Akira_R Posted October 4, 2017 Share Posted October 4, 2017 @akron just fyi it's looking like my hope to get the RT patch done by this weekend may have been a bit optimistic with my school work load this week. Quote Link to comment Share on other sites More sharing options...
akron Posted October 4, 2017 Author Share Posted October 4, 2017 @Aelfhe1m Thank you for assisting! @Akira_R No worries. There's no rush on that because I don't have a release as imminent as I'd like. Quote Link to comment Share on other sites More sharing options...
Jhorriga Posted October 5, 2017 Share Posted October 5, 2017 yay is work Quote Link to comment Share on other sites More sharing options...
akron Posted October 6, 2017 Author Share Posted October 6, 2017 1 hour ago, Jhorriga said: yay is work <insert>Pic of borat giving thumbs up with the caption "It's a very nice!!"</insert> Quote Link to comment Share on other sites More sharing options...
Jhorriga Posted October 6, 2017 Share Posted October 6, 2017 (edited) 2 minutes ago, akron said: <insert>Pic of borat giving thumbs up with the caption "It's a very nice!!"</insert> Can't wait for rovers! Edited October 6, 2017 by Jhorriga Quote Link to comment Share on other sites More sharing options...
KerBlitz Kerman Posted October 9, 2017 Share Posted October 9, 2017 @akron When you decide to do the rovers can you have an inline cargo bay with a deployable folding rover? Quote Link to comment Share on other sites More sharing options...
Akira_R Posted October 10, 2017 Share Posted October 10, 2017 @akron RemoteTech patches are done and I made a pull-request on Git, I think I did it right, first time using Git to actually contribute to a project. I made a super rough pass at balance, things may need tweaking in that regard as my only play-testing was to ensure basic functionality was there and I didn't bork anything up. Quote Link to comment Share on other sites More sharing options...
akron Posted October 10, 2017 Author Share Posted October 10, 2017 18 hours ago, KerBlitz Kerman said: @akron When you decide to do the rovers can you have an inline cargo bay with a deployable folding rover? I am not sure what you mean, can you clarify? 7 hours ago, Akira_R said: @akron RemoteTech patches are done and I made a pull-request on Git, I think I did it right, first time using Git to actually contribute to a project. I made a super rough pass at balance, things may need tweaking in that regard as my only play-testing was to ensure basic functionality was there and I didn't bork anything up. Thank you! I'll go through and merge that hopefully tonight Quote Link to comment Share on other sites More sharing options...
KerBlitz Kerman Posted October 11, 2017 Share Posted October 11, 2017 @akron an inline bay that opens with a premade rover inside that gets launched out. And don't forget a Folding survey vehicle (rover)! Quote Link to comment Share on other sites More sharing options...
akron Posted October 11, 2017 Author Share Posted October 11, 2017 Just now, KerBlitz Kerman said: @akron an inline bay that opens with a premade rover inside that gets launched out. You can probably just use a Mk1 or Mk2 cargo bay for that, or stuff from other mods. I do want to come up with a cargo bay-type part but it is not for what you are thinking of. Quote Link to comment Share on other sites More sharing options...
KerBlitz Kerman Posted October 11, 2017 Share Posted October 11, 2017 1 hour ago, akron said: You can probably just use a Mk1 or Mk2 cargo bay for that, or stuff from other mods. I do want to come up with a cargo bay-type part but it is not for what you are thinking of. What about a folding large rover that fits in a small area? Quote Link to comment Share on other sites More sharing options...
akron Posted October 11, 2017 Author Share Posted October 11, 2017 (edited) 1 hour ago, KerBlitz Kerman said: What about a folding large rover that fits in a small area? Surface attach parts don't work in stock KSP with moving, animated panels like what you're talking. If I were to do that, you'd be unable to attach bits to the rover. The only folding parts will be the wheels and antenna/solar panels. This is actually pretty true to life. Engineers try to minimize moving parts because it is less stuff to fail. Edited October 11, 2017 by akron Quote Link to comment Share on other sites More sharing options...
