linuxgurugamer Posted November 10, 2017 Share Posted November 10, 2017 Actually is listed as compatible with 1.3, so you are fine Quote Link to comment Share on other sites More sharing options...
etmoonshade Posted December 3, 2017 Share Posted December 3, 2017 I'm not seeing any compatibility problems, but there seems to be something wonky going on with the textures. Example: https://imgur.com/MvxgIzO It's nothing -super- major, and might be something weird interacting with another addon. Quote Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted December 3, 2017 Share Posted December 3, 2017 2 hours ago, etmoonshade said: I'm not seeing any compatibility problems, but there seems to be something wonky going on with the textures. Example: https://imgur.com/MvxgIzO It's nothing -super- major, and might be something weird interacting with another addon. My guess: you don't have the associated part switcher (B9 part switch, or maybe firespitter, or something) installed. Quote Link to comment Share on other sites More sharing options...
etmoonshade Posted December 4, 2017 Share Posted December 4, 2017 (edited) 4 hours ago, AccidentalDisassembly said: My guess: you don't have the associated part switcher (B9 part switch, or maybe firespitter, or something) installed. Hm, interesting. Neither one is listed as a dependency, but I notice I don't have Firespitter in my mod folder anymore (I rearrange mods every time I fire up KSP after an absence, and there's some mod I've used in the past that needed Firespitter that I must not use anymore.) I'll slap it in there and update this post with more info. Edit: Nope. I now have B9 Part Switch AND Firespitter installed and they're still doing that. I'll dig around in logs at some point and figure out what went wrong (or submit a proper bug report.) Edited December 4, 2017 by etmoonshade Quote Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted December 4, 2017 Share Posted December 4, 2017 2 hours ago, etmoonshade said: Hm, interesting. Neither one is listed as a dependency, but I notice I don't have Firespitter in my mod folder anymore (I rearrange mods every time I fire up KSP after an absence, and there's some mod I've used in the past that needed Firespitter that I must not use anymore.) I'll slap it in there and update this post with more info. Edit: Nope. I now have B9 Part Switch AND Firespitter installed and they're still doing that. I'll dig around in logs at some point and figure out what went wrong (or submit a proper bug report.) Hmmm... Interstellar Fuel Switch maybe? All I can think up is that there are two models/textures fighting because of the absence of a switching mod, or some related problem, sorry. Quote Link to comment Share on other sites More sharing options...
krone12 Posted March 18, 2018 Share Posted March 18, 2018 (edited) Will you add gimbal for Penguin engines? Edited March 22, 2018 by krone12 Quote Link to comment Share on other sites More sharing options...
NecroBones Posted March 22, 2018 Author Share Posted March 22, 2018 On 3/18/2018 at 9:23 AM, krone12 said: Will you add gimbal for Penguin engines? Right now my thinking is probably not. I had made a design choice to make them more reminiscent of the Apollo SM's main engine, in that it's a large vacuum engine that is completely static. This puts emphasis back onto using RCS thrusters, like a real spacecraft. (or reaction wheels, also somewhat like some real spacecraft). Quote Link to comment Share on other sites More sharing options...
NecroBones Posted April 2, 2018 Author Share Posted April 2, 2018 OK, this is switched over to the stock mesh switcher in KSP 1.4. This should resolve magenta texture problems introduced in KSP 1.4. Let me know if there are still problems. 1.4 (2018-04-02) - KSP 1.4 update. - Reworked color-changing to use KSP 1.4's mesh switcher. - Flag decals disabled for now, since the stock mesh switcher doesn't play nicely with them. - Disabled auto-caps on tanks, due to KSP bugs over several versions. - Added some missing definitions for Modular Fuel Tanks. - Changed ModularFuelTanks config to use consolidated wildcard patch. Quote Link to comment Share on other sites More sharing options...
MikeO89 Posted April 14, 2018 Share Posted April 14, 2018 (edited) Is this going to be updated for 1.4.2? I have problems using the spacey engines and RCS thrusters giving off a long white flame longer than the ship. Also have this issue in 1.4.2 trying to use FASA RCS thrusters and some of their rocket engines. Edited April 14, 2018 by MikeO89 Quote Link to comment Share on other sites More sharing options...
jebalicious Posted August 17, 2018 Share Posted August 17, 2018 1.4.5 compatible or is there a new thread? Quote Link to comment Share on other sites More sharing options...
