-
Posts
1,034 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Francois424
-
Having fixed the M27 Cockpit I was waiting on to explore the Mün, I delivered my Mün truck via skycrane and am roving the Mün. It is ***InSaNeLy*** easier than it was in previous version to rove the Mün, and it's making exploration much quicker. Pictures to follow when I'm done with it... eventually. When I have more time, I am continuing to clean-up my install and update my parts-pack I accumulated since 0.23.5 so everything works in KSP1.2... Since I am a perfectionist, it's taking far more time than it should otherwise take. But once done it's going to go much quicker with future KSP revision.
-
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Francois424 replied to bac9's topic in KSP1 Mod Releases
M27 Cockpit is the only part I fixed.- 4,460 replies
-
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Francois424 replied to bac9's topic in KSP1 Mod Releases
Well... here was no option to turn the lights on, even after doing #1... VAB or otherwise. If it works on your side, then that's great @blowfish, don't sweat it. I'm more of an amateur modder than a pro, so there might be more stuff I did not understand this Sunday. In my case I had to import the code from a squad part (and it worked too). Thanks for your hard work on this mod !- 4,460 replies
-
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Francois424 replied to bac9's topic in KSP1 Mod Releases
Woooo! I've fixed the M27 cockpit ! Three things have changed : In the line "module = CommandPod", CommandPod needs to be changed to "Part" --> This will allow the part to show up in the game/tree/VAB/SPH The lines for the lights needs to be changed to the default light module for version 1.20 I copied the antenna module from the "Mk1 lander can" into the part's file as well. Number #2 and #3 are optional, as it does not prevent the part of showing-up in-game, but since I was fixing it, why not. I hope this post helps ppl interested in the parts, and obviously the mod's creators to save a bunch of time updating their parts. Good week end !- 4,460 replies
-
- 1
-
I was thinking... something like 7 moons. We have Jool-5 already, and Sarnus (OPM) is also 5 moons. Stuff like: - One moon with a really thick atmosphere and low gravity. Like 120'000 meters at 1/3rd gravity (so Mün/Duna sized). - Another one like the @NovaSilisko Laythe equivalent (volcanic and such). - Another with a very eccentric orbit, like it comes inside the closest moons, and extends beyond the furthest moon. - I'd like to request a moon very close to the Gas Giant, so half the sky would be taken by GP2, and with an inclination that makes it so we can see the ring almost all the time. I'd like this spot to be rich in Ore too. 0.25G would be nice. - A cratered moon like the Mün (Maybe not as many craters, but maybe 1/3rd the amount, but with 1-2 really huge/deep ones). - A small but dense moon (0,65g) with a thin 5k atmosphere, that has Oxygen present? would be weird for jet planes, but could be fun. - the final moon should be larger but less dense, maybe 0.5g, with an "Odd rotation" which always show the same "pole" to the Sun no matter where the moon ends-up in it's orbit. Dunno I possible but would be cool. Better not land on the dark side. haha. More than enough things in the universe to make your own, but this would be really awesome. And OPM could/should be stock... agreed.
-
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Francois424 replied to bac9's topic in KSP1 Mod Releases
That would explain why the M27 cockpit isn't showing up. I get the exact same problem @_Astra_ is getting. I got the M27 cockpit part and all of B9 folders (since everything is scattered in many places) and yet it refuses to show up even when I have the correct nodes unlocked. Don't know why it's happening and was not able to fix it myself.- 4,460 replies
-
Cricket sounds too low.
Francois424 replied to Francois424's topic in KSP1 Suggestions & Development Discussion
Yeah the birds are loud and clear. Crickets and RCS sounds aren't. It's a good thing when I can complain about the "Nice to have" stuff instead of game crippling bugs. Should be taken the good way, and since it's a matter of editing a sound file (or 2), should be an easy adjustment. -
Exactly the same problem with the Crickets at night. I hear nothing except if I crank the volume so high that I go deaf anytime I crash something. I agree, RCS sound is too low. Hopefully a quick hotfix could double the volume (at least) on these 2 things.
-
Continuing my new career save in 1.20, I wanted to go to the Mün... Not because it is easy but because it is full of Science. Unfortunately, the folks at B9 Aerospace did not finish the M27 cockpit in time for the missions, and we decided to farm Kerbin for science with the newly unlocked FS-100 "Owl" propeller engine, and all the science experiment tools we developed after the Minmus mission returned. It also gives us the means to conduct a lot of surface experimentation contracts scattered all over the planet. A fitting test for the new engine. Now where have I seen this thing before? The Delta-One piloted by Bob and his new friend the nosecone autopilot module leaves on a mission to science as much as Kerbin as possible. Night is falling a bit after half the mission... The onboard generator is already using LFO for power because Bob broke the Port solar panels when doing EVA earlier... We have enough fuel to bring the Delta-One home, however ! A night landing ? No problem. With the "Mooooreee Liggggghts"TM illuminated runway, the Delta-One easily positions itself for it's final approach . . . . . . and nails the landing on the first try... Man these Crickets are so quiet, lets ask the caretaker of the fields to breed some with a louder voice. Not as Impressive as the Minmus mission, but this amount of science off Kerbin is impressive. Now if we could only get what we need for the Mün mission. I guess it's tourist time later ! It was very satisfying using my own propeller engine in 1.20, let alone in a career game where science counts towards getting more juicy parts unlocked. Now it's back to doing some contracts and hoping for the M27 cockpit to be updated soon for my Mün mission. G'night all !
