Quoniam Kerman Posted August 30, 2019 Share Posted August 30, 2019 I've been using those Space Y mods in 1.7 no problem, it should work in 1.7.3. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 30, 2019 Share Posted August 30, 2019 5 hours ago, RedDragon91GoW said: 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! It's fine, I'm using it in 1.7.3 Quote Link to comment Share on other sites More sharing options...
countertony Posted January 14, 2020 Share Posted January 14, 2020 Seems happy enough in 1.8.1, for that matter, though I should note I have not done any in-depth compatibility testing. Regarding which, I assume from the fact that CKAN isn't mentioned in the OP that someone other than NecroBones might have put the SpaceY mods on there - does anyone happen to know who maintains/maintained the package on CKAN? Quote Link to comment Share on other sites More sharing options...
flart Posted January 14, 2020 Share Posted January 14, 2020 @countertony It was NecroBones himself https://github.com/KSP-CKAN/NetKAN/issues/158 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 16, 2020 Share Posted January 16, 2020 (edited) On 1/14/2020 at 5:33 PM, countertony said: Seems happy enough in 1.8.1, for that matter, though I should note I have not done any in-depth compatibility testing. Regarding which, I assume from the fact that CKAN isn't mentioned in the OP that someone other than NecroBones might have put the SpaceY mods on there - does anyone happen to know who maintains/maintained the package on CKAN? There is an issue with the Verniors, I have a patch which fixes it. Other than that, I haven't seen any issues with the mod in 1.7.3 or 1.8 See this post for the patch: @NecroBones hasn't been on the forum for a year and a half. If someone wishes to adopt this, I don't think there would be any problem, and no, I don't want to because I have a lot on my plate. Edited January 16, 2020 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Nicias Posted September 5, 2020 Share Posted September 5, 2020 Does anyone know of a way (MM patch I assume) to add interstage nodes to the fairings from this mod? Quote Link to comment Share on other sites More sharing options...
NecroBones Posted October 14, 2021 Author Share Posted October 14, 2021 Hello everyone! Sorry for my extremely long absence. I've moved on to a variety of other things, and as I'm sure you've noticed, I'm not maintaining these mods anymore. Zer0Kerbal has requested taking over maintenance of my mods, and so I've added him to the list of authors on Spacedock and Curseforge, so that these can continue to be updated to work on current versions of KSP. Thank you everyone for all of the love and support over the years. All of this has changed my life in ways I can't begin to describe, and has been some of the best online experience I've had to date. So I'm quite glad that others are willing to pick up the mantle and allow these mods to continue to be used. Thanks everyone! @DasSkelett@HebaruSan Quote Link to comment Share on other sites More sharing options...
darthgently Posted August 10, 2022 Share Posted August 10, 2022 (edited) ... Edited August 10, 2022 by darthgently Old forum, nvrmnd Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted January 19, 2023 Share Posted January 19, 2023 (edited) On 10/14/2021 at 8:01 AM, NecroBones said: Hello everyone! Sorry for my extremely long absence. I've moved on to a variety of other things, and as I'm sure you've noticed, I'm not maintaining these mods anymore. Zer0Kerbal has requested taking over maintenance of my mods, and so I've added him to the list of authors on Spacedock and Curseforge, so that these can continue to be updated to work on current versions of KSP. Thank you everyone for all of the love and support over the years. All of this has changed my life in ways I can't begin to describe, and has been some of the best online experience I've had to date. So I'm quite glad that others are willing to pick up the mantle and allow these mods to continue to be used. Thanks everyone! @DasSkelett@HebaruSan Thank you! https://github.com/zer0Kerbal/SpaceYExpanded/issues/62 On 1/16/2020 at 10:31 AM, linuxgurugamer said: @NecroBones hasn't been on the forum for a year and a half. If someone wishes to adopt this, I don't think there would be any problem, and no, I don't want to because