akron Posted September 7, 2021 Author Share Posted September 7, 2021 6 hours ago, Alpha512 said: The Viking is not released yet, am i getting it right? This is correct, unfortunately. Quote Link to comment Share on other sites More sharing options...
akron Posted September 7, 2021 Author Share Posted September 7, 2021 (edited) I forgot to post another part update. Remake of the early tech panels. Any thoughts on having the Cold gas thrusters and/or solar pressure vane on these panels? I may keep those unique to Mariner parts unless you guys would like to use them with these. The main reason for the touch up on these older parts is for art changes to be more compatible with other mods. I don't like that it removes a bit of the identity and uniqueness of them, but I think the trade off pays off. I will probably not be doing any more texture or foil toggles. One more reminder! I am looking for collaboration partners. If you are interested in working with me to either finish the old part refreshes, or complete some of the unfinished projects. Please let me know via PM. It is preferred that you have some experience as I have limited time to be able to show someone how to model/texture, but assistance is welcome even with cfg, balancing, and other mod compatibility. "Beta" testing is open to everyone through Github. ~cheers Edited September 7, 2021 by akron Quote Link to comment Share on other sites More sharing options...
Brainpop14 Posted September 7, 2021 Share Posted September 7, 2021 Any word on 1.12.2 compatibility yet? Quote Link to comment Share on other sites More sharing options...
akron Posted September 7, 2021 Author Share Posted September 7, 2021 7 minutes ago, Brainpop14 said: Any word on 1.12.2 compatibility yet? Depends... Surveyor has a glitch with its engines that I do not know how to fix so I may just have to wait until it's due for a remake. I believe there is a glitch with the Cassini magnetometer foil cover toggle. Other than these visual issues, it should be compatible with 1.12.x Please be sure to download the correct "latest" version from the Github repo: Quote Link to comment Share on other sites More sharing options...
akron Posted September 7, 2021 Author Share Posted September 7, 2021 (edited) *this was posted in error and I cannot delete it* Edited September 7, 2021 by akron Quote Link to comment Share on other sites More sharing options...
Yuriy Istochnikov Posted September 8, 2021 Share Posted September 8, 2021 On 4/29/2020 at 1:09 AM, akron said: Good to hear! Thanks I appreciate you checking and reporting back UPDATE First pass on the new Barquetta bus. You're losing the 6-axis RCS control in favor of new MR-103D styled clusters and as you can see, it is slightly larger and heavier. About 25% or so for balancing reasons. I'll also look into a "light" version of it that isn't so tall. Just a question. Is the "light" version of the Q02M Barchetta live? Or is just this version? Quote Link to comment Share on other sites More sharing options...
akron Posted September 8, 2021 Author Share Posted September 8, 2021 1 hour ago, Yuriy Istochnikov said: Just a question. Is the "light" version of the Q02M Barchetta live? Or is just this version? The grey probe on the left in the replacement version. Yes, it should be live Quote Link to comment Share on other sites More sharing options...
DaveyJ576 Posted September 9, 2021 Share Posted September 9, 2021 I am running 1.11.2 and recently upgraded to KSRSS (x2.5 scale). I can't seem to find the right parameters to land the Surveyor on the moon. When should I start the solid motor retro fire? If I start above 55K I run out of fuel on the verniers too high above the surface. If I start below 40K the craft won't slow down fast enough and it crashes. My starting velocity is about 1150 m/s. It seems as if I don't have enough delta V to slow down. Using MechJeb. Any suggestions? I know it has to be possible somehow. Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted September 9, 2021 Share Posted September 9, 2021 (edited) 1 hour ago, DaveyJ576 said: I am running 1.11.2 and recently upgraded to KSRSS (x2.5 scale). I can't seem to find the right parameters to land the Surveyor on the moon. When should I start the solid motor retro fire? If I start above 55K I run out of fuel on the verniers too high above the surface. If I start below 40K the craft won't slow down fast enough and it crashes. My starting velocity is about 1150 m/s. It seems as if I don't have enough delta V to slow down. Using MechJeb. Any suggestions? I know it has to be possible somehow. I don't think the original balances for this mod were done with 2.5x in mind, as I had the same experience. My solution was the increase the amount of fuel in the SRM. Here's me doing it in JNSQ. Spoiler Edited September 9, 2021 by OrbitalManeuvers added vid Quote Link to comment Share on other sites More sharing options...
