captinjoehenry Posted May 16, 2019 Share Posted May 16, 2019 2 hours ago, Shadowmage said: Those patches have not been maintained in... forever. Too much flux between all of the mods in the past for me to keep up with all of the changes. Perhaps now is a good time to look into cleaning them up though as I don't foresee any large changes for SSTU in the future, and Nertea is actively pushing 'final release' tags to his mods. Cool! Quote Link to comment Share on other sites More sharing options...
FrancoisH Posted May 17, 2019 Share Posted May 17, 2019 Hello there again, When I do decouple heat shields, there's a decouple sound but no animation, unlike with stock one. Is this known, normal or do I have something interfering? Found nothing in the log. Kind regards. Quote Link to comment Share on other sites More sharing options...
123nick Posted May 17, 2019 Share Posted May 17, 2019 hey, i have a question, when starting a new game, there is settings for boil off. however, other mods also add in their own boil off mechanics- IIRC, KSP-IE and nerteas cryo tanks have boiloff built in. will this mod interfere with that; will i have, for example, stacked boil off values, or anything like that? im just worried if it will be an issue or not, but if this just affects your own mods tanks, and other mods hopefully wont affect your mods tanks in addition too your own boil off mechanics (iirc one of the mods adds in boil off for all resource storage of liquid hydrogen, when using CRP, but i am not sure of this). Quote Link to comment Share on other sites More sharing options...
FrancoisH Posted May 18, 2019 Share Posted May 18, 2019 On 4/23/2019 at 11:15 PM, Shadowmage said: Should work on either version, but was compiled against the KSP 1.7 libraries, so can only guarantee compatibility for that version. Thank you On 5/13/2019 at 9:12 PM, Shadowmage said: There should be an unlockable 0.625m diameter option for the fuel tanks. Don't remember offhand when/where it is unlocked, but should come with the stock 0.625m tanks. I do use CTT (Community Tech Tree) and they should be unlocked near the beginning ? And still not unlocked on Tiers 4. Seems a bit strange. I'll ask on CTT post later but nobody else did notice that? Quote Link to comment Share on other sites More sharing options...
sadina Posted May 19, 2019 Share Posted May 19, 2019 I believe it'll be better if some new engines such as BE-4,Raptor Vulcan engine and Chinese's YF series engines are added into this mod since there is no other mod can simulate them in this kind of high quality. I also believe there are more people would like to use them in their own rocket. Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted May 23, 2019 Share Posted May 23, 2019 (edited) OD'd on ARK the last few months, slowly playing KSP again here and there. Right now I am contemplating making a 1.6.1 RSS install, updating from my current 1.3.1 setup and was wondering if there is any use in making craft files for the repository in this version? Are there major changed between 1.6.1 and 1.7.0 that would break the craft files: would 1.6.1 crafts work in 1.7? Edited May 23, 2019 by Jimbodiah Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted May 23, 2019 Share Posted May 23, 2019 On 5/16/2019 at 6:09 PM, Shadowmage said: Those patches have not been maintained in... forever. Too much flux between all of the mods in the past for me to keep up with all of the changes. Perhaps now is a good time to look into cleaning them up though as I don't foresee any large changes for SSTU in the future, and Nertea is actively pushing 'final release' tags to his mods. Far Future was always a deep WIP mod and has not been updated by Nertea in a while. Near Future I can look into soon as I am starting up a new install (although probably 1.6.1, it should update a lot of those integrations). Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted May 23, 2019 Author Share Posted May 23, 2019 2 hours ago, Jimbodiah said: OD'd on ARK the last few months, slowly playing KSP again here and there. Right now I am contemplating making a 1.6.1 RSS install, updating from my current 1.3.1 setup and was wondering if there is any use in making craft files for the repository in this version? Are there major changed between 1.6.1 and 1.7.0 that would break the craft files: would 1.6.1 crafts work in 1.7? I do that from time to time as well (ARK, or others; currently doing a run through a RimWorld colony). Can't be all KSP all the time. To answer your question -- there were pretty much zero substantial changes between 1.6 and 1.7 for SSTU (nor am I planning any for 1.8). Craft files should continue to work for those versions, and into the future as far as planned. 3 minutes ago, Jimbodiah said: Far Future was always a deep WIP mod and has not been updated by Nertea in a while. Near Future I can look into soon as I am starting up a new install (although probably 1.6.1, it should update a lot of those integrations). Would be much appreciated, if you have the time. Just some basic integration would be good for now, though long-term I do want to develop fully fleshed out model/variant/fuel switching w/endcaps etc. I'll be working some over the next few weeks in prep for the upcoming KSP 1.8 / new DLC, and this would be a perfect opportunity to add either updated patches or some 'official' craft files. Quote Link to comment Share on other sites More sharing options...
sadina Posted May 24, 2019 Share Posted May 24, 2019 12 hours ago, Jimbodiah said: OD'd on ARK the last few months, slowly playing KSP again here and there. Right now I am contemplating making a 1.6.1 RSS install, updating from my current 1.3.1 setup and was wondering if there is any use in making craft files for the repository in this version? Are there major changed between 1.6.1 and 1.7.0 that would break the craft files: would 1.6.1 crafts work in 1.7? I believe there is no need to worry about those crafts files, they works fine——at least on my computer. May be you could open the game and run some test. Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted May 24, 2019 Share Posted May 24, 2019 (edited) You mean the current 1.3.1 files work in 1.6/1.7? I can check. Found a bunch of things in my JPL patches that no longer work, mostly based on the COS parts (modules have changed). Just updated the RSS patch and SSTU Color Presets, almost no changes needed here so I got off easy Edited May 24, 2019 by Jimbodiah Quote Link to comment Share on other sites More sharing options...