I have a lot on my plate. On 1/16/2020 at 10:31 AM, linuxgurugamer said: There is an issue with the Verniors, I have a patch which fixes it. any other patches I should be aware of - so they can be applied / included in the 1.4.99.0-adoption release? On 9/5/2020 at 6:07 AM, Nicias said: Does anyone know of a way (MM patch I assume) to add interstage nodes to the fairings from this mod? @Niciasit can be done - kindly put in a request here Edited January 19, 2023 by zer0Kerbal update links and lasso the birds Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 19, 2023 Share Posted January 19, 2023 (edited) 6 hours ago, zer0Kerbal said: On 1/16/2020 at 11:31 AM, linuxgurugamer said: There is an issue with the Verniors, I have a patch which fixes it. any other patches I should be aware of - so they can be applied / included in the 1.4.99.0-adoption release? Yes, one more. First, here is the Vernier patch (just in case you don't have it): 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 } } } } Second, this is a patch that I use to adjust the maxthrust on three of the engines. Been a while since I made them, but I believe it was because they were underpowered: Spoiler //1750 * 4 // SpaceY P1 "Penguin" Vacuum Engine @PART[SYengine3mP1]:NEEDS[!CryoEngines]:AFTER[SpaceY-Expanded] { @MODULE[ModuleEnginesFX] { @maxThrust = 1750 } } // SpaceY P2 "Dual-Penguin" Vacuum Engine @PART[SYengine5mP2]:NEEDS[!CryoEngines]:AFTER[SpaceY-Expanded] { @MODULE[ModuleEnginesFX] { @maxThrust = 3500 } } // SpaceY P4 "Quad-Penguin" Vacuum Engine @PART[SYengine7mP4]:NEEDS[!CryoEngines]:AFTER[SpaceY-Expanded] { @MODULE[ModuleEnginesFX] { @maxThrust = 7000 } } Edited January 19, 2023 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Codraroll Posted January 19, 2023 Share Posted January 19, 2023 32 minutes ago, linuxgurugamer said: Second, this is a patch that I use to adjust the maxthrust on three of the engines. Been a while since I made them, but I believe it was because they were underpowered: Are those the Penguin vacuum engines? I remember finally unlocking them and eagerly trying to design all sorts of new ideas with the awesome-looking upper-stage engines, only to realize they barely had the thrust to move themselves, never mind themselves and a fuel tank. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 19, 2023 Share Posted January 19, 2023 (edited) 9 minutes ago, Codraroll said: Are those the Penguin vacuum engines? I remember finally unlocking them and eagerly trying to design all sorts of new ideas with the awesome-looking upper-stage engines, only to realize they barely had the thrust to move themselves, never mind themselves and a fuel tank. Yes, the engines which that patch changes are: SYengine3mP1 SpaceY P1 "Penguin" Vacuum Engine SYengine5mP2 SpaceY P2 "Dual-Penguin" Vacuum Engine SYengine7mP4 SpaceY P4 "Quad-Penguin" Vacuum Engine I've updated the patch with comments naming the engines Edited January 19, 2023 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted January 19, 2023 Share Posted January 19, 2023 6 hours ago, linuxgurugamer said: Second, this is a patch that I use to adjust the maxthrust on three of the engines. Been a while since I made them, but I believe it was because they were underpowered: thank you @linuxgurugamer +1 https://github.com/zer0Kerbal/SpaceYExpanded/issues/72 @NecroBonesthis thread can be locked now with all further discussion in the new thread located here: Quote Link to comment Share on other sites More sharing options...
TheBok Posted December 12 Share Posted December 12 On 1/19/2023 at 9:20 PM, linuxgurugamer said: Yes, the engines which that patch changes are: SYengine3mP1 SpaceY P1 "Penguin" Vacuum Engine SYengine5mP2 SpaceY P2 "Dual-Penguin" Vacuum Engine SYengine7mP4 SpaceY P4 "Quad-Penguin" Vacuum Engine I've updated the patch with comments naming the engines Hi LGG am big fan of your work. I'm ZarvoxToral on Twitch I think we chatted on there a few times. Can you suggest the best versions of this mod and also possibly SpaceY Heavy Lifters with 1.12.5? I'm about to start a new RSS/SMURF game and would love these rockits, am just unsure if the newer versions have any problems. No problem if you're unsure, I can get to testing o7 Quote Link to comment Share on other sites More sharing options...
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