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benjee10

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Everything posted by benjee10

  1. I’m aware of this issue and am working on a fix. It’s probably gonna take a while... weird bug.
  2. No glaring errors that I'm aware of! Will probably shoot you a PM after the next update just to clarify a few things. Might be good to have some explanations of specific parts is the only thing I'm thinking, I see a lot of people struggling with the truss connectors in particular and a more specific guide might be useful there. Will add that to the list, I can definitely see the utility of that. Would probably need a little remodeling of the SARJ to make it work as a separate part.
  3. Probably because I haven't documented it properly Hopefully when it's in a near-complete state I'll put together a little build guide.
  4. This is a commonly reported bug I'm aware of and that will be fixed in the next release. It's literally a typo in a configuration file. Luckily doesn't have any real effect so you can play normally. If anything I would avoid using the 'Bearing' variant of the truss connector port as it may be that some transforms are not loading in properly. The only major difference between 0.2.0 and 0.2.1 is that 0.2.1 has an IVA for the Cupola module. There are a few other tweaks and changes but nothing massive. Both are 'stable' but 0.2.1 isn't a public release as it doesn't have a complete set of features for that phase. So for instance some things may be implemented on some parts but not others.
  5. Yes, and I do plan to add Canadarm2 which will be powered by robotics in the same way, but again that's used for construction. There's no real reason to have the Kibo arm be actually functional and it would be a big drain on part count - so I guess animated in the best way to go? But then it just becomes a piece of decoration, unless I give it a science experiment but that might seem a bit strange.
  6. You can’t mount anything directly to the solar truss by design, as it will be left behind when the truss rotates to track the sun. To manoeuvre it into place you’ll need to use node attach. I noticed that bug earlier, it’s something which happened in previous versions but thought I’d fixed, I can’t quite remember what causes it so if anyone has any info that’d save me a lot of trial and error...
  7. The Japanese Experiment Module is finally getting its Exposed Facility: Mount will be switchable. Experiment packages will be separate parts. Haven't decided what to do about the robotic arm yet! This will hopefully be part of an update to feature the Alpha Magnetic Spectrometer, External Stowage Platforms/Logistics Carriers, and a bunch of little greeblies (antennas etc.) that we've been missing.
  8. Those look like normal map errors, like the normal map is not being loaded or is being read incorrectly. I know in 1.8 they changed shader behavior slightly which was causing this on some parts in reDIRECT (which I have now fixed), but I wasn't getting this error on HabTech parts testing in 1.8. Can I ask if you are using the version from SpaceDock or GitHub? The GitHub version is more up to date so I'm wondering if it persists there, or is just down to outdated files in the SpaceDock release.
  9. In this mod Plume Party provides the FX for the RCS plumes - Plume Party's main purpose is to provide FX configs for rocket engines etc. In that sense there may well be conflicts between it and RealPlume, though as far as I know the bundled version of Plume Party shouldn't be affecting anything but the Shuttle's RCS FX. It's not something I've tested. I think the version included is now quite outdated so I'll be reviewing that for the next update.
  10. Godspeed Beale! Your work has been incredible and an inspiration to many, myself included. Can't wait to see what you do with KSP2!
