Guest Posted August 6, 2016 Share Posted August 6, 2016 Thanks to you both. My reading skills are sorely lacking today. Quote Link to comment Share on other sites More sharing options...
legoclone09 Posted August 6, 2016 Share Posted August 6, 2016 (edited) Awesome! New stable update! EDIT: Why does it say 1.1.4? Edited August 6, 2016 by legoclone09 Quote Link to comment Share on other sites More sharing options...
IronCretin Posted August 6, 2016 Share Posted August 6, 2016 Because it's for ksp 1.1.4. Duh. Quote Link to comment Share on other sites More sharing options...
Tyko Posted August 7, 2016 Share Posted August 7, 2016 5 hours ago, Jack Wolfe said: You're absolutely right, and I apologise for my quite unfair tone. Yesterday took a rather ugly turn and I let it get the better of me. An excellent source of information on virtual every space vehicle flown (and even some that never made it off the drawing board) can be found at Encyclopedia Astronautica. Be forewarned that you can lose several hours of your day once you start poking around there. NASA's archives are an especially rich source, right down to the individual flight plans if you're of a mind to recreate historical missions. Thanks (for the apology and the info) it won't be the first time I've lost hours researching some topic tied to my KSP obsession Quote Link to comment Share on other sites More sharing options...
Daelkyr Posted August 7, 2016 Share Posted August 7, 2016 So, I'm looking at what would be required to add a Kerbalism patch for BDB. Does the various Service Modules for Gemini and Apollo need the iinclusion of food/oxygen (Kerbalism's LS resources) is that only found in the capsule. I'm not looking for what the historical vision of these would be but instead what @CobaltWolf, @VenomousRequiem, etc have in mind. Quote Link to comment Share on other sites More sharing options...
VenomousRequiem Posted August 7, 2016 Share Posted August 7, 2016 4 minutes ago, Daelkyr said: So, I'm looking at what would be required to add a Kerbalism patch for BDB. Does the various Service Modules for Gemini and Apollo need the iinclusion of food/oxygen (Kerbalism's LS resources) is that only found in the capsule. I'm not looking for what the historical vision of these would be but instead what @CobaltWolf, @VenomousRequiem, etc have in mind. Hey, hey, I was talking about making Kerbalism configs for BDB just earlier with Cobalt and Jso. If you want to do it, it'd probably turn out better. I rarely say I hate things and actually mean it, but I legitimately hate the KSP forums on mobile. Let it be known it took me 5 minutes to get rid of a quote from days ago that was stuck in the text field to make this post. Quote Link to comment Share on other sites More sharing options...
TimothyC Posted August 7, 2016 Share Posted August 7, 2016 11 hours ago, CobaltWolf said: NASA didn't really use the meatball logo back then, they used the worm logo. The Worm wasn't approved until 1975. Not even ASTP used the Worm. Quote Link to comment Share on other sites More sharing options...
legoclone09 Posted August 7, 2016 Share Posted August 7, 2016 27 minutes ago, TimothyC said: The Worm wasn't approved until 1975. Not even ASTP used the Worm. What did they use, then? Quote Link to comment Share on other sites More sharing options...
Guest Posted August 7, 2016 Share Posted August 7, 2016 Typically just their mission patch and a patch of the American flag. The meatball was more for letterhead and such. Quote Link to comment Share on other sites More sharing options...
legoclone09 Posted August 7, 2016 Share Posted August 7, 2016 1 hour ago, Jack Wolfe said: Typically just their mission patch and a patch of the American flag. The meatball was more for letterhead and such. Ah, makes sense, thanks! Quote Link to comment Share on other sites More sharing options...
Guest Posted August 7, 2016 Share Posted August 7, 2016 I ran an ASTP mission a bit earlier (holy cats, it's LATE!) with the current github Apollo config aboard a Saturn 1c (my own concoction using SSTU). Everything went bang on perfect. What isn't stable about the CSM that isn't permitting release? I've got a rather personal investment in the Apollo programme, so I'd like to help out where I can. Quote Link to comment Share on other sites More sharing options...