DaveyJ576 Posted September 9, 2021 Share Posted September 9, 2021 2 hours ago, OrbitalManeuvers said: I don't think the original balances for this mod were done with 2.5x in mind, as I had the same experience. My solution was the increase the amount of fuel in the SRM. Here's me doing it in JNSQ. Reveal hidden contents Interesting. How does one increase the amount of fuel in the SRM? It’s already at the highest amount. Tweakables? Quote Link to comment Share on other sites More sharing options...
akron Posted September 10, 2021 Author Share Posted September 10, 2021 5 hours ago, DaveyJ576 said: Interesting. How does one increase the amount of fuel in the SRM? It’s already at the highest amount. Tweakables? I think maybe with a MM patch to increase the total propellant capacity. @OrbitalManeuvers is correct in that the Mod is balanced-ish for stock KSP on a stock scale. I never play with scale mods and don't know how to configure parts for those. My apologies! Quote Link to comment Share on other sites More sharing options...
DaveyJ576 Posted September 10, 2021 Share Posted September 10, 2021 9 hours ago, akron said: I think maybe with a MM patch to increase the total propellant capacity. @OrbitalManeuvers is correct in that the Mod is balanced-ish for stock KSP on a stock scale. I never play with scale mods and don't know how to configure parts for those. My apologies! No sweat @akron. This is still a great mod. I enjoy flying the Surveyor and had several cool missions with it in my Stock game. I will get it figured out for x2.5. Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted September 10, 2021 Share Posted September 10, 2021 3 hours ago, DaveyJ576 said: I will get it figured out for x2.5. If you learn how to do it the right way - a MM patch that lives in your own custom folder and targets just that part if it's installed - I'd love to see your solution. I did it the wrong way because I was in a hurry and just needed to film/test something. The wrong way is to edit the part cfg file directly, which is what I did at the time, and then overwrote it when I grabbed the latest changes from github. I think in the end I had a value that was like 3x the original value, but that's not a calculated value, that's a "I just need more for now" value. Balancing real-world hardware for KSP seems like a nightmare to me. Quote Link to comment Share on other sites More sharing options...
akron Posted September 11, 2021 Author Share Posted September 11, 2021 11 hours ago, OrbitalManeuvers said: If you learn how to do it the right way - a MM patch that lives in your own custom folder and targets just that part if it's installed - I'd love to see your solution. I did it the wrong way because I was in a hurry and just needed to film/test something. The wrong way is to edit the part cfg file directly, which is what I did at the time, and then overwrote it when I grabbed the latest changes from github. I think in the end I had a value that was like 3x the original value, but that's not a calculated value, that's a "I just need more for now" value. Balancing real-world hardware for KSP seems like a nightmare to me. It has been a while since I've had to make new cfgs and MM patches, but I "think" this would work: @PART[ca_landv_srm]:FOR[CoatlAerospace] { RESOURCE { name = SolidFuel amount = 51 maxAmount = 51 } } 3x the Solid Fuel cap Quote Link to comment Share on other sites More sharing options...