  11. I'll add atmospheric autopilot to the OP, definitely something I always play with. OMS using LF/O is indeed to keep consistency with the stock game, I'm always a little weirded out by 'Monopropellant' as what's it's representing isn't truly a monopropellant at all! I guess really the RCS should also use LF/O for RL consistency but that gets a little unintuitive, I think most player consider Monoprop to be RCS fuel and LF/O to be standard rocket fuel. Nose gear steering is a design choice in as much as I was getting really fed up with rigging wheels at that time and the addition of steering seemed like quite a lot of effort to go to for something which has fairly minimal use in-game. I'm intending to add it at some point, probably in the next update depending on how challenging it winds up being to implement. The end effector is indeed only supposed to line up one way, with the gold box lined up with the target marker on the grapple fixture. It seems however that a lot of people are having trouble with this even when lined up correctly and it perhaps makes the already challenging act of using a robot arm in KSP even more frustrating, so I might remove the angle limit and make it an optional patch. As a general note on arm stability, you want to autostrut the end effector to root part and ALSO lock all the joints in the arm. Autostrut won't run across joints unless they are locked. I like to assign the lock/unlock function to action groups. I've found that it's best to apply 'lock' to one group and 'unlock' to another as sometimes not all joints will lock if the arm is still slightly moving, so you can end up with the joints getting desynchronised if you just use a toggle action group. As another note, the included reDIRECT craft file will require a little modification due to the new reDIRECT update. The nosecones have been rotated in the model so will be off-angle. This will just require a little rotation in the editor prior to launch to avoid some post-SRB sep shenanigans...
  12. Minor update on SpaceDock and GitHub, just fixing a few normal issues that had arisen with 1.8+ and re-orienting the SRB nosecones so that mirror symmetry now works correctly. Craft files have been removed until they can be rebuilt as the reorientation will affect existing craft.
  13. The mod should work fine with 1.8.1, although it hasn’t officially been updated yet. What issues are you having? I haven’t provided any official craft files for this mod so this is the wrong thread to ask about Tantares.
  14. Hi, reDIRECT and the Shuttle are balanced around using LH2 - if you use LFO instead (which is much denser) you will either end up with a craft that’s much too heavy to liftoff or has way too much delta-V than necessary. Already the balance with LH2 is much too high for a stock scale system. With LFO tanks you could probably get a shuttle out to Duna or something crazy. Given the purpose of these mods is to recreate real spacecraft with a slightly more realistic edge than is common in KSP I’m not really interested in supporting something which messes with the balance so much. I’m sure it’d be pretty easy to add a custom patch to switch the fuel types but I’d really recommend playing with LH2. It really won’t affect the rest of your gameplay much at all.
  15. You can definitely dock a vessel to itself, I’ve done it many times but others have reported the same issue. I think the angle snaps may be causing some problems for some people so I may tweak that.
  16. Plume party is a dependency for this mod - the RCS effects are from plume party, so if you remove that, you aren't going to get any effects. Likewise RealPlume is probably the culprit for the OMS engine plumes. RealPlume isn't currently supported by this mod. The third issue is not a bug, but is down to how KSP handles translation controls relative to the control point, and is not specific to this mod. You would get the same result if you set up a stock shuttle in the way the supplied craft file for this mod is and then tried to fly controlling from the docking port. The parts in this mod have multiple RCS modules per part so that you're able to enable/disable thrusters on certain axes. This makes it easier to avoid thrusters firing when they shouldn't when translating, which would induce torque and unintended translation. However, this is all relative to the orientation of the part you're controlling from. So the thrusters pointing forwards on the cockpit are no longer considered to be pointing forwards when you control from the docking port, since this is oriented 90 degrees from the cockpit's orientation. There are two solutions to this - you can either dock controlling from the cockpit by eye (or from the IVA - the view from the aft flight deck windows is ideal for docking), or you can enable advanced tweakables, and adjust the actuation toggles yourself in flight. You could also just set all the RCS thrusters to fire in any orientation, although this will make the shuttle harder to control precisely and also use fuel faster, as you'll have additional thrusters firing.
  17. How are you aligning the separation nosecones? They shouldn’t point directly into the stack, but should be at around a 45 degree angle, so that they push the boosters both out and down (away from the orbiter). I’ve never had issues with them exploding the ET due to overheating even with them pointed right at it - I suspect that if you’re missing separation rockets on the bottom of the SRBs, they may not quite be clearing the stack properly and be pivoting into and colliding with the ET, causing it to explode. The flight log will be able to tell you whether it’s overheating or colliding.
