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Orionkermin

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Everything posted by Orionkermin

  1. Interesting, it does reuse a bit of the onion's texture. I'll install ATM and do some testing later. Thanks for the heads up!
  2. Do you have RPM installed? I haven't had time to test the compatibility of the patches for the RPM interiors. Although if it's just for the Leek that's strange. Are all the other parts appearing?
  3. They USED to gimbal. Maybe something broke between editions, I will investigate on my end at the earliest possible chance. (Had to go in to work today, hooray for six day week!) - - - Updated - - - They USED to gimbal. Maybe something broke between editions, I will investigate on my end at the earliest possible chance. (Had to go in to work today, hooray for six day week!)
  4. OK, fixed the bug with that texture. I also removed ModuleSAS from the manned pods. It allowed an exploit where non-pilots could fly with SAS on.
  5. Slightly shameless plug, but I know that 2 Kerbals can fit in a 1.25m pod without their helmets. Check my own: Link as well as the Tantares soyuz. The K2 deserves mention as well, but I don't think it has an IVA? I would still like to see something in the stock game however, I think that the multicrew pods come too late and are all too big for the early and early-mid game. I'd also like to see what Squad's take on such a pod would be.
  6. Dang it! Didn't catch that, I must of messed somthing up switching to DDS. I'll fix it tomorrow. That lander is especially adorable, I like it a lot!
  7. Are you reloading your part database after you make changes? (Alt+F12 menu)
  8. Yup, heating still needs to be looked at in much more detail. Since it's a pretty new system there's a lot to work out. Things weren't breaking from it, so I've put it off in favor of more immediate concerns for this update. I noticed the same thing with the Radish, it could be entirely possible that pods can't have ablator and work properly in the stock heating system. It will require more testing and experimentation.
  9. OK. First update of 1.0 is up on the OP. I'm positive there will need to be more patches in the near future and I will continue to work on the balance. I know I need to look at all the heat stuff for sure. I didn't get a chance to add in craft files, but I will in the next update.
  10. OK well if you decide to, let me know if you have any questions or need pointers, I can try to help. These are the parts from SXT I was thinking of BTW. It's not a 1:1 TKS, but it can be argued that it's more in the spirit of the stock game than even HGR's and Tantares' "Kerbalized" crafts. You are correct however, it is not updated yet. I'll leave a link in case anyone reading the thread is interested in the mod.
  11. Been a little while since I used it but doesn't Lack's SXT have some TKS style parts? I think "stock-like" has become rather subjective. Since the stock parts are all over the spectrum in terms of quality and style. Everyone seems to feel differently on whether or nor parts are stock-like anymore. The almaz would probably make a good learning part if someone did want to start modeling and texturing. It's a pretty simple shape over all. Blender and gimp are free, and there's lots of tutorials out there
  12. I meant the standard 1.875m one in the mod. But, it's up to you.
  13. Oh yea, I'm planning to redo the whole thing at some point. The whole soyjuice is slightly out of scale with the rest of the mod. It's a holdover from before I realized I wanted to make the mod focus on 1.875m diameter parts. Back when I was just sort of doing "whatever." Edit: I should mention that by using the editor gizmos, you could probably use the standard decoupler with the soyjuice. It should still work fine that way.
  14. Check in the structural tab, there's a more standard style decoupler there. It's pretty flat so it's easy to miss. The frame style one is really just meant for the SoyJuice (Soyuz)
  15. I did say most likely. I wanted to make sure all the textures get converted to DDS format before I upload it. I got home late from work so hasn't happened yet today.
  16. That's an interesting Idea actually. I wonder how well it would work to simply make every part available from the start, but bigger and more complex parts require more funds to develop. It would allow players to build out their space program the way they see fit from the get go. Part development costs would need to be rebalanced of course. Maybe I'll give this a dry run using a module manager cfg to move everything to start and tweaking the game settings. I'll use strategies that turn science into money, to represents funding provided for the studies.
  17. So I'll most likely be making the dev version into the first 1.0 release of HGR tomorrow. I haven't really gotten any major negative feedback yet, so this will at least make a good 1.0 compatibility update. I know that there is still more testing to perform, more balancing to tweak and other mod support to update. All this will come in a future patch/ update. You've got till around this time tomorrow to voice concerns or issues with the current dev build. Thanks for all the help so far everyone.
  18. Aye, I've added it to them in the dev version I posted a page or so back. Along with custom drag cubes as well. Actually I noticed it from the other thread you posted in, so thanks!
  19. No sorry none in that dev version I posted. I just haven't gotten time to put any together and there was higher priorities. I'll do my best to get a few put together for the actual update.
  20. OK I'm putting up a link for a beta version of what I've been working on. I don't think I'm going to be working on this anymore today, but let me know what you guys think if you give it a try. If feedback is positive, i'll make an official update. Thanks everyone! Download: .rar]http://www./download/jlkclfrzxm3yckv/HGR_V1.2.0_[beta].rar
  21. I had to delete that line because it was getting some kind of NaN bug. I also changed the mass and thrust in addition to ISP so my values might be slightly different. I'll try to compare yours to mine, but I might wait until after this initial 1.0 release just to get a compatible version out to the masses. Why did the soy-juice service module have a dry mass of 0.4? Holy OP batman. I decreased the max fuel for it as well. I got chutes working by forcing custom drag cubes... note that this may require that you delete your parts database and reboot KSP for this to take effect. I'll more detailed information about this when I update the installation instructions. Moving on to tech tree integration. Edit: @Passinglurker you might want to just run through the actual .cfgs and change them manually. If people really want the legacy tanks I can throw up a DL for them, but not today.
  22. Hey just stopped by the thread. Thanks for all the help guys, I've been pretty much working on updating the mod all day so I've already actually done a balance pass on all the engines(Will still need more refinement I'm sure) I've integrated all the stuff I already have finished in HGR Redux including the new version of the G-90. I've gotten a rescaled stock fairing base working as well as added stock procedural fairings to the Heavy escape tower. So now your payload can vary and still have a soyuz style abort. The old fairings caused a lot of phantom drag so I'm going to drop them in favor of the stock type. The heatshield now has Ablator and works with stock reentry heating. I have the beginning stages of the 2 man green soyjuice in. I'm working on the chutes right now, and will moving to tech tree reintegration after that. I'm doing my best to get an initial release out today and will just plan to patch it further in another week or so, based on feedback and further testing. If someone wants to keep the legacy parts around just hit me up with a download and I'll be happy to add it to the OP. I'll get back to you guys in a bit when I figure out what's going on with chutes. :/
  23. That works for fuel but not Oxidizer unfortunately.
  24. Yea fuel does, they added wet wings. Check out the new shuttle wings they default to empty so you have to tweak fuel into them.
  25. Hi, I was trying to update a radial LFO tank and I've noticed that now fuel will cross-feed but not oxidizer. Kind of disappointing as I know there's more than one mod out there with parts that would have benefited from allowing radial cross-feed. I guess that will still be dependent on plug-ins.
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