Aluminator Posted October 20, 2016 Share Posted October 20, 2016 Fans, grills, antenna's, science modules, WE WANT MORE!!!!! Your parts are wonderfull and make my probes so awesome. Thanks. Quote Link to comment Share on other sites More sharing options...
akron Posted October 20, 2016 Author Share Posted October 20, 2016 8 minutes ago, Aluminator said: Fans, grills, antenna's, science modules, WE WANT MORE!!!!! Your parts are wonderfull and make my probes so awesome. Thanks. I am very glad you like them! There are a lot more coming, check out the planned parts in the OP, or the Github Wiki. I'm gonna work on a new bus next, probably my Russian stuff, or maybe Cassini. Juno? ExoMars? Rosetta? Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 20, 2016 Share Posted October 20, 2016 (Russian stuff!) Quote Link to comment Share on other sites More sharing options...
akron Posted October 20, 2016 Author Share Posted October 20, 2016 Self hype Quote Link to comment Share on other sites More sharing options...
cxg2827 Posted October 20, 2016 Share Posted October 20, 2016 5 minutes ago, akron said: Self hype -snip- American components, Russian Components, ALL MADE IN TAIWAN! Quote Link to comment Share on other sites More sharing options...
DiscoSlelge Posted October 20, 2016 Share Posted October 20, 2016 44 minutes ago, cxg2827 said: American components, Russian Components, ALL MADE IN TAIWAN! Quote Link to comment Share on other sites More sharing options...
StarStreak2109 Posted October 20, 2016 Share Posted October 20, 2016 (edited) LMAO!!! Fake Russian accident: "This is how we do things in Russian space station!" Edited October 20, 2016 by StarStreak2109 Quote Link to comment Share on other sites More sharing options...
akron Posted October 21, 2016 Author Share Posted October 21, 2016 (edited) BETA 0.14.1 has been released! Now compatible with KSP 1.2 Download: Changelog Quote Beta 0.14.1 New Parts! ==Antenna== *CA-AD1-R Small Folding Relay Antenna (Early Tech Relay) ==Propulsion== *CA-MV04 MonoProp Engine (Inspired by Mariner) ==Thermal== *CA-TCL4/CA-TCL4-B/CA-TCL8 Three Thermal Louver sizes (Inspired by Mariner and Voyager) Updates: - Updated Modules for appropriate parts to match 1.2 stock - Added KerbNET access to applicable parts - Added 13 Part Upgrade nodes and setup several parts to be upgradeable - Updated antenna stats for the new antenna system * Some weight reductions done - Updated part categories - Moved Thermometer and Barometer to earlier tech nodes to match stock changes - Fixed issue in Propulsion specular texture - Fixed some RCS FX offset - Removed AntennaRange support (Mod no longer updating) - Monopropellant bottle research cost reduced and moved to General Rocketry - Corrected some spelling errors in part text -Updated the included Firespitter and DMagicScienceAnimate DLLs to latest versions -Added config Support for EngineerRedux and MechJeb2 Cheers! As always, I welcome your feedback! Edited October 21, 2016 by akron Quote Link to comment Share on other sites More sharing options...
VenomousRequiem Posted October 21, 2016 Share Posted October 21, 2016 Did you update the RCS ports to the new system :^) Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 21, 2016 Share Posted October 21, 2016 I hope you didn't disappoint me again dad... Quote Link to comment Share on other sites More sharing options...
akron Posted October 21, 2016 Author Share Posted October 21, 2016 (edited) 3 minutes ago, VenomousRequiem said: Did you update the RCS ports to the new system :^) I think some. The new system is not all it's hyped to be. The sprites are too large for some of my parts and the Module FX refused to accept the offset to line up with the nozzles. Most/all will remain in the old system. Edited October 21, 2016 by akron Quote Link to comment Share on other sites More sharing options...
GERULA Posted October 21, 2016 Share Posted October 21, 2016 wonderfull mod Quote Link to comment Share on other sites More sharing options...
