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Neutrinovore

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Everything posted by Neutrinovore

  1. They're there, look again, lol! I thought the same thing at first glance too, but in the first pic (of the K cargo plane) you can see one slightly deflected upward on the left (your right) wing, and in the side view they're in the shadow, and they just happened to line up perfectly with the fuselage, but they're there. Plus, the tail planes have built in control surfaces as well. @K.Yeon, wow, that new Phoenix cockpit is pretty far out... It actually looks like a Dolphin to me. My only request is to not REPLACE older parts like this, ones that have 'standard' cross sections I mean, like 2.5 meters, etc., just ADD new parts to the inventory. That way, we can decide for ourselves what we want to keep or discard. Of course, since you're re-doing both the J and K parts, giving them all new cross sections, that's different. But again, I feel that some of the older parts still have merit, so I'd still like to see a 'legacy' parts category in your inventory, maybe changing the designations of the older parts to something different, perhaps "J-X" and "K-X", for example, to avoid conflicts with the new stuff? The reason is simply that I like pretty much everything you've ever done, and I'd like to have most of it in my game if at all possible, that's all. Later everyone! K.Yeon, keep up the fantastic work, as always I look forward to what's next from OPT!
  2. So, quick question: What's "ModuleWaterSlider", and what does it do? Because for some reason, it's blowing up a probe that has NO KerbalFoundries parts on it at all! I know, it doesn't make any sense to me either, but here is a copy/paste of the (I believe) relevant section of my output log where the trouble begins: HECS2.ProbeCore collided into ModuleWaterSlider.Collider - relative velocity: 360.5763 - impact momentum: 360.6 (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)HECS2.ProbeCore Exploded!! - blast awesomeness: 0.5 (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Input is null (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Input is null (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [HECS2.ProbeCore]: Deactivated (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [04:00:38]: HECS-2 Probe Core crashed into ModuleWaterSlider.Collider. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [Kerbal Foundries - ModuleWaterSlider]: WaterSlider start. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [Kerbal Foundries - ModuleWaterSlider]: Setting size to zero and returning. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [Kerbal Foundries - ModuleWaterSlider]: WaterSlider start. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [Kerbal Foundries - ModuleWaterSlider]: Setting size to zero and returning. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [Kerbal Foundries - ModuleWaterSlider]: WaterSlider start. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [Kerbal Foundries - ModuleWaterSlider]: Setting size to zero and returning. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [Kerbal Foundries - ModuleWaterSlider]: WaterSlider start. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [Kerbal Foundries - ModuleWaterSlider]: Setting size to zero and returning. Etc., spam, etc., you get the idea... Hopefully this information helps. I had a really good Asteroid intercept mission going, and I've tried several permutations of this mission in order to try to get around the problem, and this explosion ALWAYS happens in the vicinity (within ~1,000 km, fwiw) of the asteroid, not before then. But then, if I 'revert to launch' to try to restart the mission, the entire rocket stack immediately starts undergoing R.U.D. That's 'Rapid Unplanned Disassembly' for the slow ones in the back. And then the game usually crashes at this point, running out of memory, but that happens to me all the time, it's nothing specific to this problem, so anyway... Oh, uh, other important info: Sandbox mode, latest version of KSP (1.0.4), newest version of Kerbal Foundries, the one that just came out the other day, let's see, what else... I think that's all the major stuff. Look forward to hearing if anyone else is having this issue. Later!
  3. Great googly moogly! You are truly a master at creating spacecraft interiors, Alex! Now, like others have already said, please resume work on Konquest, please?!?
  4. The 3.75m adapter IS a good idea! I can't think of anything else right now though, unless you'd like to implement 'TweakScale' to the truss parts so that we could have 1.25 meter or 3.75 meter trusses, and the fuel tanks to go with them, of course. But I realize that that would involve a lot of extra work to get the mass/fuel/drag ratios right when scaled, so if you don't want to do that it wouldn't really hurt my feelings. One thing that NEEDS to be fixed though, Angel... It's not "tripple", with two 'p's! It's spelled "triple". TRIPLE truss! Argh, that typo bothers me every time I look at the config! I went in and edited the name of the part as it appears in the info window in the editor, but I didn't want to bother with renaming the actual file, and then having to go change everything else that makes reference to it. Anyway, if I think of anything else that I'd like to see added in the next couple of days, I'll certainly post a new note. Thanks, Angel-125 for this cool mod, I've been using it quite a lot lately. And thanks to Whizzkid for actually posting the suggestion that I've been thinking about for a long while, but never got around to making a post. I'm not trying to take credit, I'm saying that he/she is more industrious and proactive than I am, and I salute him/her for it, lol! Later, everyone!
  5. I'll second this! The 2.5m-to-octotruss adapter is one of my most frequently used parts when I'm building with Near Future Construction, it would be nice to be able to have the same type of part available when I want to use the DSEV hex-trusses.