RaiderMan Posted May 24, 2019 Share Posted May 24, 2019 none of the sstu craft files from 1.3.1 survived the transition to 1.6 era sstu...so from my personal experience I'd have to say no. ...this more or less led to me having to recreate from scratch, my ares purebred liquid shortstack...which was a complete PITA for the record..all those sliders...the sliders... *shudders in horror* Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted May 24, 2019 Share Posted May 24, 2019 Yeah I figured, some parts have been combined into one modular part and even modules have been replaced, so I doubt anything will load properly. Trying to fix all my COS based parts for the JPL patches mod at the moment, need to rework them all from scratch I think. Quote Link to comment Share on other sites More sharing options...
RaiderMan Posted May 24, 2019 Share Posted May 24, 2019 some good did come of it though, I was able to improve upon the original intended design somewhat..she's now close to a saturn IVB launch stack in height..I wanna try and get her shorter if I can. Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted May 24, 2019 Share Posted May 24, 2019 If you have any of the builds in the repository for 1.6/1.7 I'd be happy to add them and credit you. Quote Link to comment Share on other sites More sharing options...
RaiderMan Posted May 25, 2019 Share Posted May 25, 2019 it was a personal challenge/project, see if I could take something that had an SRB first core stage and make a liquid breathing first core stage..if you're interested I'd be happy to toss a drop box link up and you can play with it. Quote Link to comment Share on other sites More sharing options...
sadina Posted May 25, 2019 Share Posted May 25, 2019 (edited) On 5/25/2019 at 8:55 AM, RaiderMan said: it was a personal challenge/project, see if I could take something that had an SRB first core stage and make a liquid breathing first core stage..if you're interested I'd be happy to toss a drop box link up and you can play with it. I 'd like to run some test for your project but my English isn't so good that I may not be able to catch up with(understand) your meaning. I'll have some time in summer holidays and I will be happy if you contact me through E-mail. Edited May 26, 2019 by sadina Quote Link to comment Share on other sites More sharing options...
RaiderMan Posted May 25, 2019 Share Posted May 25, 2019 https://www.dropbox.com/s/dj83g4181vqntho/0 1 a ares shortstack test.craft?dl=0 fair warning..when conducting pitch over, FEATHER the controls or use some kind of stability assist, like atmospheric autopilot..disable moderation and speed control, enable rocket mode and coordinated turn. seriously..feather the controls here til you're out of atmo. Quote Link to comment Share on other sites More sharing options...
sadina Posted May 26, 2019 Share Posted May 26, 2019 9 hours ago, RaiderMan said: https://www.dropbox.com/s/dj83g4181vqntho/0 1 a ares shortstack test.craft?dl=0 fair warning..when conducting pitch over, FEATHER the controls or use some kind of stability assist, like atmospheric autopilot..disable moderation and speed control, enable rocket mode and coordinated turn. seriously..feather the controls here til you're out of atmo. Does this space craft use any mod? If it does, please tell me. Quote Link to comment Share on other sites More sharing options...
RaiderMan Posted May 26, 2019 Share Posted May 26, 2019 I run with nertea's mods, and bluedog design as well, I dont know what I used off those partsets, gimme 10 minutes to check. Quote Link to comment Share on other sites More sharing options...
sadina Posted May 26, 2019 Share Posted May 26, 2019 1 minute ago, RaiderMan said: I run with nertea's mods, and bluedog design as well, I dont know what I used off those partsets, gimme 10 minutes to check. You can contact me through personal message. Quote Link to comment Share on other sites More sharing options...
saithraphim Posted May 29, 2019 Share Posted May 29, 2019 So sorry if someone else asked this, but does anyone know why in ksp 1.6 and 1.7 the Orion Service Module fails to keep its fuel config when you go to launch? It causes it to not work because of no pressure. So you can choose the right fuel for its engine in the VAB but when you switch to launch it goes away. Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted May 29, 2019 Author Share Posted May 29, 2019 1 hour ago, saithraphim said: It causes it to not work because of no pressure. 'Pressure' would be an RO/RSS (RealFuels) game mechanic, and not part of SSTU -- thus I cannot offer any support. Quote Link to comment Share on other sites More sharing options...
saithraphim Posted May 29, 2019 Share Posted May 29, 2019 19 minutes ago, Shadowmage said: 'Pressure' would be an RO/RSS (RealFuels) game mechanic, and not part of SSTU -- thus I cannot offer any support. Thanks so much! Its prob a conflict somewhere, trying to get everything working with 1.6.1 Quote Link to comment Share on other sites More sharing options...
123nick Posted June 2, 2019 Share Posted June 2, 2019 i noticed that the SSTU centrifuges, even when expanded, dont offer any extra habitation or work as a habitation multiplier for USI-LS. would support for USI-LS be possible? Quote Link to comment Share on other sites More sharing options...
Teslamax Posted June 9, 2019 Share Posted June 9, 2019 I've noticed several parts have blank action group titles. The issue exists in both stock action group editing and in AGX. I've posted issue #872 on GitHub. Quote Link to comment Share on other sites More sharing options...
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