Rodger Posted October 21, 2016 Share Posted October 21, 2016 Just tried some of the upgrades, and it looks like the mass reduction isn't working properly. It seems to be adding the reduced mass to the base mass instead of replacing it. Same with the cost change, adding instead of replacing. Quote Link to comment Share on other sites More sharing options...
akron Posted October 21, 2016 Author Share Posted October 21, 2016 6 hours ago, GERULA said: wonderfull mod Thanks! Let me know if you have ideas on making it better 15 minutes ago, Rodger said: Just tried some of the upgrades, and it looks like the mass reduction isn't working properly. It seems to be adding the reduced mass to the base mass instead of replacing it. Same with the cost change, adding instead of replacing. Uh oh. I will look into this. Thanks Quote Link to comment Share on other sites More sharing options...
akron Posted October 22, 2016 Author Share Posted October 22, 2016 12 hours ago, Rodger said: Just tried some of the upgrades, and it looks like the mass reduction isn't working properly. It seems to be adding the reduced mass to the base mass instead of replacing it. Same with the cost change, adding instead of replacing. I tried a number of things and nothing worked. I will be temporarily disabling all of those upgrades until this is solved. I think it may be a KSP bug. In the meantime, there is a quick 0.14.2 patch pushed to the Github repo to handle this and some physics issues. I also packaged this one to a zip. ProbesPlus_BETA_0.14.2-test Please give me your feedback on it and I'll push it as an official patch Quote Link to comment Share on other sites More sharing options...
J.Random Posted October 22, 2016 Share Posted October 22, 2016 (edited) Beautiful pack! One question, though: since the "shroud" support trusses are enabled/disabled through tweakable, what's the point of having two stack nodes so close together on Torekka dish (especially when allowStack is set to 0, so only one of these nodes is ever used)? Oh, another thing. I suppose you're using ModuleJettison just to _show_ the trusses, not to really jettison them, so it may be a good idea to add "hideJettisonMenu = True" there to hide "jettison shroud" button in part menu in flight. Edited October 22, 2016 by J.Random Quote Link to comment Share on other sites More sharing options...
akron Posted October 22, 2016 Author Share Posted October 22, 2016 2 minutes ago, J.Random said: Beautiful pack! One question, though: since the "shroud" support trusses are enabled/disabled through tweakable, what's the point of having two stack nodes so close together on Torekka dish? I think it was just so you could hide the top part of the Torekka probe core inside the dish base. I don't remember. It was one of my earlier parts so it's just as likely a poor design choice. Thank you! Quote Link to comment Share on other sites More sharing options...
legoclone09 Posted October 22, 2016 Share Posted October 22, 2016 (edited) I don't know why I never have installed this. I'm some sort of traitor. I deserve to be burnt at the stake or something. Installing. Make Probes Great Again! And.. Edited October 22, 2016 by legoclone09 Quote Link to comment Share on other sites More sharing options...
akron Posted October 22, 2016 Author Share Posted October 22, 2016 3 minutes ago, legoclone09 said: I don't know why I never have installed this. I'm some sort of traitor. I deserve to be burnt at the stake or something. delete yourself Glad you finally got around to it. Post some feedback/thoughts and screenshots. Quote Link to comment Share on other sites More sharing options...
legoclone09 Posted October 22, 2016 Share Posted October 22, 2016 Just now, akron said: delete yourself - @VenomousRequiem, 2016 Quote Link to comment Share on other sites More sharing options...