  6. Wow. Hard to believe I'm being criticized for defending a mod in the mod's own thread... -The rest of this post has been self-redacted, mainly because I really don't feel like engaging in a battle of wits with unarmed opponents.-
  7. I strongly disagree! True, most NEW mods are now using .dds textures, but what about older mods that haven't been updated in a long time? Such as LLL, Spacetech, Lionhead Aerospace, FusTek, B9, KW Rocketry, AIES... These are all mods that I can think of off the top of my head that I still use all the time, and most of them have a lot of parts with an equally large number of NON-.dds textures, both in .png and .tga formats. I tried removing ATM and loading the game without it last night. Nuh-uh! Ran out of memory about halfway through loading. So, your statement that "95% of [mods] have switched to using .dds textures..." isn't really even close to being true. I still get a large benefit from using ATM, as do many others, I'm sure. My point, folks, is that smunisto is of course entitled to his/her opinion, but in MY humble opinion, ATM is far from being useless or unnecessary. I also hope that this mod is kept maintained and up to date, because I think it will still be a while before non-.dds textures are completely phased out of all the mods that people still use. My $0.02. Later! P. S. Oops! My apologies, KW Rocketry has been updated to .dds. I missed that update, I'll download it tonight!
  8. I was all set to download this part, until I saw that it's only the diameter of a clamp-o-tron JUNIOR. A kerbal can't fit through a Jr., it says so right in the description. Yes, I know, I could just fudge it and say 'well, just in this one case', but I do like to try to keep things on a somewhat realistic basis in my game, at least as far as whether Kerbals fit in or through certain parts, that's all. If the design were changed a bit to allow use of a bigger docking port or hatch, I'd definitely be interested. Anyway, just giving my 2 cents.
  9. Oh, I disagree, Cap! Mainly because "Vanilla KSP" now contains 3.75 meter diameter parts, for which Nertea's MK4 system is tailor made. My 2 cents, anyway. Later!
  10. That is pretty cool, and I'm greatly looking forward to having the MK4 system back in my inventory when it's complete. But... well, I don't want to be a buzzkill, but I would think that one would want the doors to open inwards, so as to better resist the effects of a pressurized cabin against the vacuum of space. Just a thought...
  11. The only life I've seen anywhere in the Kerbolar system is on Kerbin, and consists entirely of the following: Kerbals, grass, trees, and cactus. I think there's a dead Space Kraken out on a moon of one of the outer planets, but since it's DEAD I don't consider that to be evidence of life, as no one that I know of has ever seen a living one in the wild. Felt its effects, maybe, but never SEEN one... So, no, not super surprising that no one has done such a mod, but there's always a first time for everything, you know? Later!
  12. Well, I just tried this out this morning, no joy. Almost everything's texture is either featureless black, featureless gray, or has neon pink highlights. There are a few parts where the textures are correct, but those parts were fine before I tried this update. Although, there are a few parts that were fine before (with the original pre-1.02 SXT download, I mean) that are now borked. The only part whose texture actually got fixed is the Duna habitat. Anyway, this is more of an FYI thing, not so much a detailed bug report, mainly because I use a LOT of mods, including Active Texture Management, and this isn't the only mod that I've had the missing texture problem with, so there you go. Thanks for trying though, NathanKell. Later!
  13. So, yeah... It's looking like nobody cares that the textures for this are totally messed up now in 1.02.
  14. Huh, that's weird... I installed this mod last night, and I have exactly ZERO of the parts listed in the OP. All I did end up with was a 5 meter diameter decoupler and a really long blue fuel tank. Oh, wait, I did get the plasma engine and a really huge booster engine too. But that's it. I didn't have time to investigate last night, so it may be something I did wrong. But if I can't figure it out, I'll report back here. Later! Update: Yep, it was me! I borked everything by changing the name of the folder in GameData from 'Custom' to - funnily enough - 'KerboDyne_Plus'. Of course not realizing that you have model path hierarchies in almost all of your configs that REQUIRE the GameData folder to be named 'Custom'. So, no worries on your end, Bonus. Now I'm off to try out these parts!
  15. By the way, is it just me, or did the latest version of TE bork the ladders? For the last week or two, when I set the ladders to closed, or 'undeployed', in the editor, they're extended when I launch the ship, and vise-versa. Just thought I'd mention...
  16. I was also having this issue last night, but I'll rephrase what cipherpunks said just slightly: I close the RCSBA gui window using the Toolbar button, so the window isn't even on the screen. I switch to action group editing. When I switch back to the parts editor, the RCSBA gui window is open again, and the arrows and CoM markers, etc., are all back on display. At first I thought I was just forgetting to close out the window when I was done, but after about 3 or 4 times of double checking what was going on, I realized that this was something new, and not particularly intended or desirable. Another issue I noticed: When I clicked the little 'S' button at the top right of the window, in order to check my settings, the settings options wouldn't come up, it just showed a blank little window with one single 'button' on it, that I couldn't check or uncheck. It worked when I first started up the game, but then later I got what I just described. I'm guessing a memory leak of some sort is occurring, and maybe not even with RCSBA. I run a LOT of mods! But, I thought I'd put in my 2 cents, just so you and cipherpunks know that his/her issue wasn't strictly an isolated one-off thing. At least 2 people have had the same issue. So, fwiw. Later, all!
