Nertea Posted February 27, 2017 Share Posted February 27, 2017 Congrats on the new release dude! It looks great. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 28, 2017 Author Share Posted February 28, 2017 6 hours ago, Freshmeat said: First of all, I derped on the Supernova: I did not realize that you had entered additional nodes on the tech tree Second, a small cosmetic error. I found out how to enable crew tubes on the trusses, but it seems that it still writes the previous values for fuel and oxidizer, from the fuel tank configuration. They do not exist as ressources in the game (I have a spark underneath the Danube, it registers dV when in LF/OX mode, but not now). I have cleared my MM cache. The save is quite old, though. Directory of gamedata, ksp.log, and output.log can be found here. Again, this is a gorgeous mod. Your derp resulted in a lot of work and several releases that were ultimately unnecessary. So I really need you to be extremely thorough when making bug reports. 6 hours ago, Nertea said: Congrats on the new release dude! It looks great. Thanks! It's my best artwork to date. Not bad for a software engineer, I'm finally getting into the realm of pork-alike. Quote Link to comment Share on other sites More sharing options...
smotheredrun Posted February 28, 2017 Share Posted February 28, 2017 So far looking good! Just took a slightly modified version of your Reference Design out to Jool as a test drive (go cheat menu!). It Looks and works great. Also, I tried to make things go screwy with time-warp/physics loading/vessel switching... so far no explosions! (not sure if I am happy about that or not... Explosions are a fact of KSP life for me ). It also looks as if I can get the ship to be almost self-sustaining as far as TAC-LS goes. Quote Link to comment Share on other sites More sharing options...
Sudragon Posted March 1, 2017 Share Posted March 1, 2017 Orbital testing of the Akron continues, using a Cryogenic propulsion bus as development of more advanced propulsion methods is debated at KSC. Quote Link to comment Share on other sites More sharing options...
smotheredrun Posted March 1, 2017 Share Posted March 1, 2017 2 hours ago, Sudragon said: Orbital testing of the Akron continues, using a Cryogenic propulsion bus as development of more advanced propulsion methods is debated at KSC. Which propulsion mod is that??!!!, Quote Link to comment Share on other sites More sharing options...
Freshmeat Posted March 1, 2017 Share Posted March 1, 2017 @smotheredrun Arc engine with radiators, if I'm any judge. And a damn cool craft. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted March 1, 2017 Author Share Posted March 1, 2017 5 hours ago, Sudragon said: Orbital testing of the Akron continues, using a Cryogenic propulsion bus as development of more advanced propulsion methods is debated at KSC. Looking good! I like how you made use of the centrifuges and saddle truss. It also looks good with the propulsion unit. I'm doing some work on MOLE and Buffalo right now, but plan to get back to DSEV- you won't see the long hiatus like before. I want to make some updated 2.5m lab and hab modules, and there's my take on the Mars Excursion Module, And of course the NAUTILUS-X... Quote Link to comment Share on other sites More sharing options...
Freshmeat Posted March 1, 2017 Share Posted March 1, 2017 On 28/2/2017 at 4:30 AM, Angel-125 said: Your derp resulted in a lot of work and several releases that were ultimately unnecessary. So I really need you to be extremely thorough when making bug reports. I apologize for that, and will try to do better. Bug (cosmetic): The LF and Ox gauges do not disappear from the settings box in a D2 Truss or Hex Truss when the Truss is changed from fuel tank to something else. The resources themselves disappear, though. System: Windows 7 Enterprise 64-bit, KSP 64-bit. Following is from a clean reinstall with only the contents of DSEV_2_0_0_3.zip copied into \Kerbal Space Program. Directory structure screenshot: To reproduce: Go into VAB and pick any D2 or Hex truss segment that has the ability to carry fuel. Bring up the settings box and change to Equipment, then to FuelTank, and then to CrewTube: As shown, the Liquid Fuel and Oxidizer gauges are still present, although the resource is not available, which I tested by mounting a probe core and an engine in both LF/O and CrewTube configurations. LF/O had fuel, CrewTube did not have. Logs (KSP.log and output_log.txt) are zipped and available here. If you want to look into it, I can keep that particular install clean. Quote Link to comment Share on other sites More sharing options...
smotheredrun Posted March 1, 2017 Share Posted March 1, 2017 This happens in my heavily modded install too. This also occurs in the SPH. So far, when in flight with those parts, i.e. as a crew tube, the context menu doesn't show for example the LFO or Oxidizer resources. Short version: in flight all appears normal, as they should, regardless of what is shown in VAB/SPH. My vote is that this is "a no big deal" and is therefore not an urgent issue for anyone to deal with. Keep up the great work @Angel-125 Quote Link to comment Share on other sites More sharing options...