DaveyJ576 Posted September 11, 2021 Share Posted September 11, 2021 11 hours ago, akron said: It has been a while since I've had to make new cfgs and MM patches, but I "think" this would work: @PART[ca_landv_srm]:FOR[CoatlAerospace] { RESOURCE { name = SolidFuel amount = 51 maxAmount = 51 } } 3x the Solid Fuel cap After considering what @OrbitalManeuverssaid above, that is exactly what I did! I set the amounts to 50, but adjusted it down to 42 in the VAB. Worked like a charm after a couple of tries to figure the proper altitude to begin the retro fire. 52k worked pretty good. Quote Link to comment Share on other sites More sharing options...
akron Posted September 15, 2021 Author Share Posted September 15, 2021 Pushed a very WIP hacky fix for the Cassini magnetometer to address its mesh toggle. Foil textures for it *only* are now using the new KSP semi-PBR shaders. Looks good, IMHO. Cassini foil re-work is next. These are not new models or textures, just literally re-working how they are set up. Now on Github Repo Quote Link to comment Share on other sites More sharing options...
akron Posted September 15, 2021 Author Share Posted September 15, 2021 (edited) Update More pushes to Github. New foil shaders added to several parts. STEREO, Mariner, and a couple of science parts. Again, no new model or textures. B9Part Switch only. I only updated those configs, not Firespitter's and I may deprecate FS altogether Edited September 15, 2021 by akron Quote Link to comment Share on other sites More sharing options...
Yuriy Istochnikov Posted September 23, 2021 Share Posted September 23, 2021 (edited) On 9/8/2021 at 3:53 PM, akron said: The grey probe on the left in the replacement version. Yes, it should be live I think i didn't understand. As i understood, there will be two versions of the Barchetta: the one on the picture and a shorter one. Are they in the new version? That's because i have a lot of kitbashed satellites using Barchetta as base (a lot like the Russian Express 1000N/K/AT satellites), and in a certain type of rocket, i can have three of them on a single launch. Edited September 23, 2021 by Yuriy Istochnikov Quote Link to comment Share on other sites More sharing options...
RaiderMan Posted September 28, 2021 Share Posted September 28, 2021 what kind of solar panels does this include? Quote Link to comment Share on other sites More sharing options...
FlightSimJeronimo Posted October 3, 2021 Share Posted October 3, 2021 Anyone able to help? I'm having issues with getting the mod into the game; parts won't load in the part list, and the mod doesn't show up in Janitor's Closet. I'm on version 1.12.2, downloading from the Github source code (Coatl-Aerospace-main). I have Firespitter and all other dependencies for the mod. I put the Coatl Aerospace folder into KSP, and when I load it, none of the parts show up. I've tried taking some folders out and putting them into GameData separately, I've tried reinstalling several times, but it hasn't worked at all. Quote Link to comment Share on other sites More sharing options...
Neil Kerman Posted October 3, 2021 Share Posted October 3, 2021 What's the latest version compatible with 1.11? Quote Link to comment Share on other sites More sharing options...
Starhelperdude Posted October 3, 2021 Share Posted October 3, 2021 42 minutes ago, Neil Kerman said: What's the latest version compatible with 1.11? I'm using it in 1.11.1 and I didn't encounter any problems Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted October 3, 2021 Share Posted October 3, 2021 18 hours ago, FlightSimJeronimo said: Anyone able to help? I'm having issues with getting the mod into the game; parts won't load in the part list, and the mod doesn't show up in Janitor's Closet. I'm on version 1.12.2, downloading from the Github source code (Coatl-Aerospace-main). I have Firespitter and all other dependencies for the mod. I put the Coatl Aerospace folder into KSP, and when I load it, none of the parts show up. I've tried taking some folders out and putting them into GameData separately, I've tried reinstalling several times, but it hasn't worked at all. The zip file you get from Github isn't a regular release zip file, so you'll need to locate the GameData folder within the zip file. Once there, you want the contents of that zip folder (which should be just more folders) to go into your GameData folder. In this case there will be 3, and one of them will be GameData\Coatl Aerospace. The other two are dependencies. You'll also probably need modulemanger if this is your first mod. Quote Link to comment Share on other sites More sharing options...
Mr.dobsonian Posted October 13, 2021 Share Posted October 13, 2021 What does this file do? Quote Link to comment Share on other sites More sharing options...
akron Posted October 14, 2021 Author Share Posted October 14, 2021 23 hours ago, Mr.dobsonian said: What does this file do? That is the config for the Odyssey-styled solar panels Quote Link to comment Share on other sites More sharing options...
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