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benjee10

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Everything posted by benjee10

  1. OK, well a mods list/log of the issue being replicated is needed to diagnose what's going on. Not much I can do based just on that.
  2. That’s strange. Maybe double check the version of B9 you’re using is for 1.8.1? If it’s a newer or older version I suppose that could cause issues.
  3. Not possible I’m afraid AFAIK, you’d have to ask Squad to implement that. Need a bit more info than that. Any other mods etc? Safe to say it’s not an issue I’ve experienced!
  4. Looks like an incorrectly configured waterfall plume. ReDIRECT doesn't support Waterfall currently so you must have something else adding Waterfall configs.
  5. Not sure quite what you mean by the endcaps here - if you're talking about the flat metal cap on the right hand module in this pic then it's just the small FLA adapter from restock clipped in a bit, not a part from this mod. Otherwise the structural endcaps are included as separate parts and also as a part switch option on every 1.875m part. If you are using Janitor's Closet then the APAS docking port wouldn't show up under Benjee10_MMSEV, it'd show up under Benjee10_sharedAssets as it's stored in a different folder. Worth noting that without the Breaking Ground DLC the MMSEV wheel mounts and wind turbine rotation servo will not work correctly, and some users have reported having problems with them, so it might be worth steering clear until I patch that in the next update (will simply remove the motor functionality if BG is not installed)
  6. Because the models only fit specifically with one of the stock suit models - for example, the EMU headpiece would appear to be floating or clip into the making history or breaking ground suits.
  7. I will ask Vali and see if it's doable. The suits use the stock switcher & I'm unable to replicate I'm afraid. It has been working fine for me and there doesn't seem to be anything in the log.
  8. It could be that RO configures any part with a solar panel module on it for example. Pure speculation on my part, but if it can’t be replicated in stock then there is obviously something about the RO setup as a whole that’s messing with it.
  9. You're welcome to use it however you'd like! If you do try using it as a biconic, give me a shout on how the aero holds up. I've only really tested it in capsule configuration. Many thanks! I put a lot of care into them especially so it is really nice to hear that.
  10. This is a strange one. I'm not sure how well I will be able to help since I don't have an RO install - it could be a bad interaction with another part of RO for example. But I will take a look and see if there is anything obvious that could be causing that. The solar array part overall is not the most stable...
  11. B9 is a hard dependency for the mod, it handles part variants and node repositioning based on those variants, so if you've removed it it's no surprise that things are breaking!
  12. I should probably get around to that! Unfortunately not, no. Yup, the window layout is very Ranger-y (though a little more sensible!) That clustered window look has been something of a trend in space movies since Interstellar (and I'm not complaining)
  13. That truss port has various part variants that will make it fit with different form factors. You should try them out and see what fits for each situation.
  14. Not without making the mass of the orbiter higher, which in turn throws off the balance of everything else (e.g. require more OMS fuel, more thrust from the SRBs, more fuel in the external tank) which makes everything else unbalanced against stock. It is the stock SSMEs which are unbalanced.
  15. Thanks for the kind words everyone! That's a really cool idea! Ah thanks very much! I don't have any KSP related socials really, so a link to my SpaceDock page maybe? I'm not sure! It seats 4, though having now watched the movie it should actually seat 3 (with someone stowed away in the back). Having said that we have a lack of 4 person capsules in KSP and there's plenty of space for 4, so I'll probably stick with it. yes
  16. Example station based on the movie Stowaway. Features parts from Planetside, HabTech & Restock Coriolis Space Systems | V1.0.1 | Space tethers & more based on the movie Stowaway Coriolis Space Systems is a small parts mod which adds a number of parts based on the movie Stowaway, most notably a set of simple extendible tethers in three sizes. These are ideal for constructing spinning tether-based spacecraft, building skycranes, construction equipment, or any other use you can think of. The tether parts use & require Breaking Ground's system, so they are effectively extremely long extending pistons. This means that they will not behave as a real tether would, but hopefully makes them more stable than a KAS or plugin based solution. The tethers are sized 0.625m, 1.25m and 2.5m, and can extend to 50m, 100m, and 150m respectively. Note: I advise that you retract & lock any tethers before leaving to the space centre, switching to another vessel, or undocking. Stock robotics are a little unstable and with parts as large as these you may encounter problems. Full set of Tether parts in retracted state - 0.625, 1.25m and 2.5m Example station using the 2.5m tether part, here extended to just 15m of its 150m max extension. Example skycrane using the 0.625m tether. Also include is the Decondo crew capsule, based on the capsule seen in the movie. This features integrated RCS & abort/OMS thrusters, a full IVA, and support for Waterfall. A nose cone is also included which brings the front of the craft to a streamlined point. This can either open bilaterally to reveal a docking port beneath or be jettisoned entirely. Decondo crew pod & IVA. Feat Restock parts DEPENDENCIES Coriolis requires B9PartSwitch, Module Manager, HabTechProps and Benjee10 Shared Assets, all of which are bundled with the download. This mod requires the Breaking Ground DLC to function correctly. Without the DLC installed the tether parts will be at the very least non-functional, and at worse may cause problems. PRIMARY DOWNLOAD (SPACEDOCK) SECONDARY DOWNLOAD (GITHUB)
  17. The suits can be converted over to texture replacer relatively easily, KIS I suppose is possible but it wouldn't have the full functionality. KIS also attaches models to kerbals at the end of every frame, so they seem to lag behind the kerbal model itself slightly. The EMU helmet lights I was originally creating to use with KIS, but I found that because of the frame lag it would clip through the helmet pretty much constantly. With complete helmet replacement you end up with things like the kerbal head clipping through and the neck ring having a gap in it, so while it would be possible to make work with KIS it's not something I'd be looking to pursue.