Sudragon Posted March 1, 2017 Share Posted March 1, 2017 5 hours ago, smotheredrun said: Which propulsion mod is that??!!!, That's engines, engine mounts and tankage from SSTU. 2 hours ago, Angel-125 said: Looking good! I like how you made use of the centrifuges and saddle truss. It also looks good with the propulsion unit. I'm doing some work on MOLE and Buffalo right now, but plan to get back to DSEV- you won't see the long hiatus like before. I want to make some updated 2.5m lab and hab modules, and there's my take on the Mars Excursion Module, And of course the NAUTILUS-X... How hard would it be to alter some of the fit out options (for example; Blacksmith 3D print shop or the Workshop) to include an Extraplanetary Workshops multiplier? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted March 1, 2017 Author Share Posted March 1, 2017 59 minutes ago, Sudragon said: That's engines, engine mounts and tankage from SSTU. How hard would it be to alter some of the fit out options (for example; Blacksmith 3D print shop or the Workshop) to include an Extraplanetary Workshops multiplier? Not hard at all, actually: @PART[WBI_D2Centrifuge]:NEEDS[ExtraplanetaryLaunchpads] { MODULE { name = ExWorkshop ProductivityFactor = 6 } } @PART[WBI_D2Hab]:NEEDS[ExtraplanetaryLaunchpads] { MODULE { name = ExWorkshop ProductivityFactor = 1.1 } } @PART[WBI_D2Greenhouse]:NEEDS[ExtraplanetaryLaunchpads] { MODULE { name = ExWorkshop ProductivityFactor = 0.5 } } @PART[WBI_D2CryoShelter]:NEEDS[ExtraplanetaryLaunchpads] { MODULE { name = ExWorkshop ProductivityFactor = 0.5 } } @PART[WBI_D2Lab]:NEEDS[ExtraplanetaryLaunchpads] { MODULE { name = ExWorkshop ProductivityFactor = 2 } } There will be a MM_EL.cfg patch in the next DSEV release. Meanwhile, you can use the above values. Quote Link to comment Share on other sites More sharing options...
Gumby1973 Posted March 2, 2017 Share Posted March 2, 2017 (edited) I'm having trouble getting the old Spindle, SpinRing, and CounterTorqueRing parts with version 2.0.0.3, I haven't tried 2.0.0.1 or 2.0.0.2, yet. I had a saved file that had a Discovery II that used the old parts and now when I try to load the saved game using DSEV 2.0.0.3 it can't find the parts. They don't appear to be selectable in the VAB, so the game is acting like they don't exist. I've tried comparing to an older version of DSEV, and have tried copying old Asset files into the DSEV/Assets directory, but I can't seem to find what is missing. It was working with DSEV 1.4.1. I have infernal robotics 2.0.2 installed Edited March 2, 2017 by Gumby1973 Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted March 2, 2017 Author Share Posted March 2, 2017 23 minutes ago, Gumby1973 said: I'm having trouble getting the old Spindle, SpinRing, and CounterTorqueRing parts with version 2.0.0.3, I haven't tried 2.0.0.1 or 2.0.0.2, yet. I had a saved file that had a Discovery II that used the old parts and now when I try to load the saved game using DSEV 2.0.0.3 it can't find the parts. They don't appear to be selectable in the VAB, so the game is acting like they don't exist. I've tried comparing to an older version of DSEV, and have tried copying old Asset files into the DSEV/Assets directory, but I can't seem to find what is missing. It was working with DSEV 1.4.1. I have infernal robotics 2.0.2 installed They're probably ModuleManager patched out, but the parts are there. I think there's a :NEEDS[InfernalRobotics] in the spindle, spin ring, and counter torque ring. If you remove that you should see the parts. Is IR updated to KSP 1.2.2? Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted March 2, 2017 Share Posted March 2, 2017 5 minutes ago, Angel-125 said: Is IR updated to KSP 1.2.2? Not officially, but yes it does work in v1.2.2 when installed properly Quote Link to comment Share on other sites More sharing options...