-
What the title says... Crickets really need to hum louder. I had to put my volume 3x the usual amount to just barely hear them. Since ppl might complain they are too loud if you raise the volume too much, how about an additional slider "Cricket volume" in the settings ? At any rate, it's nothing compared to the birds and it's a shame... I am rather found of Crickets in RL too, until my cat eats them all at any rate Oo
-
I started a new career at default difficulty, with these changes : Giving myself 10'000'000 Kerbucks to unlock all facilities. I want a career with missions and dealing with funds, but not spend time to unlock all buildings. Decline Penalty Zero for contracts. Signal required for control Occlusion Modifier maxxed (1.10) as signal passing thru a planet/moon irks me to no end. Might reduce Range modifier if Kerbin-ground-based antennas reaches too far down the line. What is the use of a DSN if Kerbin, naked, can reach to Eeloo ? Kerbals level-up immediately (I loved that mod "Field Experience", not about to ignore it when it becomes stock). It's my first game, I might tweak the numbers more if I am displeased with something
-
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Francois424 replied to Galileo's topic in KSP1 Mod Releases
Thanks for this... Wasn't complaining because I appreciate that every modder (including me) are trying to update but time is short... But fixing bugs is... <3 -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Francois424 replied to bac9's topic in KSP1 Mod Releases
*Finishes reading this thread* So that explains why the M27 cockpit does not want to work anymore. I was wondering what was wrong and even checked all the files that makes it work (they are scattered in too many folders, lol). But fact is, I couldn't find anything wrong. Incompatibilities in 1.2 it is and the first time in a very long time an update breaks the M27_Cockpit.... I'm actually surprised... Will be waiting. Thanks for your hard work on this.- 4,460 replies
-
^^ This. Not only that but in my case where I have personalized parts I've kept over the years, it takes me far more than 2 hours (Consider yourself lucky). I can relate to some modders not having time to update everything asap. I'm still only halfway done thru my stuff, and watching what updated before firing the game for a long session. Just keep at it OP, and bookmark your favorite mod's KSP forum posts in your browser of choice. It makes it far easier to check for updates.
-
This was pretty awesome way of getting a rover down there... I usually build too big to use something like that, but I loved how you did it.
-
Instead of continuing my new 1.2 campaign, I started importing old mods of mine (mostly custom parts I created over the years) into 1.1.3 to polish them, fix them, and make them working 100% of the way instead of just tweaking a few numbers for a mission's sake and calling it good. My first part to be imported is a very old (0.23.5) propeller that still had old Aero curves/ISP and even old code no longer used in parts nowadays... Suffice it to say it took me over 5 hours split in 3 days to get right, and I still have to clean the code (remove ignored lines with"//" clean up the part name, description, research cost/node... etc) but it is done and working as I want it to. Jebediah flying a science delta-wing, testing the new propeller for the.... 25th time ? It's actually working like we want it to, for once ! The new 'FS-100 "Owl" Propeller' up-close... Derived from an old 0.23-ish FireSpitter engine, it will carry you to just above 10'000 meters at around 100 m/s speed. Near it's maximum stable height of 11'250 meters, this engine will carry you at 77.5 m/s with extreme reliably and stability. I needed this engine as it won't keep climbing to the stratosphere (+30'000 meters) like my other propeller which I used on the "Scott's Feather" reproduction I made a few months back. So now I have one for regular atmosphere cruising, and is very efficient, and I have the other for Stratosphere/Orbital missions which eats electricity like crazy. The "Owl" starts out @ 110m/s at 1'000m, and as you keep climbing it steadily decreases speed (100m/s @ 4750m, 85m/s @ 8'800m, and then around 75m/s @ 11'000m). The engine has enough power for heavier loads and works on electricity and atmosphere only (no oxygen required). Special thanks to @NathanKell and @Dr. Jet in the thread "[HOWTO] Airbreathing Engines in KSP 1.0" dating back to 2015 that allowed me to put-in finishing touches on my engine I would never have grasped otherwise. KSP 1.x mechanics for the thrust/atmo/speed curves is MUCH different from pre-1.0 and was extremely confusing to say the least. I almost gave-up at some point. Hopefully my other parts to be polished for 1.2 will be mush easier to bring over, and the new 1.2 aero won't mess the Owl's performance (to be tried soon!).
