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KSP2 Release Notes
Everything posted by YANFRET
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[B][FONT=Arial][SIZE=7]1.0.5 Status Update[/SIZE][/FONT][/B] As we speak the Chaka Emergency Technical Response Team has been activated and is working the latest issues. [IMG]http://www.nasa.gov/images/content/755129main_jsc2013e058784.jpg[/IMG] The 1.0.5. technical challenges are not simple but well within the "solvable" category. Stay tuned for further updates and thank you for your patience.
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Actually Orion (and Bobcat) are off the hook for [I]"255 Gate"[/I], it was the lower rounded DCS tank and a few Aerojet Kerbodyne models, as well as NOS Altair (we expected that, it's history is coloured by a hard drive failure during development at the manufacturer's facility) Both of those issues could be overcome but we're still left with the service module "Collider Gate", which could be overcome by using procedural fairings instead, but that would mean some really strange modifications to Orion's nodes and possibly some ugly parts. And that just gets us into orbit, I'm afraid to even test the Duna systems.
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[quote name='NathanKell']Yes, when I woke up in the morning three weeks ago my overriding concern that day was [I]I must break Chaka.[/I] Curses, my evil plot was revealed! ...oh wait.[/QUOTE] [IMG]http://cdn.meme.am/instances/250x250/65373651.jpg[/IMG]
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Yeah, I get it. And Bobcat was probably smoking something back in 1992 when he made the American Pack Orion model, but we love it anyway, faults and all. Perhaps 1.0.5 is the end of the road for that motley collection of poorly modeled and textured parts, forced to be brilliant and greater than the sum of their bytes by the will of a monkey.
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[B][FONT=Arial][SIZE=5]Regarding 1.0.5 and Chaka:[/SIZE][/FONT][/B] [B]EDIT:[/B] 1.0.5 lags out when models above 255 polys on the hull are used, and also the "ignore collider" call is broken, making all sorts of poorly designed models explode and destroy each other. Here is our support issue thread: [url]http://forum.kerbalspaceprogram.com/threads/139654-1-0-5-causes-failure-of-ignore-collision-and-lags-out-with-models-over-255-polys?p=2297907#post2297907[/url] Having done the research, we have concluded that development of Chaka can not continue until these two changes to KSP are overcome.
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Yeah It's pretty rediculous when a poly count that works great in ksp 0.21 on a laptop lags down to 1fps on a 3.5ghz system doing nothing more complicated that floating Bobcat's Orion model under a chute, presumably for it to land softly on the exploded wreckage at the pad caused by ignore collider failures a few moments before. [IMG]http://imageshack.com/a/img905/6073/adaUBG.jpg[/IMG]
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From 0.24 thru 1.0.4 I've never had a problem with models over 255 polys but now in 1.0.5 I get a lot of lag when handling such models in VAB and at the pad load [IMG]http://imageshack.com/a/img911/9928/U6g6W7.jpg[/IMG] [IMG]http://imageshack.com/a/img908/2694/AIOGOb.jpg[/IMG] Also service module fairings ( SDHI style for example ) are impossible to use now because the ignore collision is suddenly failing... again never had this problem in previous versions. [IMG]http://imageshack.com/a/img903/8148/PzZYYf.jpg[/IMG] Unrelated, in 1.0.5 I seem to get tons of lag under time warp.
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Somehow your Orion mount has become invisible, actually I've never seen that happen but the lower piece is a separate model and if it were to not load for some reason it would look like that. Let me know if you find out something is conflicting.
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Anyone else getting low frame rates under time warp and an extended low frame rate period at the pad while game loads the IVA's??
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We are having the same issue with decouplers / fairings with 1.0.5 and Chaka... it's a mess.
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Okay so gimbal was disabled on the legacy bobcat core stage a few KSP revisions ago when it started reversing its gimbal without explanation. Since it's always been a stand-in part until the new SLS core stage model is ready, we havent looked into it any further, other than to raise SAS power to extreme levels for that part and disable the gimbal, expecting to replace that model at some point. Thank you for making us aware of that plugin option! We confirm your findings. 1.0.5 update of Chaka is not released yet, we are working the issues. Here are the details.... As far as things exploding from retro motors, that's all been fixed. The remaining problem is collider snagging on service module style fairings. Other mod products with similar assemblies are experiencing the same issue. For example, if you download the 1.0.5 update to FASA and try to launch the Saturn V, you will see an explosion so large it will set you back in the chair. They are, and you're right they could be taken from the contributor's products, but so far we have stayed true to the "simple is better" methodology and might shy away from bells and whistles in favour of reduced pack size, compatibility and mission function. This might sound really conservative, but like spaceflight itself, every tiny piece of Chaka comes at the cost of something else, such as part texture size and quality or frame rate for some users.