Gumby1973 Posted March 2, 2017 Share Posted March 2, 2017 (edited) It looks like IR is meant for KSP 1.1.2 and hasn't been updated. The legacy IR parts do appear in the VAB. I'll try removing the " :NEEDS[InfernalRobotics] " My Discovery II with the old parts is in orbit of Duna, I was thinking of sending a new ship, maybe with the name Alexei Leonov with the new parts to rendezvous with it, and retire the old parts. I'll look into Drew Kerman's suggestion too. EDIT: Removing " :NEEDS[InfernalRobotics] " from the PART at the beginning of each file did the trick. Maybe that should have been ":NEEDS[MagicSmokeIndustries]"? EDIT: Replacing ":NEEDS[InfernalRobotics] " with ":NEEDS[MagicSmokeIndustries]" works; however, it looks like infernal robotics functionality is not working, so I'll look into Drew Kerman's suggestion above to try to get it working again. Edited March 2, 2017 by Gumby1973 Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted March 2, 2017 Author Share Posted March 2, 2017 37 minutes ago, Gumby1973 said: It looks like IR is meant for KSP 1.1.2 and hasn't been updated. The legacy IR parts do appear in the VAB. I'll try removing the " :NEEDS[InfernalRobotics] " or ":NEEDS[MagicSmokeIndustries]" My Discovery II with the old parts is in orbit of Duna, I was thinking of sending a new ship, maybe with the name Alexei Leonov with the new parts to rendezvous with it, and retire the old parts. I'll look into Drew Kerman's suggestion too. EDIT: Removing " :NEEDS[InfernalRobotics] " from the PART at the beginning of each file did the trick. Maybe that should have been ":NEEDS[MagicSmokeIndustries]"? It could be, can you give it a try? :) Quote Link to comment Share on other sites More sharing options...
smotheredrun Posted March 2, 2017 Share Posted March 2, 2017 1 hour ago, Drew Kerman said: Not officially, but yes it does work in v1.2.2 when installed properly I have removed IR from my installs as it has finally driven me crazy due to the part drift and other bugs. That said, I do realize the current usable version is still in Dev, but I decided for the sake of my sanity to drop it for now.... Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted March 3, 2017 Author Share Posted March 3, 2017 Unfortunately, I didn't bring the right files with me this evening, so I did some concept work on my Mars Excursion Module- inspired "Estonian" Duna Excursion Module: What's nice is that the command pod can be Orion-like. Quote Link to comment Share on other sites More sharing options...
Sudragon Posted March 3, 2017 Share Posted March 3, 2017 Woah. Duuuuuude. Awesome. Quote Link to comment Share on other sites More sharing options...
davidy12 Posted March 6, 2017 Share Posted March 6, 2017 On 3/2/2017 at 11:19 PM, Angel-125 said: What's nice is that the command pod can be Orion-like. How many can the CM carry? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted March 6, 2017 Author Share Posted March 6, 2017 18 minutes ago, davidy12 said: How many can the CM carry? As a 3.75m crew capsule, it seats 6. Quote Link to comment Share on other sites More sharing options...
Eleven Posted March 6, 2017 Share Posted March 6, 2017 I've been away from the game for a while, is IR the only option for The Spin Hub and Counter Torque Ring? Quote Link to comment Share on other sites More sharing options...
Gumby1973 Posted March 6, 2017 Share Posted March 6, 2017 (edited) 3 hours ago, Eleven said: I've been away from the game for a while, is IR the only option for The Spin Hub and Counter Torque Ring? Yes, I believe so, that IR is the only option for The Spin Hub and Counter Torque Ring. I haven't tried to get Drew Kerman's suggestion above about getting IR installed properly, instead I've been playing around with Pathfinder figuring out how it works. The new Centrifuge works without IR. Edited March 6, 2017 by Gumby1973 Quote Link to comment Share on other sites More sharing options...
Puggonaut Posted March 7, 2017 Share Posted March 7, 2017 I'm having a slight issue with seats , they keep popping out of the command module ? weird i know . Tried two different installs of KSP , both 1.2.2 ( DSEV Ver 2.0.0.3 ) Mods list ( Light Install Version ) The Seat The Seat PT II , Return of the Seat . Whats really even weirder as you come into land you get a stream of seats appearing though the CP Pods Roof every few seconds or so , one at a time thankfully . in my other install , I attached the CP to a plane using OPT Parts to makew a sort of ship drop thingy ( <---- Technical Term Honest ) as the plane was sitting on the runway i noticed , yup another seat , except this one was sittng outside the cockpit a good 30 mm away from the plane an Pod but still attached . It even stayed with the plane into orbit , Oh an also suffered friction burns . Weird I know . Anyhow great mod update . Quote Link to comment Share on other sites More sharing options...
Gaultesian Posted March 7, 2017 Share Posted March 7, 2017 I can confirm, I have a similar issue (current spacecraft has a seat floating about 20 meters from the starboard bow). I can provide pics if necessary. Quote Link to comment Share on other sites More sharing options...
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