BlackHat Posted August 18, 2018 Share Posted August 18, 2018 Both this mod and its base (SpaceY Heavy Lifters) are 1.4.4 But both are part mods and typically part mods are not broken by incremental changes. You should be able to run both "SpaceY Heavy Lifters" and SpaceY Expanded" in a 1.4.5 game. I am currently using "SpaceY Heavy Lifters" in my 1.4.5 game and have not noticed any issues so far. Quote Link to comment Share on other sites More sharing options...
EndTraveler Posted August 20, 2018 Share Posted August 20, 2018 two words: super tylo Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 19, 2018 Share Posted October 19, 2018 (edited) There is an issue with the Vernier. It's using the old ModuleRCS, which is why the plume is backwards and very large. I've written a patch to fix it. The patch is good for 1.4 and 1.5 Just drop the following into the GameData directory, call the file MM_SYvernier1.cfg, or download it from this link: https://www.dropbox.com/s/jajttxynlhlf1je/SpaceYVernierPatch.zip?dl=0 License for the patch is the Unlicense Spoiler @PART[SYvernier1] { !MODULE[ModuleRCS] {} MODULE { name = ModuleRCSFX stagingEnabled = False thrusterTransformName = RCSthruster thrusterPower = 100 resourceName = LiquidFuel resourceFlowMode = STAGE_PRIORITY_FLOW runningEffectName = running PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True resourceFlowMode = STAGE_PRIORITY_FLOW } PROPELLANT { name = Oxidizer ratio = 1.1 resourceFlowMode = STAGE_PRIORITY_FLOW } atmosphereCurve { key = 0 260 key = 1 180 key = 9 0.001 } } EFFECTS { running { AUDIO_MULTI_POOL { channel = Ship transformName = RCSthruster clip = sound_rocket_mini volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.025 volume = 1.0 0.15 pitch = 0.0 0.75 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/Monoprop_small transformName = RCSthruster emission = 0.0 0.0 emission = 0.1 0.0 emission = 1.0 2.0 speed = 0.0 0.8 speed = 1.0 1.0 localRotation = -90, 0, 0 } } } } Edited October 19, 2018 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
MikeO89 Posted October 19, 2018 Share Posted October 19, 2018 This is cool. Thank you. I wish this could be done for the FASA Apollo RCS thrusters as they all do the same thing. Quote Link to comment Share on other sites More sharing options...
AdmiralSirJohn Posted October 20, 2018 Share Posted October 20, 2018 I'm assuming this won't work in 1.5.1, right? Hopefully, a new version will be out soon. I need my big SRB's... Quote Link to comment Share on other sites More sharing options...
SciMan Posted November 13, 2018 Share Posted November 13, 2018 Works in 1.5.1, and if you use the MM patch LinuxGuruGamer posted a few posts back, the large Vernier thruster will have the correct effects on it (the RCS plume won't point backwards anymore). Quote Link to comment Share on other sites More sharing options...
Ruedii Posted December 7, 2018 Share Posted December 7, 2018 I know I already asked this on Fuel tanks plus, but could we get this, Fuel Tanks Plus and Color Coded Canisters map the stock textures to the list of selectable textures? BTW, I love this mod! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 7, 2018 Share Posted December 7, 2018 2 hours ago, Ruedii said: I know I already asked this on Fuel tanks plus, but could we get this, Fuel Tanks Plus and Color Coded Canisters map the stock textures to the list of selectable textures? BTW, I love this mod! You do know that @NecroBones hasn't been around since June? Quote Link to comment Share on other sites More sharing options...
OldLost Posted January 5, 2019 Share Posted January 5, 2019 Anyone know of a similar mod to this one, one that's been (or will be) updated for 1.6? I love this mod but it doesn't appear as it will be updated anymore. TIA. Quote Link to comment Share on other sites More sharing options...