KerBlitz Kerman Posted October 12, 2017 Share Posted October 12, 2017 Oh I meant wheel folding out from the chassis @akron, good to know Quote Link to comment Share on other sites More sharing options...
notJebKerman Posted October 12, 2017 Share Posted October 12, 2017 Is there a mod that would make RTGs degrade, like irl (and is compatible with 1.3)? If there is one, is it compatible with CA? Quote Link to comment Share on other sites More sharing options...
akron Posted October 12, 2017 Author Share Posted October 12, 2017 43 minutes ago, notJebKerman said: Is there a mod that would make RTGs degrade, like irl (and is compatible with 1.3)? If there is one, is it compatible with CA? Near Future Electrical has an RTG decay option. I don't think I have compatibility configs for it Quote Link to comment Share on other sites More sharing options...
notJebKerman Posted October 12, 2017 Share Posted October 12, 2017 20 minutes ago, akron said: Near Future Electrical has an RTG decay option. I don't think I have compatibility configs for it I already have NFE installed so I will enable the config and if I figure it out, I may write a patch file for CA. Quote Link to comment Share on other sites More sharing options...
akron Posted October 12, 2017 Author Share Posted October 12, 2017 1 hour ago, notJebKerman said: I already have NFE installed so I will enable the config and if I figure it out, I may write a patch file for CA. Download the mod again and you'll see and "Extras" folder with the decay plugin. If you do those configs, shoot me a pull request on Github. Quote Link to comment Share on other sites More sharing options...
Brainpop14 Posted October 14, 2017 Share Posted October 14, 2017 Will this work in 1.3.1? Quote Link to comment Share on other sites More sharing options...
akron Posted October 14, 2017 Author Share Posted October 14, 2017 (edited) 17 minutes ago, Brainpop14 said: Will this work in 1.3.1? This will matter on whether the dependent modules work in 1.3.1. Check to see if Firespitter, DMagic Science Animate, and DMagic Orbital Science work in 1.3.1 Edited October 14, 2017 by akron Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 14, 2017 Share Posted October 14, 2017 1 hour ago, akron said: This will matter on whether the dependent modules work in 1.3.1. Check to see if Firespitter, DMagic Science Animate, and DMagic Orbital Science work in 1.3.1 DMSA does not need an update, I'm happy to say. Quote Link to comment Share on other sites More sharing options...
Rory Yammomoto Posted October 15, 2017 Share Posted October 15, 2017 (edited) I'm running a version from Git, and I was wondering: is the body of Cassini still under development? Edited October 15, 2017 by Rory Yammomoto Quote Link to comment Share on other sites More sharing options...
akron Posted October 15, 2017 Author Share Posted October 15, 2017 20 minutes ago, Rory Yammomoto said: I'm running a version from Git, and I was wondering: is the body of Cassini still under development? If you mean the fuel tank piece, then yes. Still in dev Quote Link to comment Share on other sites More sharing options...
enlait Posted October 16, 2017 Share Posted October 16, 2017 It doesn't work for me in 1.3.1 (game crashes when loading parts) but with amount of mod's I'm running I can't say for sure... Deleting "Coatl Aerospace" and keeping everything else makes the game work again. Quote Link to comment Share on other sites More sharing options...
GDJ Posted October 17, 2017 Share Posted October 17, 2017 3 hours ago, enlait said: It doesn't work for me in 1.3.1 (game crashes when loading parts) but with amount of mod's I'm running I can't say for sure... Deleting "Coatl Aerospace" and keeping everything else makes the game work again. Not completely. The core mod "Probes Plus" works fine, it's the DMagicScienceAnimate Plug-in that's the issue at the moment. I have Probes Plus in my KSP 1.3.1 without the DMagicScienceAnimate plug-in and it works fine. So go ahead, put the mod in, take out the DMagic stuff, and when Coatl gets a official update, you can add/overwrite the old mod and still keep your probes. Quote Link to comment Share on other sites More sharing options...
akron Posted October 17, 2017 Author Share Posted October 17, 2017 13 hours ago, GDJ said: Not completely. The core mod "Probes Plus" works fine, it's the DMagicScienceAnimate Plug-in that's the issue at the moment. I have Probes Plus in my KSP 1.3.1 without the DMagicScienceAnimate plug-in and it works fine. So go ahead, put the mod in, take out the DMagic stuff, and when Coatl gets a official update, you can add/overwrite the old mod and still keep your probes. Thanks for checking. @enlait until DMagic Science animate updates, you'll run into this issue, I guess. Keep an eye out for the 3 dependencies to update. It is is kind of a bummer, but there is not alternative short of learning how to code a new science and animation module. Quote Link to comment Share on other sites More sharing options...
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