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[WIP] Coatl Aerospace ProbesPlus Dev Thread [Beta] 10/19/2020 (1.8-1.10)


akron

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12 hours ago, MaverickSawyer said:

Holy Mother of God. :0.0: :cool:

Okay, now that my initial reactions are out of the way...

-Looks like a very nice blend between stock and historical. Instantly part of my initial landing survey missions moving forwards.

-On that point, there's plenty of flat space to pack additional parts along... extra fuel, engines, science experiments, etc.

-Until we get some specs on those engines, I'm assuming they're rated exclusively for Munar/Lunar operations. Perhaps an uprated set for use on, say, Duna/Mars? Just for variety.

-The wide stance of the landing gear, and the low CoM that comes with that, are among my favorite parts of this so far. There's a distinct lack of wide-stance gear, imo, especially in probe-sized versions.

Thank you! I also do not yet know the specs for the engines, but they will definitely be low-thurst and okay ISP rated, as you said, for low gravity landings. I will rate it for Mun landings so it should land in equivalent bodies. Most of the dV comes from the solid retrorocket though. 

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1 hour ago, Jimbodiah said:

Akron, I noticed the antenna dishes are extremely heavy, like 10-30x stock weights i.e 350-650kg. Is it possible to balance them out in a future release?

You are not the first to notice and bring it up. It comes up quite often, actually. The antennae are balanced to Remote Tech parts and other mods with large add-on like AIES and they are that heavy in those mods. They will be re-balanced to KSP 1.2 on the upcoming BETA 0.14.1 patch. 

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Just now, Jimbodiah said:

Looking forward to the new release! Keep up the good work!!!!!

Oh man. I feel bad because I've been working so slowly. I mean, Surveyor has taken me weeks...

I should mention that the next patch will be pretty much 1.2 compatibility, so no new things. One new antenna... maybe. But no promises. I just wanted to clarify.

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39 minutes ago, Jimbodiah said:

Haha, I didn't mean it that way, just that I always like the stuff you come up with. Take it easy, worry about 1.2 first, new parts are of no use if we can't use them.

Thanks! The good thing is that my mod is a parts pack so everything will work fine and be usable once requisite mods are updated. It's only that some stats and a few things will behave strangely. Actually, if I remove the use of DMagic modules, everything should work fine with a few other tweaks (will need some generic science defs though). I am prepared to do that if it looks like he will be a while with his update. I wanted to make some time to add the aforementioned antenna and the thermal louvers that did not make it is the last update.

15 minutes ago, CobaltWolf said:

Work faster.

You'll understand when you are old enough :P 

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1 hour ago, CobaltWolf said:

What specifically were you having trouble with?

Both engines, player flag, node orientation, fairing node mesh, and general balancing. I'm no good at coming up with stats, it's trial and error. I don't have a good formula for mass, thrust, and fuel cap. I ran out of time to deal with these, but I copied configs right our of squad's parts so it's aggravating to have it not work.

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11 hours ago, akron said:

Both engines, player flag, node orientation, fairing node mesh, and general balancing.

I am getting sick, I had a little time to dabble before it me hits hard. Most issues fixed, two more parts done. Engines work and I can land it without problems though it gets little wobbly when you add more weight. There is still some testing and tweaking to do, but I really feel like I can sigh some relief. In-game is good progress!

Here, the crew of Altair 2 came to vandalize Landvermesser 3 of its camera but then they realized that KAS was not installed. Suck it, meat-bags!

Iq5eKjq.png

u2Qxnw7.png

 

I may unfortunately have to take a sick break. Just when thins were getting done too... :(

~chee *cough cough* eers

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Hey crew, I am still not 100% health-wise, so there will be no Live stream today. I'm staying away from voice chat to let my Upper Respiratory System a break. I'll work on the mod some more this weekend but I will start to divert my attention to a ProbesPlus patch for KSP 1.2. 

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On 22.9.2016 at 2:40 PM, akron said:

Which version of KSP are you using? Do you have DMagicScienceAnimate successfully installed (It is needed for the ELIX)?

EDIT: Also, did you install via CKAN?

Thanks for the reply.

No not via CKAN, manually. I'm still using 1.1.2. I did not have DMagic Animation but installed it after I read your reply. It's the DMagic Animation version for 1.1.2. (v0.14).

Still ELIX doesn't do anything for me. Also the DUST experiment is just dead weight.  What am I missing?

 

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20 minutes ago, Manimal said:

Still ELIX doesn't do anything for me. Also the DUST experiment is just dead weight.  What am I missing?

For clarification, is it the DUST-C? The round plate-looking one? If so, it and ELIX both use DMagic's plugin. I am still inclined to say it is not installed properly. 

1 minute ago, Jimbodiah said:

1.1.3?

This should not make a difference as long as the correct DMagic Science animate version is installed. I run my career mode in 1.1.2 and have no issues at all.

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Github Repo updated

Here is a test release of the KSP 1.2 config updates; BETA 0.14.1. If you can, please test it out rigorously, let me know if you spot any weirdness. This new repo will NOT work on KSP 1.1.3. If I get good feedback from this, I will go ahead and prepare a release.

Changelog:

Quote

============
Changelog:
============
Beta 0.14.1

Updates:

- Updated Modules for appropiate parts to match 1.2 stock
- Added KerbNET access to applicable parts
- Updated antenna stats for the new antenna system
    * Some weight reductions done
- Updated part categories
- Fixed issue in Propulsion specular texture
- Fixed some RCS FX offset
- Removed AntennaRange support (Mod no longer updating)

-Updated the included Firespitter and DMagicScienceAnimate DLLs to latest versions

 

~Cheers

Edited by akron
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