Murdabenne Posted January 12, 2019 Share Posted January 12, 2019 (edited) Im staying at 1.5.1 specifically for mods like this - I love having the heavy lifters, and Necrobones fuel tanks, and especially all the ladders and landing legs in the Lithobraking. We need to clone @linuxgurugamer. Better yet, more of us need to learn to code just enough so we can do upkeep. The "point" releases so far seem more like marketing gimmicks given the regressions and absence of bug fixes - 1.6 makes no difference at all to those of us players who have been running KER and BetterBurnTime for years. Why build that into the game, why not work on bug fixes and content instead of duplicating addon functionality? Edited January 12, 2019 by Murdabenne Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 12, 2019 Share Posted January 12, 2019 Well, there were a lot of bug fixes, and people have been screaming for a dV indicator ever since the game came out. and no offense, but you arent their target market, since you already own the game. They need to keep improving the game in order to generate new sales, otherwise there will be zero updates On 1/5/2019 at 5:39 PM, OldLost said: Anyone know of a similar mod to this one, one that's been (or will be) updated for 1.6? I love this mod but it doesn't appear as it will be updated anymore. TIA. This works fine in 1.6, whats your problem with it? Quote Link to comment Share on other sites More sharing options...
OldLost Posted January 15, 2019 Share Posted January 15, 2019 On 1/12/2019 at 12:20 PM, linuxgurugamer said: This works fine in 1.6, whats your problem with it? That's good news. No problem; I'm still trying to make sure all the mods I like will work with 1.6 before moving on from 1.4.5. Hearing from you it works fine with 1.6 is good enough for me. Thanks. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 24, 2019 Share Posted June 24, 2019 If anyone is interested, the SpaceY Vernier part, while it works, has bad effects since it was using the old ModuleRCS. I've fixed it for myself, the following patch is all that's needed: // // This patch fixes the SpaceY Vernier which uses the old // ModuleRCS and has bad effects // @PART[SYvernier1] { !MODULE[ModuleRCS]{} EFFECTS { running { AUDIO { channel = Ship clip = sound_rocket_mini volume = 0.0 0.0 volume = 0.02 0.2 volume = 0.2 0.2 volume = 0.4 0.2 pitch = 0.0 0.75 pitch = 1.0 1.5 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/Monoprop_small transformName = RCSthruster emission = 0.0 0.0 emission = 0.1 0.0 emission = 0.4 1.0 speed = 0.0 0.8 speed = 1.0 1.0 localRotation = -90, 0, 0 } } } MODULE { name = ModuleRCSFX thrusterTransformName = RCSthruster thrusterPower = 100 resourceName = LiquidFuel runningEffectName = running resourceFlowMode = STAGE_PRIORITY_FLOW PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True resourceFlowMode = STAGE_PRIORITY_FLOW } PROPELLANT { name = Oxidizer ratio = 1.1 resourceFlowMode = STAGE_PRIORITY_FLOW } atmosphereCurve { key = 0 260 key = 1 180 key = 9 0.001 } } } Quote Link to comment Share on other sites More sharing options...
Guest Posted August 13, 2019 Share Posted August 13, 2019 Module Manager patch to add a 10m heatshield for fun and profit. Follows SpaceY scaling from 5m to 7.5m (3× mass and ablator for a 2.5m/33% increase in radius). +PART[SYheatShield7m] { %name = SYheatShield10m %MODEL { model = SpaceY-Expanded/Parts/Etc/SYheatShield7m scale = 1.3334,1.3334,1.3334 } !mesh = DELETE %title = SpaceY HS10 Heat Shield (10m) %mass = 15.75 %bulkheadProfiles = size6 %RESOURCE { %name = Ablator %amount = 32400 %maxAmount = 32400 } } Quote Link to comment Share on other sites More sharing options...
RedDragon91GoW Posted August 30, 2019 Share Posted August 30, 2019 Any of you noticed problem with 1.7.3? Can I install it in this version, allowing ckan to use 1.6 or previous mods, without breaking something? Anyway, thanks for the mod and the great works! Quote Link to comment Share on other sites More sharing options...
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