Guest Posted August 24, 2016 Share Posted August 24, 2016 7 hours ago, CobaltWolf said: fun fact: The BDB LEM incorporates features of the LEM Taxi, since I decided there was no point in making separate parts for it. Particularly the rust colored spherical tanks on the back of the descent stage. It also works nicely as a LEM shelter. Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted August 24, 2016 Share Posted August 24, 2016 (edited) Solar panels... Blasphemer!!!!! Edited August 24, 2016 by Jimbodiah Quote Link to comment Share on other sites More sharing options...
Rory Yammomoto Posted August 24, 2016 Share Posted August 24, 2016 47 minutes ago, Jack Wolfe said: It also works nicely as a LEM shelter. one kit, MANY uses! Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted August 24, 2016 Author Share Posted August 24, 2016 25 minutes ago, Rory Yammomoto said: one kit, MANY uses! speaking of which, reminder that the LEM is still due to have some of the parts be available separately. Right now I am only planning to have the legs, and the two non-animating antennas. Quote Link to comment Share on other sites More sharing options...
Wahgineer Posted August 24, 2016 Share Posted August 24, 2016 @CobaltWolf, you and your team are gonna have to do a MAJOR revision of the manual after the Saturn update. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted August 24, 2016 Author Share Posted August 24, 2016 20 minutes ago, awsumindyman said: @CobaltWolf, you and your team are gonna have to do a MAJOR revision of the manual after the Saturn update. hopefully @DiscoSlelge (someone please tag him) is up to it! Quote Link to comment Share on other sites More sharing options...
Rory Yammomoto Posted August 24, 2016 Share Posted August 24, 2016 (edited) 1 hour ago, CobaltWolf said: speaking of which, reminder that the LEM is still due to have some of the parts be available separately. Right now I am only planning to have the legs, and the two non-animating antennas. I actually quite like the legs being integrated on the D.M. It was kind of a pain to have to put 3 legs on individually because the fourth one has to have a ladder on it. maybe a separate version with no legs instead? Edited August 24, 2016 by Rory Yammomoto Quote Link to comment Share on other sites More sharing options...
DiscoSlelge Posted August 24, 2016 Share Posted August 24, 2016 (edited) 1 hour ago, awsumindyman said: @CobaltWolf, you and your team are gonna have to do a MAJOR revision of the manual after the Saturn update. My body is ready (but the manual isn't) Edit, by the way You impressed me. Edited August 24, 2016 by DiscoSlelge Quote Link to comment Share on other sites More sharing options...
Sulaiman Posted August 25, 2016 Share Posted August 25, 2016 You totally should add the Orion Space Craft Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted August 25, 2016 Author Share Posted August 25, 2016 (edited) 17 hours ago, Rory Yammomoto said: I actually quite like the legs being integrated on the D.M. It was kind of a pain to have to put 3 legs on individually because the fourth one has to have a ladder on it. maybe a separate version with no legs instead? The legs are going to stay integrated. I'm not sure what you mean by 3 legs individually? I don't know if I'll provide a separate fuel tank with no legs - I'd actually have to do some texturing work to separate it as a result of the textures being made for integrated legs. 16 hours ago, DiscoSlelge said: My body is ready (but the manual isn't) Edit, by the way You impressed me. That's actually not too far from the number of downloads for the mod in that timeframe 2 hours ago, Sulaiman said: You totally should add the Orion Space Craft Probably not. To quote the OP: Quote Awesome! I love having people interested in the mod's development. First, check the roadmap to make sure I haven't already planned on making it. If it's on there, it will get done - eventually. Some day. Hopefully. If not, feel free to ask on the thread. Preferably with pictures, or something. Fair warning - I don't have much of an interest in modern rockets, so don't expect to see things like a Falcon 9 or some such in this mod. I also don't plan on covering anything Soviet - Tantares already does a fine job of representing those in a stockalike style. Right now I'm also sort of swamped, with content planned for upwards of the next year! However, if you have something relevant to what I'm currently working on (ie you can't have X rocket without Y part for it) please speak up - I like to be complete! Edited August 25, 2016 by CobaltWolf Quote Link to comment Share on other sites More sharing options...