VenomousRequiem Posted August 7, 2016 Share Posted August 7, 2016 (edited) 2 hours ago, Jack Wolfe said: I ran an ASTP mission a bit earlier (holy cats, it's LATE!) with the current github Apollo config aboard a Saturn 1c (my own concoction using SSTU). Everything went bang on perfect. What isn't stable about the CSM that isn't permitting release? I've got a rather personal investment in the Apollo programme, so I'd like to help out where I can. It's mostly the textures. They still lack a normal map and a proper specular map IIRC, as well as I think the parachute issue. It should probably wait until the S-IVb and LEM are completely finished too. Update: For those of you wondering how my little sounding rocket project is going: ...slowly. On top of everything that's been happening in real life, I don't actually know how to do a lot of things in Maya, AND I don't know how to use Unity. However, I DID make a little Aerobee Jr. engine for a liquid stage if you'd fancy. Edited August 7, 2016 by VenomousRequiem Quote Link to comment Share on other sites More sharing options...
NeoFatalis Posted August 7, 2016 Share Posted August 7, 2016 For some reason the mercury parchute and mini sample return capsule parchutes spawn opened in the vab and when you go outside the vab they are still deployed and kinda "frozen" and there are no options for controlling the parachute (deploy the parachute or control the deployment altitude for example) and also when you choose the mercury one in the vab it says in the debug menu "[Error]: Cannot find fx group of that name for decoupler" Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted August 7, 2016 Share Posted August 7, 2016 13 hours ago, IronCretin said: Because it's for ksp 1.1.4. Duh. Euhm, we're still at 1.1.3 Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted August 7, 2016 Author Share Posted August 7, 2016 1 hour ago, Jimbodiah said: Euhm, we're still at 1.1.3 it's future proofed Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted August 7, 2016 Share Posted August 7, 2016 The I would name it 1.2 Quote Link to comment Share on other sites More sharing options...
legoclone09 Posted August 7, 2016 Share Posted August 7, 2016 Just now, Jimbodiah said: The I would name it 1.2 Or why not 1.1.x? Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted August 7, 2016 Share Posted August 7, 2016 You want to stand out fro the crowd, so no generic branding Quote Link to comment Share on other sites More sharing options...
fs10inator Posted August 7, 2016 Share Posted August 7, 2016 I'd name it 0.7.3 tbh Quote Link to comment Share on other sites More sharing options...
Drakenex Posted August 7, 2016 Share Posted August 7, 2016 3 hours ago, CobaltWolf said: it's future proofed Epic response!!! hehehehe Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted August 7, 2016 Author Share Posted August 7, 2016 On 8/6/2016 at 11:02 AM, AHO said: Beginning IVA modeling for the Hermes interior! I didn't get much time to work on it last week but I'll update with pictures shortly once I've got the basic layout done. This got lost in the shuffle - that's awesome to hear! Quote Link to comment Share on other sites More sharing options...
Abrecan Posted August 7, 2016 Share Posted August 7, 2016 Any word on the Kerbalism module update? I also noticed for a contract to test fire the Lios SRB, but as the game loaded to the pad my thrust levels would not go to the defaulted 50 or so percent (TBH, I couldn't move the trust at all); I did have the appropriate probe core, batteries, etc... so is this a small bug? Quote Link to comment Share on other sites More sharing options...
Sgt.Shutesie Posted August 7, 2016 Share Posted August 7, 2016 3 hours ago, Abrecan said: Any word on the Kerbalism module update? I also noticed for a contract to test fire the Lios SRB, but as the game loaded to the pad my thrust levels would not go to the defaulted 50 or so percent (TBH, I couldn't move the trust at all); I did have the appropriate probe core, batteries, etc... so is this a small bug? Wait I'm confused, the SRB didn't reach appropriate thrust to complete the contract? Quote Link to comment Share on other sites More sharing options...
Abrecan Posted August 8, 2016 Share Posted August 8, 2016 35 minutes ago, Sgt.Shutesie said: Wait I'm confused, the SRB didn't reach appropriate thrust to complete the contract? You know how during physics load the thrust bar goes to around 50 or so? the physics seemed to load, but the thrust bar did not move, nor could I increase/decrease thrust levels by pressing the shift/crtl buttons. Quote Link to comment Share on other sites More sharing options...
Sgt.Shutesie Posted August 8, 2016 Share Posted August 8, 2016 53 minutes ago, Abrecan said: You know how during physics load the thrust bar goes to around 50 or so? the physics seemed to load, but the thrust bar did not move, nor could I increase/decrease thrust levels by pressing the shift/crtl buttons. Wait, so you can't control liquid fueled engines thrusts' or you can't control the thrust on the SRM? Quote Link to comment Share on other sites More sharing options...
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