Wolf Baginski Posted October 22, 2016 Share Posted October 22, 2016 I have been caught out by a Module Manager and MechJeb interaction, unexpected behaviour rather than actual breakage, but the Probes Plus mod was involved. Essentially, there are two different forms of the MechJebCore module. 1: The "Free" type @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final { MODULE { name = MechJebCore } } 2: The "Career" type @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final { MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } } If you have command modules with both types of coding in the game, they all use the unlockTech switches to control access to MechJeb functions. and the "career" form is what the Probes Plus mod inserts into its probe cores. I am not sure if this will continue into the formal release of MechJeb2 for KSP v1.2 I am finding that the MechJeb2 radial pods also need modifying to the "free" form of the code, and currently you need to attach a pod to get any MechJeb function in Science or Career modes. I have also deleted the "switch" parts, which show in the Tech Tree, from the part.cfg for the AR202 The key data for this is in the GameData/Coatl Aerospace/Compatibility/MechJeb-Engineer.cfg file. If the user wants to use the "free" MechJeb, no tech-level switching, they need to remove all the MechJebLocalSettings sub-modules I am not sure I have found the best solution, but this is working for me. If the MechJeb button shows, you may still have the Tech switching; check you have access to the modules you want. It may be better if the MechJeb and KER sections are in distinct files. I think it might be possible to not change an pre-existing MechJebCore. You use the control line of this form. @PART[barquetta]:NEEDS[MechJeb2] Would this work? @PART[barquetta]:NEEDS[MechJeb2]:HAS[!MODULE[MechJebCore]]:Final I'm not sure. The code for the "free" MechJeb may need a different priority flag. If I am reading the Module Manager docs right, it may be necessary to change the folder-name from "Coatl Aerospace" to "CoatlAerospace", but that would give you the option to select for all parts with a particular module in your Mod. (OK, MM ignores spaces in its own command lines, but does that mean it ignores spaces in folder-names when it uses them as a Mod ID when there isn't a .dll?) I am thinking of changing the MM patch for the "free" MechJeb so it nukes any pre-existing MechJebCore. There looks to be a way of deleting an existing module, but I am getting confused. I am pretty sure MechJeb is applying the most restrictive version of the tech-switching it sees, but I could easily be wrong about the more detailed working of Module Manager. Quote Link to comment Share on other sites More sharing options...
Lechdan1983 Posted October 22, 2016 Share Posted October 22, 2016 Hi together, I try to use the CA-AACS on a CA06-"Quetzal" and thought I should no have more then the basic stabilizer available. But when enabling SAS i still have only the SAS capability of the probeat hand, no prograde/retrograde or any other option. Reading the description I can't identify whether I use it wrong or whether something is wrong. I use the current version downloaded via ckan.(ProbesPlus-BETA_0.14.1) Any hint/help/recommendation is highly appreciated! Quote Link to comment Share on other sites More sharing options...
akron Posted October 22, 2016 Author Share Posted October 22, 2016 6 hours ago, Wolf Baginski said: I have been caught out by a Module Manager and MechJeb interaction, unexpected behaviour rather than actual breakage, but the Probes Plus mod was involved. *snip* Wow, that's a meaty post. I am a bit confused though, is MechJeb not working? Is there something wrong with the modules I added to my parts? I took reference to another MechJeb MM config and that is how it was syntaxed. I'd be happy to test it on my end too, but I can't figure out what the unexpected behavior is. Thanks for the thorough post! 9 minutes ago, Lechdan1983 said: Hi together, I try to use the CA-AACS on a CA06-"Quetzal" and thought I should no have more then the basic stabilizer available. But when enabling SAS i still have only the SAS capability of the probeat hand, no prograde/retrograde or any other option. Reading the description I can't identify whether I use it wrong or whether something is wrong. I use the current version downloaded via ckan.(ProbesPlus-BETA_0.14.1) Any hint/help/recommendation is highly appreciated! I thought I saw a Github pull request not too long ago about these missing a "standalone = true" tag. It's probably nothing on your end and an issue with my config. Let me do some testing. These parts have been in the mod for a while though, so I am not sure why this problem popped up just now. It may be something with KSP 1.2 as well. Thanks for reporting it! Quote Link to comment Share on other sites More sharing options...
Virtualgenius Posted October 22, 2016 Share Posted October 22, 2016 Hi was wondering if you wouldn't mind posting up your craft files for the various examples you have made Quote Link to comment Share on other sites More sharing options...
akron Posted October 23, 2016 Author Share Posted October 23, 2016 3 hours ago, Virtualgenius said: Hi was wondering if you wouldn't mind posting up your craft files for the various examples you have made Sure. I'll get something together. Just gotta clean them up and make sure I'm not using parts from other mods (Other than DMOS). Quote Link to comment Share on other sites More sharing options...
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