-
[1.2] Galileo's Planet Pack (development thread) [v0.9]
Francois424 replied to Galileo's topic in KSP1 Mod Development
It was Ion-Hybrid Pack which I grabbed in 0,23 for the blue-ish starship, with NearFuturSolar for those "Trio Solar Panels". Originally the engines where made with a 900 ISP and consumed LFO + Electric + Ion. I then remoded the Engines to have end-game ISP (as in Interstellar 10k+), and only use Ion/Electricity, my own version of a 250KN ion engine. (PM me if you want more info, we're hijacking poor Galileo's thread here). Looking forward in trying your mod Galileo. I will probably dabble quite a lot in the new KSP1.2 + OPM when it's ready at first. But it's on my list for sure.- 1,030 replies
-
- 3
-
- gpp
- kopernicus
-
(and 1 more)
Tagged with:
-
[1.2] Galileo's Planet Pack (development thread) [v0.9]
Francois424 replied to Galileo's topic in KSP1 Mod Development
Heh, I wondered if anyone would ever catch the reference... Then again I did not think anyone read my Jool-5 story as I get more like posting a crappy low-tech Minmus rover. Thanks for thinking it's awesome... I really mean it. Took forever to put that thing together- 1,030 replies
-
- 1
-
- gpp
- kopernicus
-
(and 1 more)
Tagged with:
-
Hyper edit has far more powerful tools than the stock one does. And you don't have to calculate from the center of the planet (unless that was changed in release) There is also that "Landing" option you can perform with it, where your rover gently floats down to the surface. Very useful to test rovers on Eve / Laythe. Stock one does the job, and is great if all you want is to get in orbit. If you need more, Hyperedit still is better.
-
Wheels are indeed perfect right now, not a single problem (other than pilot error from my part). And I've strip-mined Minmus. I use the fabulous fours a lot. But since you can make your own Kerbal, I was tempted to re-write a few names, I've resisted that urge thus far.
-
New inventions, life support, parts...
Francois424 replied to Darnok's topic in KSP1 Suggestions & Development Discussion
Airship opens up a whole world of possibilities for any atmosphere worlds. Eversince watching Scott Manley's "Eve or Bust !" series, I felt Airships would be "nice to have". It's far from being required, but as someone that likes taking his time roving around, a middle craft that would go say, a very steady 75-100 m/s on Kerbin (faster then 30m/s rover, slower than 250m/s planes) would be great. I would really like some means of telling the Airship "Hold X sea level altitude", say 8'000m. In fact that would be great for any plane whatsoever in KSP... But would really fit with the Airship style. - - - - - I am not sure I would use Life Support to be honest. But if I where, here is how I'd like it to be : 3 resources: Snacks, Water, Air. Small/large containers for each, like current LS mods out there. No waste products. They just get used. Advanced LS parts could be: Greenhouse (Solar influx = reduce consumption of snacks), Water recycler (reduce consumption of water), and Air scrubber (reduce consumption of air). could be different levels thereof. I like @Darnok's idea of hibernating kerbals (can't control anything tho) to save tremendously on all three supply types. That's it, no waste/CO2 management. Keep it simple and it'll fit nicely in stock KSP.- 17 replies
-
- parts
- life support
-
(and 1 more)
Tagged with:
-
Yesterday I played an hour or two before bed and managed to get "rolling around the KSC" and get enough science for today's expedition to Minmus. Delivered via the Minmus Exploration Automated Lander (MEAL) . . . . . . The Minmus Exploration Rover (with Bob at the helm) features a Probodobodyne Okto for auto-pilot, a static Communotron 16-S, 8x RCS Nozzles 735 units of Monoprop. It also features a Goo Canister, Science Jr., Thermometer and a Barometer to collect that sweet science off Minmus. So Bob started roving around. After a few Kerbal days (few RL hours), Bob was done. He went outside to plant a Flag on the Greater Flats, and awaited the Rescue Ship to bring himself and that science home. Good Job Bob ! You got science from every biomes and still had 307 units of monoprop left. Successful mission with a successful rover. Now sit tight, we're coming to get ya ! The Rescue-One has landed, piloted by Valentina. The science Bob transmitted home helped tremendously in getting this craft built. Bob gathers the science off the Experiment Storage Unit . . . . . . and eagerly boards the Rescue-One to return home. After a full 31-day mission, he's earned it ! A night landing proved no challenge for Valentina, but the ablator ran out as the Mach effect appeared. It's as if the KSC planned it or something. Mission Over ! Sweet, sweet science ! A very successful and productive day indeed... First real test run of 1.2 went great. The performances increase are absolutely amazing, and I really love the science box and... 1.2 is Great ! Don't know what I'll be doing next. A few Kerbin missions to make sure to keep a positive cashflow, and maybe the moon if I have all the parts that I want unlocked. Thank you for reading !
-
nerver mind
-
I find the use with having a scientist driving my Minmus rover right now, and having SAS on like he was a pilot. Might not sound like much, but without power into the fly-by-wire control on this rover, it wants to crash all over the place. Also, you can pretty much strip-mine a lot of bodies for science with only robotic craft. Yes, you're missing out on Crew Reports/Suface samples/Goo/Science Jr. but there's so many places to go to gather science. Before this patch the return for robotic mission wasn't really worth it in my book... Now it's something interesting, borderline OP. Some kind of optional life support would be nice tho. Nothing too fancy... Snacks, Water, and Air (no by-products/waste/CO2 accumulating).