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Yasutaka

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Everything posted by Yasutaka

  1. I believe what you mean is Soonâ„¢
  2. Confirming all issues seem resolved in the current patch. Happy I could help!
  3. Heyo Hyomoto! I'm a big fan of both RasterPropMonitor and your re-design of it's layout! In playing with them, I've come across a few bugs: 1. If you select one of the sub-menu in the SmartASS window (tested on OBT and TGT), the ESC button brings you back to the Plugin selection menu instead of back to the main SmartASS menu. Selecting SmartASS again will return you to the sub-menu you had previously selected. At this point it will be effectively impossible to return to the main SmartASS menu on that monitor. 2. On the TRGT -> TARGT screen, in the upper right-hand corner of the screen, the word "GPS" is still there, and is obscuring the new "PLGN" label. 3. The words "Radar altitude" are obscured by TRGT and PLGN in the upper right-hand corner of the INFO -> ALT screen. 4. When on either of the other two INFO screens, pressing 3 will not take you to the INFO -> ALT screen as 1 and 2 do for their corresponding screens. 5. This may or may not be a bug but, on the ScanSAT screen, 0 is labeled "SWAP" but does nothing. Meanwhile, 9 swaps between color and grayscale displays. It seems like you intended for this functionality to be tied to 0 instead of 9. It would make more sense to me, anyways. Hopefully you find this info helpful. It's possible that some of these may originate with RPM but I figure if any of them do, it would be fairly easy for you to identify them and maybe pass the info on to Mihara. Thanks for all your work on this mod, it's already added a lot of value to my KSP experience!
  4. Hey there Helldiver, Nazari, this is very nice work you've done! I honestly only heard about this mod a month or so back when people were talking about how you had seemed to have stopped work on the project, so I can't claim to have been following your progress but it's always exciting to see a high-quality project coming to fruition. Anyhow, I tried out your mod tonight and found a couple bugs, one more interesting than the other: 1. The internal and external "cabin light" states do not sync properly. Setting the cabin light state via the external view's context menu will not update the IVA's cabin light state: - Start with both external an IVA lights off, as with a new flight. - Toggle "cabin light" via external context menu option. - Switch to IVA view - IVA cabin light will not have turned on Setting the cabin light state via the IVA switch will trigger the external view animation, but will not update the context menu: - Start with both external an IVA lights off, as with a new flight. - Switch to IVA view - Toggle cabin light on via IVA switch - Switch to external view. Cabin windows will have lit up. - Toggle "cabin light" via external context menu option. - Cabin windows will suddenly go black and then play the "turn on" animation. The reverse of the second scenario (starting with the lights off) will result in the same bug. 2. This is the really odd one. I'll do my best to keep the description understandable, but it may be difficult to duplicate: - I used the KSO to ram my Space Station. The station had one ship (RPM-upgraded Mk1-2 Command Pod) docked to it, which contained all crew members, and probe cores controlling the station modules. - Upon impact the KSO cockpit was immediately destroyed and focus was switched to the station, with the Mk1-2 ship still docked to it. - Everything appeared normal. - I undocked the ship from the remains of my station. - I switched back into IVA only to see what I thought was an odd view of the destroyed KSO cabin. I came to realize that the console (and possibly other IVA elements) from the KSO Cockpit had appeared in the mk1-2 IVA, just in front of the upper two kerbals. At this point I become a little less certain about the details of what I did, but I'll recall it as best as I can. Initially, the KSO cockpit monitors seemed normal. I believe I then either swapped to the probe-controlled station or some random debris and then switched back to the ship in question (it is possible that I just left IVA for the external view or map view and then re-entered it). Whatever I did, when I went back to the Mk1-2 IVA, the KSO console's monitors were all displaying the "font" texture. I managed to take a single screenshot of this, and in doing so crashed the game. You can click the image below for a full-size version, if that is useful to you in any way. The issue with the "font" texture showing up instead of the proper monitor menus may just have to do with what I believe is an 11-monitor-per-IVA limit to the RPM plugin. There are 11 monitors in the Mk1-2 Command Pod already, so obviously the addition of the KSO monitors would put it well over that limit. It's worth mentioning that I am using the [current version of the] KSI MFD mod for RasterPropMonitor. I'm also running a handful of other mods on my current install, which I can list for you if necessary. Anyhow, I hope that information helps. The cabin light bug, at least, should be pretty easy to fix. I look forward to seeing where you go with this mod! = )
  5. Totally forgot about that. EDIT: Looking up Yogui's ATV again, it turns out that while the panels are long and thin like those on the concept of the ESA version of the Orion SM, they are still somewhat different (see here). It comes down to preference, I suppose. If you want to try them yourself, you can download them as part of the European Historical Pack from Lionhead Aerospace.
  6. I just use the 1x6 stock solar panels; I don't have a picture on hand but it looks alright. If you want to try something else, Near Future Propulsion Pack has some similar looking panels that you could try out, like these ones (though they are not really long enough): I just use the panels from that pack as they fit pretty well with stock aesthetics, but you may want to mess with their stats.