  18. Issue with that is that they wouldn’t rotate with the existing panels to track the sun unfortunately. Might be something that needs a plugin to work correctly.
  19. SOCK includes a patch that changes the mass of the stock SSME to 1.2t (which is more inline with reality, the stock versions are way too heavy to balance their much better performance compared to other engines in that size class). It's possible that if you are using another mod's SSME or have mods that patch the SSME after SOCK does, you could be using engines which are too heavy and affecting the CoM. I am looking into adjusting the patch so that it applies after all others to ensure that the CoM is always correct. After the next Planetside update + another small mod I have been working on Buran will be my main priority.
  20. On which parts are you having this issue? I tested pretty extensively and found no trouble EVAing through the stairs. It's possible that colliders are incorrectly set up on some parts though which could cause bad interactions. Also are you EVAing via the button on the portrait camera, or by clicking on the hatch itself? That is a strange issue you're having - are you using the offset tool at all? Could any parts be clipping into each other when you undock? There's nothing in the screenshots that seem obviously wrong, so my best guess is either something clipping slightly or a mod conflict. That's outside the scope of this mod I've seen MMSEV depicted on top of an Altair lander and also in the cargo hold of that huge Constellation Mars lander, but I'm not aware of any actual studies or proposals of how to land it. The rest of the parts aren't based on any one proposal in particular (aside from roughly matching the size profile of the NASA Habitat Demonstration Unit) so there is no right or wrong way to do it. I've used a few different methods in testing but there's by a no means a definitive way. 1st issue sounds like it could be a mod conflict as I've not experienced it myself. Could you post screenshots on what you mean on the other points? The rover chassis + wheels are designed so the docking port on the rover should be exactly inline with the height of a 1.875m module on the 1.875m adapter + base platform, so you shouldn't need to adjust the wheel position at all.
  21. Please feel free to post the link. I don't have any experience with RO so won't be able to verify the configs myself, but I'd be happy to link in the OP if other RO users confirm all works as intended! I am trying to wrap my brain about how that would be implemented. Very difficult given that the solar arrays as they stand are a single part. Would probably need to be a part variant that's toggleable in flight, but that seems like a bit of a cop out! If anyone has any suggests as to how these could work I'd be open to them.
  22. The inflatable looking like that is probably down to your graphics quality settings - on lower settings it can override the way vertices assigned to armatures behave. I will take a look into the other problems tomorrow!
  23. Awesome! I will have to take your word for it that the Russian is correct will review and look at merging into the next update. Not much unfortunately. Try to build on the flattest terrain you can - any terrain slope will exacerbate the sliding. I will see if there is anything I can do my end to increase the grip, though I played around with friction settings before release and couldn’t seem to get a meaningful effect out of it. Large habs are based on the NASA habitat demonstration unit mock-ups, the 1.875m parts are based mainly on some very low-res concept renders of lunar bases from the Constellation program! And then a healthy dose of just making things up, which is always fun. I think this issue is likely due to the lack of BG - it is probably best for me to add a patch to remove the BG part modules if BG isn’t detected installed to avoid any weirdness. I had thought that the robotics would just be nonfunctional but it sounds like it is causing problems. Infernal Robotics support is unlikely to happen soon as it’s fairly non-trivial to set the parts up to use it - unfortunately there are significant enough differences between the stock system and IR that changes to the unity setup are required. The Canadarm parts for SOCK were a pain to get working and it’s not something I am looking to repeat imminently. All the IVAs are in a bit of a bare bones state at the moment - I hope to expand the number and variety of props in the future, and will be providing HabTechProps as a standalone download for mod authors too. So you can definitely expect some more bed variations.
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