' warning. So I go back into the editor and move the ladder like TWO PIXELS down, and then it works fine. Anyway, just trying to brainstorm some ideas for fixes. Chances are you've already thought of and tried all this stuff anyway. Hopefully we'll get it all figured out eventually. Don't work too hard on this over the holidays, though, I hope you have time to enjoy Christmas and New Years. Later, my friend. -
Erm... It didn't work for me. It's only the .dll in the download, right? So I put it in the KSP 'Plugins' folder instead of in 'GameData', it should still work, I have a few other standalone .dlls in there and they all work fine. However, the only part I had that was 'blowing up' was a SpaceTech 'smart decoupler' part. It still does the visual expansion thing when I mouse over it, but it's selectable and usable now, so I guess that's something. I thought this fix would take care of the visual aspect too though. If it's supposed to, is it that I've put the file in the wrong place?
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LLL - Lack Luster Labs - Development Thread
Neutrinovore replied to Lack's topic in KSP1 Mod Development
Oh, that's okay, the IVA and headlight issues aren't that big of a deal, really, again they were simply requests. However, I feel that it's quite necessary to get the crew hatch situation fixed, just because it's such a pain in the @$$ to have to attach a lander can or something to the rover, then decouple it after launch and have the Kerbals climb out and walk over to the rover just to get into the command seats. I mean, I don't really like to use the command seats, but if they could come out of the hatch that's, you know, right there, it wouldn't be so bad. Just sayin'. -
[Part] Unnamed 4 Kerbal Capsule, Work in Progress
Neutrinovore replied to S3416130's topic in KSP1 Mod Development
Well, I like the design just like it is. Built in engines & heatshield, the LES, everything. I also dig the idea of animated stabilizers on the LES, it would add a sense of action and drama during an abort. But that's just me, I like watching automated processes where a bunch of actions occur in rapid succession, almost too fast to follow. With this system, it'd be 'jettison fairings, stabilizers snap out, pod decouples and escape rockets fire' all within like a tenth of a second. But, like I said, that's just me. Oh, btw, if you do leave the built-in engines in, I'll just edit my config file so that they ARE powerful enough to have a TWR greater than 1 for Kerbin. I just hate the imprecision of parachute landings.