  17. What Blowfish said, plus: Open your 'cheat' menu (alt+F12, and click the 'cheats' tab if it doesn't come up by default) and select 'enable non-strict part attachment checks in editor', is how I believe it's phrased. This will allow you to place the Mk4 parts correctly until the mod is updated. Oh, btw, you'll have to do this each time you start the game, the cheat settings aren't saved when the game is shut down, which I think they should be. You hear that, Squad?!?
  18. Oh, well, it's not really a PROBLEM, per se. But I'm guessing that when you were modeling the engine pods and putting them in position on the capsule, you did so 'by eye', and not necessarily with any kind of mirror symmetry or geometric positioning, right? If you look at the Rodan head on, like it's coming straight at you, you'll see that each of the four engine fairings intersect the main capsule in slightly different places, and all of them are at a slight angle to the axis of the capsule. This is most easily noticed by the fact that, on one side, one of the fairings comes right up to the edge of the window, almost intruding into the window itself a little bit. But on the other side, there's a bit of a flat area of hull between the edge of the window and where the edge of the engine fairing is. Another visual cue is seen when you look at the 'tips' of the fairings, where they intersect the pod up by the nosecone. If they were symmetrical, the front edge of each fairing would be a straight line where it meets the hull, and they would all be the exact same length. But currently the intersections are all at an angle, and they all end at slightly different points in 'Z', if in fact the lengthwise axis of the pod is defined as 'Z', that is. Finally, these visual misalignments carry over to the thrust transforms, because if you place the box-stock Rodan in the editor with NO other parts added, RCSBuildAid will show that the combined thrust vectors of all four engines, the center of thrust, is not aligned with the capsule's center of mass. There is a net torque of 1.xxx kn/m (I don't recall exactly the number, I'm not at my computer, but I know it's greater than 1 kilo newton-meter. I think it's 1.2 something). Anyway, it's not that the center of mass is out of alignment, because if you place four RCS thrusters in radial symmetry on the capsule and check your 'forward' or 'back' translation vectors, there's no torque at all. Now, again, the reaction wheels can compensate for the thrust torque, at least they do fine when I 'TweakableEverything' them to double the default torque, 30 as opposed to 15. And this is when using MechJeb as autopilot, I haven't tried just using the stock SAS and flying manually (why would I want to do that?). But the torque isn't huge in any event, so the pod is still totally serviceable as-is. So, anyway, I hope this helps.
  19. Mmm, yes, that is looking nice. Hopefully on this new version the engine pods will be visually symmetrical, AND that the thrust vectors will be aligned with the CoM so as to not produce any torque? The current version has both of these issues. The thrust torque imbalance isn't anything that the reaction wheels can't handle, but it's just annoying that I can't null it out using RCSBuildAid. Anyway, my 2 cents. Looking forward to the updated 'Rodan', Tygoo! Later!
  20. Well, this'll be cool! Looking forward to seeing what develops with this idea. MKS seems pretty complicated, BobCat's H.O.M.E. is dead, and ASET's 'Konquest' system is still vaporware at this point, so I'm quite interested in a good turnkey exploration/colonization mod.
  21. Do you think you can do better? Go ahead, put your money where your mouth is. You'll find that this forum doesn't respond well to trolls like yourself.
  22. Lol, no, not at all. It just proves that great minds think alike, right? Har!
  23. Weeeelllll... In my install, they duplicate the ERS wheels, but both parts are identically screwed up. Well, no, hang on, I should say that the tire TEXTURE is screwed up, the part shows both directions of tread at the same time. I didn't actually try to drive on the wheels yet. Also, both attachment nodes appear at once when placing the part in the editor. The suspension arm seems to be okay though, it positions itself properly when selecting 'left' or 'right' in the pop up gui. Speaking of which, here's something I don't get, Li-Fi. Why do I have to select 'right' to have one of your parts that I've placed on the LEFT side of a rover orient itself correctly? This is true of the Long Track, and now also the ERS wheel. I've been wondering this for a while now. Anyway, there you go.
  24. Ah, okay, that explains it. No worries, like I said, it's an easy workaround for me to use the default keys, so it's all good. However, yes, in future versions it would be nice for RCSBA to recognize reassigned key inputs. But unless there's something else majorly borked with this version, I see no need to rush a fix for this one issue. Thanks for explaining things, m4v. As always, your mod is absolutely necessary for me to have in GameData. I hope you have a great day! Later!
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