FlyMeToTheMinmus Posted August 25, 2016 Share Posted August 25, 2016 I believe for the legs they are referring to the FASA LEM, which required you to place three regular legs without symmetry as the ladder leg was a distinct part Quote Link to comment Share on other sites More sharing options...
pheenix99 Posted August 25, 2016 Share Posted August 25, 2016 I'm having an odd issue and I'm not even sure where to begin troubleshooting. I installed a handful of mods yesterday, to include Blue Dog and lost the ability to do some stock science (observe mystery goo and crew reports for example). I could right click on a crew capsule, but Crew Report was missing. Otherwise, things were fine and I loved what Blue Dog added to the game. I decided to re-download KSP and re-install my mods (a few at a time, backing up the GameData folder along the way) and got everything back up and running and the "no stock science" issue was gone. The only issue I've seen so far is that when I use a Blue Dog part with an engine, the part functions, but the exhaust visuals have vanished. From what I can tell, my install remains 100% playable, just annoying with some of the engine visuals missing. I don't know where to look to begin trying to figure out what would cause visuals that were present in one install to disappear after a re-install. I'm far from suggesting that the Blue Dog mod is responsible for it, just that it's the only mod I have that is affected. I want to rule out something I did, or didn't do before I start suggesting that OP's mod might be responsible. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted August 25, 2016 Author Share Posted August 25, 2016 9 minutes ago, FlyMeToTheMinmus said: I believe for the legs they are referring to the FASA LEM, which required you to place three regular legs without symmetry as the ladder leg was a distinct part ah, I see. The goal of our LEM, since the parts are so single-use, is to make it as simple to put together as possible, and reduce the part count to reduce the physics lag of a Saturn V stack. So I think, building a standard LEM, it comes out to five parts: The two stages, the two engines, and the docking port. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted August 25, 2016 Author Share Posted August 25, 2016 1 hour ago, pheenix99 said: I'm having an odd issue and I'm not even sure where to begin troubleshooting. I installed a handful of mods yesterday, to include Blue Dog and lost the ability to do some stock science (observe mystery goo and crew reports for example). I could right click on a crew capsule, but Crew Report was missing. Otherwise, things were fine and I loved what Blue Dog added to the game. I decided to re-download KSP and re-install my mods (a few at a time, backing up the GameData folder along the way) and got everything back up and running and the "no stock science" issue was gone. The only issue I've seen so far is that when I use a Blue Dog part with an engine, the part functions, but the exhaust visuals have vanished. From what I can tell, my install remains 100% playable, just annoying with some of the engine visuals missing. I don't know where to look to begin trying to figure out what would cause visuals that were present in one install to disappear after a re-install. I'm far from suggesting that the Blue Dog mod is responsible for it, just that it's the only mod I have that is affected. I want to rule out something I did, or didn't do before I start suggesting that OP's mod might be responsible. What? Still? I thought we had fixed that! @Jso @VenomousRequiem Either install RealPlume (well worth it in my opinion) or delete the RealPlume folder in your Gamedata/Bluedog_DB/Compatibility. For some reason, the configs activate sometimes without actually having RealPlume installed, breaking the effects. Quote Link to comment Share on other sites More sharing options...
Jso Posted August 25, 2016 Share Posted August 25, 2016 1 hour ago, pheenix99 said: The only issue I've seen so far is that when I use a Blue Dog part with an engine, the part functions, but the exhaust visuals have vanished. We need a ksp.log. Quote Link to comment Share on other sites More sharing options...
pheenix99 Posted August 25, 2016 Share Posted August 25, 2016 Just now, Jso said: We need a ksp.log. I'm at work at the moment, so I won't be able to do that until this evening. Quote Link to comment Share on other sites More sharing options...
pheenix99 Posted August 25, 2016 Share Posted August 25, 2016 4 minutes ago, CobaltWolf said: What? Still? I thought we had fixed that! @Jso @VenomousRequiem Either install RealPlume (well worth it in my opinion) or delete the RealPlume folder in your Gamedata/Bluedog_DB/Compatibility. For some reason, the configs activate sometimes without actually having RealPlume installed, breaking the effects. I'll try and install .11 instead of .11.1 and then move onto RealPlume experimentation (never used it before) and see what happens. If that doesn't work, I'll post log files. Quote Link to comment Share on other sites More sharing options...