  7. Very cool! I'm loving all the RasterPropMonitor elements! The whole thing has a very futuristic look to it! It looks like this is primarily a transport (I'm thinking sort of like an interplanetary Soyuz). Does that mean you will be expanding the scope of the H.O.M.E. project? Will this ship be able to interact with base modules in any interesting ways that we may not guess?
  8. I'm a little surprised to say that for a moment I actually thought this was a picture of the new BobCat Soyuz superimposed over a picture of Mir. I figured it out pretty quickly but I'm still impressed. I guess BobCat's new textures bring the Soyuz even closer to the real thing than I thought.
  9. Awesome, I'm glad you finally got around to adding the Kvant-1 FSM! Very nice! Can we assume this means you will continue maintaining the Ãœøр station parts? Proton?
  10. Hey BobCat, I don't speak up very often, but I still lurk here a lot. You put a lot of work into your mods and I've gotten a ton of enjoyment out of them in the past. I haven't actually been playing KSP for a few months now, but I intend to come back to it and I hope you are still here making awesome mods when I do. I sent you what I hope is a nice tip as a thank you for all your hard work. Keep doing what you do!
  11. Is this the project you were thinking of? The assets all look pretty good, but I think it's inactive at the moment.
  12. Hey BobCat, nice trailer! I haven't been playing KSP for months, now (After several hundred hours I needed a break; I don't know how you do it!), but I wanted you to know that even when I'm not playing the game I love to come here and see what you're working on! I'm glad you're still making cool stuff and look forward to trying a ton of your newer releases out when I finally start playing again! As a cool little aside for you and everyone else, here's some awesome Soviet space program propaganda posters!
  13. @quadro7f Great to hear from you again! I will admit, despite what Kreuzung said about you not abandoning the project I had pretty much given up hope... though I did keep checking this thread, so there's that. Welcome back.
  14. Agreed. I'm not even playing KSP at the moment, but I'm still dropping in to check on this thread, among others, from time to time. Many if not most of the big names in the KSP modding scene seem to be waiting for 0.21 to come out. No need to worry, Razorcane.
  15. Hey, no worries! I just commented because it just looked really familiar.
  16. Haven't you you posted this picture before? I can swear I've seen it already...
  17. Excellent, I look forward to your new developments! I'm particularly excited for HOME-2 and MPSS!
  18. Really what I was referring to was that the actual arm has a "Latching End Effector" on each end, while the BobCat/Romfarer version has an LEE on one end and a permanent mounting point on the other. Like I mentioned before, Romfarer and BobCat were originally going to include the track/cart system that allows the canadarm2 to move loads along the length of the trusses with relative ease. I can only assume that when Romfarer was picked up by Squad, he had to make the choice to cut his work on the Robotic Arms Pack short. As a follow-up to what I said before... it would actually have been more complicated to make the Canadarm2 "walkable" than I might have implied. For it to work one way, it would have to be independently controllable (a probe core, basically) and made up of at least two parts, with a docking point at each end. Then a corresponding docking point would be have to placed at every spot where a grapple fixture should be (you can see them on some of the modules included in the pack already, but they are only for aesthetics.) The other way would be to allow the arm to make multiple "magnetic" connections (one at each end). I have never so much as glanced at the code for arms, so I can't say how feasible this would be.
  19. Looks good, as usual! Not to nitpick, but I noticed that the wheels kind of "pop" into place just before the end of the unfolding animation. You can see what I'm talking about . Just a heads up.
  20. Originally the Robotic Arms Pack was going to include the track system, but it got cut short as it was right about that time that Squad picked Romfarer up officially. If you dig around in the BobCat Ind. Historical Spacecraft thread or Romfarer's Lazor System thread, you may be able to find some pictures of it, but I suspect they were lost during the April forum rollback. I can't think why this wouldn't be possible in KSP. Multiple docking points are possible, and as long as the arm is attached to an active vessel on at least one end, it should be controllable at all times. I'm not sure why Romfarer and BobCat decided not to do it that way, but I imagine they must have had their reasons. Too bad, really. I think you're quite right: Canadarm2's ability to "walk" itself across the station is it's coolest feature!
  21. DarthVader quoted BobCat's post in that thread at the top of the previous page. You can click the button next to BobCat's name to go to the quoted post, and thus the thread. In any case, here's a link to it.
  22. @Devo & BobCat Things seem to get dramatic on projects that BobCat is involved with, from time to time. Not sure if it's communication issues or what, but it seems like a trend... pretty typically internet stuff though, so maybe it's just a coincidence. Anyways, I hope you guys work it out. Either way, thanks to you both for the work you've done, both on and off the ISS project.
  23. Thought so, thanks. The new Quest looks nice. That's what I thought, but I didn't spot a CBM port on the PMA in any of BobCat's pictures, so I asked.
  24. I'll be happy to see a quality Apollo Mission pack either way, but I'd say the LRV was a pretty big deal.
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