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Updated Munar 2x / Advanced Monkey Rover Type X ♦ Harder ♦ Better ♦ Stronger ♦ Faster ...All Munar products are now balanced to make them more friendly with autopilot landing. For example, the rover's initial retro engine power is matched to the rover's terminal landing engines, to prevent the autopilot from assuming it has more room to decelerate than it actually does. The Habitat module now has an expanded fuel tank and uses it's radial engines for the entire landing sequence, deleting the stage below it. Rover Type X now as an expanded ALCOR pod, and more fuel for polar targets as well as post landing flight.
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Introducing: Advanced Monkey Rover Type X -Mass balanced for greater stability -Direct connect wheels reduce parts count -Expanded wheel size option (shown) -New wheel textures -Expanded rover base -Fuel cell backup power -Auto Locking center wheel set (saves you a step after landing) -Reduced dependency on torque to remain stable on landing (saves you another step after landing) -Increased fuel capacity for terminal landing stage, and option for even greater terminal fuel capacity with expanded retro stage ( updated images below )
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Yep! They probably do Update Progress: After we added the Orion + Hab and the CX Aerospace node hardware, I wanted to go back through the pack and find opportunities to increase parts count efficiency and reduce pack size. So we did. The overall footprint on disk is down to 188mb, and texture quality of some parts in fact has gone up. Any parts removed from our trimming process will now be included in a separate "Extras" folder with the download. So if you want to go back and re live your favourite white-painted SLS launch or something, there it is. We re built the rover to an extent, looking for frame rate opportunities on the ground. The other landers have had their parts count reviewed as well, looking for the optimum landing site frame rate experience. In this quest; the "Technical Lander" series of products has been canceled. There is an issue with the fustek cupola which in certain circumstances causes a frame rate lag. It has to do with it's collider and mounting it, plus the textures for that system are huge. Sorry to see it go, but it's time, and in the end, you can add it back with the extras folder. Revised Duna Habitat / Support Hardware - New cupola system - Reduced parts count - Adjusted dock port heights - Flight tested
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parts [1.2] Karibou Expedition Rover [0.3.0]
YANFRET replied to RoverDude's topic in KSP1 Mod Releases
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New Cupola Textures:
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SLS Orion system sold separately. Revision includes crew tunnel and solar / radiator hardware, and expanded upper stage to compensate. Revised Skylab II: Featuring CX node hardware. CxAerospace ( cxg2827 ) has been extremely gracious to license their CBM and Node 1 hardware to Chaka for the purpose of Monkey Exploration. These two modified parts will be included in the next Chaka revision. They are expanded in size by 1.3x and have revised textures and node strengths.
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No. They remind me of a family power boat, I think that's just an embellishment on their part. I would like to do a diagonal stripe, Ares 1X style, but it would be a fair amount of work on the Bobcat SRB's because they repeat in stripes around the core. SLS BLock IB: Munar 1x Orange Monkey Foam Edition - - - Updated - - - The white painted core and extender tank will be included in an "Optional Extras" folder with the download, however will not be included by default in the install. Revised Minmus Express
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Vab folder
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I'm not quite sold on the speed stripes they have added... but I might get sold on some Ares 1-X style diagonal black stripes toward the top as shown on nasaspaceflight.com
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Looks like Chaka is getting an orange Monkey Foam TM stage adapter as a Halloween gift.
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So they waited until right before Halloween to reveal the orange paint scheme??
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ORANGE FOAM CORE STAGE! Told you so! https://youtu.be/5MVXAkMeQDc
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Orion SPS Nozzle Expansion Increased ISP with expanded nozzle. Fits into standard Orion attachment fairing, and makes better use of available space. Note rendezvous and docking testing with revised Duna Return to Orbit capsule.