  18. Hi all, Continuing my series of updates on the future of my mods. Go read my latest post in HabTech2 for a detailed explanation of my overall plans. Basically, the next update of this mod will be the last. Here's what it'll add: - IUS cradle - PAM cradle - A few other payload structural bits - Orbiter boom system - Canadarm2 - A few fun things I'm not looking for feature requests at this time. I will continue to maintain the mod after I consider it finished to ensure it always works with the latest version of KSP1. Many thanks for your understanding, Benjee10
  19. Hi all, If you haven't seen my latest update in the HabTech2 thread, you should give it a read as it explains my intentions going forward. TLDR: I'm planning on soft-retiring from KSP modding for a lot of reasons, but before I do that I want to bring everything up to scratch over the next couple of months. What that means for reDIRECT: - General polish of art assets & cfgs - Addition of emissives and a few other bits and pieces for engines - Addition of some long-needed texture variants - ICPS/DCSS 2.5m variant - SLS exploration upper stage - Orion IVA That is all I have planned. The next update will be the last for this mod. Unfortunately this means RS-68/Delta IV stuff will fall my the wayside. I simply don't have the time or energy to embark on a project like that. Hope you all understand.
  20. Hi all, First off, I've just been on vacation and am still away from my PC, so it will be a while before I get to check out any bug reports for any of my mods. I just wanted to provide a little update as to what my plans are going forward. For me and many other modders, the announcement of KSP2 has really put a bit of a spanner in the works. I'm extremely excited to play it, but I must admit that when it was announced it pretty much instantly killed any motivation I had to continue modding KSP1, and as it stands, I don't intend to continue being a mod maker for KSP2 when it does release. I have a number of reasons for this. I've been modding KSP for around 5 years now, and it's safe to say that it's been a pretty big part of my life - probably the hobby that has taken up the most of my free time. I've loved every minute of it, and that's in no small part down to the fantastic community that this game has. However, it's gotten to a point now where I'm looking to move on. I have a full time job now, and on top of that I'm trying to break into the film industry here in the UK, which in itself is no small task. I'm at a point where I have very little free time on my hands, and I want to use it to the maximum possible effect. I have several short films I'm trying to get produced, as well as a feature film script in the works, and I'm also learning to drive and trying to pick up freelance film gigs in the process. That doesn't leave a lot of time for KSP, and it feels especially wrong to dedicate so much time to it when the community that uses my mods is inevitably going to dry up to some degree and move on to another game in the near future. Before I went away it was pretty much my intention to quit entirely and immediately. However, I've thought about it, and I don't think I'm quite ready for that yet. I'm not comfortable leaving my work unfinished, and I have one other (quite small) mod idea that I've been wanting to execute for a long time. My intention is, over the next few months, to gradually phase out my modding work, bring everything up to a point I'm happy with, and let it be. I will release one more mod which will be my last for this game. I'll continue to provide basic support afterwards, and intend to maintain my existing mods once they're finished and ensure that they always work for the latest KSP1 version - but once I say they're done, they're done, and I won't be adding anything more to them. What that means basically is that the next update of HabTech will be version 1.0, and it will be the last to add any new content. My plan for the next update is follows: - Add Habitation Module & Centrifuge Module - Add structural adapters - Overall polish of art & configs - Very basic IVA implementation for all parts (likely using Nert's props pack) - A couple of other bits and pieces Unfortunately I will not be taking any feature requests for this update and nor do I plan to expand this list. I'll be posting similar updates on my other mod threads. I am not looking for anyone to adopt/maintain any of my mods and they will remain All Rights Reserved until I state otherwise. Many thanks for your understanding, Benjee10
  21. Have a read of the manual in the OP - it gives pretty detailed instructions of how to fly the shuttle manually or using MechJeb. You need to make use of PVG and the cockpit’s adjustable control point for smoothest results.
  22. Not sure I’m afraid. Do you have module manager installed? Looks like it could be an issue with the optional extra for the Columbia-style wing strake texture.
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