VenomousRequiem Posted August 25, 2016 Share Posted August 25, 2016 7 minutes ago, CobaltWolf said: What? Still? I thought we had fixed that! @Jso @VenomousRequiem We did... Twice... Quote Link to comment Share on other sites More sharing options...
pheenix99 Posted August 25, 2016 Share Posted August 25, 2016 2 minutes ago, VenomousRequiem said: We did... Twice... Like I said, I want to rule out my own action or inaction before I consider placing suspicion on the mod itself. Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted August 25, 2016 Share Posted August 25, 2016 (edited) 2 hours ago, CobaltWolf said: What? Still? I thought we had fixed that! @Jso @VenomousRequiem Either install RealPlume (well worth it in my opinion) or delete the RealPlume folder in your Gamedata/Bluedog_DB/Compatibility. For some reason, the configs activate sometimes without actually having RealPlume installed, breaking the effects. This is nearly always caused by some -other- mod that has improper RealPlumes patches setup using a FOR block. If any mod uses a :FOR[RealPlumes] block on their RP patch, it'll trigger every-other real-plumes patch to run (as a FOR block tells ModuleManager that the mod in the FOR block is installed; hence it thinks RealPlumes is installed and runs all NEEDS[RealPlumes] patches erroneously). The proper way to setup those patches is with a :NEEDS[RealPlumes]:BEFORE[RealPlumes] (not that I need to tell you that... but feel free to tell others ) (there are other ways to do them as well, but I found that this method works well). Edit: I should add that people are doing this because that is how the RealPlumes Wiki tells them to setup their patches. Which is plain wrong and only works if RealPlumes is a hard dependency/shipped with the mod. Someone probably needs to file an issue ticket and/or update the RealPlumes wiki with that information. Edited August 25, 2016 by Shadowmage Quote Link to comment Share on other sites More sharing options...
pheenix99 Posted August 25, 2016 Share Posted August 25, 2016 1 hour ago, Shadowmage said: This is nearly always caused by some -other- mod that has improper RealPlumes patches setup using a FOR block. If any mod uses a :FOR[RealPlumes] block on their RP patch, it'll trigger every-other real-plumes patch to run (as a FOR block tells ModuleManager that the mod in the FOR block is installed; hence it thinks RealPlumes is installed and runs all NEEDS[RealPlumes] patches erroneously). The proper way to setup those patches is with a :NEEDS[RealPlumes]:BEFORE[RealPlumes] (not that I need to tell you that... but feel free to tell others ) (there are other ways to do them as well, but I found that this method works well). Edit: I should add that people are doing this because that is how the RealPlumes Wiki tells them to setup their patches. Which is plain wrong and only works if RealPlumes is a hard dependency/shipped with the mod. Someone probably needs to file an issue ticket and/or update the RealPlumes wiki with that information. Is there a particular file that I can search for that might contain this block so I can remove the mod? Or perhaps installing RP would fix the issue? I don't know much about mods beyond installing, so this might be a silly question. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted August 25, 2016 Author Share Posted August 25, 2016 2 minutes ago, pheenix99 said: Is there a particular file that I can search for that might contain this block so I can remove the mod? Or perhaps installing RP would fix the issue? I don't know much about mods beyond installing, so this might be a silly question. at work so I'll quote my earlier reply 3 hours ago, CobaltWolf said: Either install RealPlume (well worth it in my opinion) or delete the RealPlume folder in your Gamedata/Bluedog_DB/Compatibility. Quote Link to comment Share on other sites More sharing options...
pheenix99 Posted August 25, 2016 Share Posted August 25, 2016 Just now, CobaltWolf said: at work so I'll quote my earlier reply That's what I plan to do when I get home. Quote Link to comment Share on other sites More sharing options...
Rory Yammomoto Posted August 25, 2016 Share Posted August 25, 2016 8 hours ago, CobaltWolf said: ah, I see. The goal of our LEM, since the parts are so single-use, is to make it as simple to put together as possible, and reduce the part count to reduce the physics lag of a Saturn V stack. So I think, building a standard LEM, it comes out to five parts: The two stages, the two engines, and the docking port. that would be good, thanks. Quote Link to comment Share on other sites More sharing options...
Jso Posted August 25, 2016 Share Posted August 25, 2016 5 hours ago, pheenix99 said: Is there a particular file that I can search for that might contain this block so I can remove the mod? Search for FOR[RealPlumes] in the ksp.log. If you do identify the mod it would be nice to let the author know so they can fix the issue. Quote Link to comment Share on other sites More sharing options...
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