Danilo Coelho Posted November 6, 2018 Share Posted November 6, 2018 Has anyone tried this beauty on 1.4.5? Quote Link to comment Share on other sites More sharing options...
Spaceception Posted November 6, 2018 Share Posted November 6, 2018 That didn't take much time at all. Congrats! Quote Link to comment Share on other sites More sharing options...
elGremlin Posted November 6, 2018 Share Posted November 6, 2018 20 hours ago, bcink said: Thanks! Sorry, but I hadn't worked on any configuration or compatibility with B9. It seems to be popular enough to warrant investigating, but this would need to wait until an update is required or worked on unfortunately 19 hours ago, JH4C said: The error B9 throws up would be very useful to see; they're pretty good at explaining what's gone wrong. However as B9 isn't any kind of dependency for this mod, it's likely to be some other add-on that's causing this. I would like to paste here screenshot w. error, but so far couldn't figure out how, sorry, not really up to date in this forum engine. let me know, I can email it Quote Link to comment Share on other sites More sharing options...
Snark Posted November 6, 2018 Share Posted November 6, 2018 47 minutes ago, elGremlin said: I would like to paste here screenshot w. error, but so far couldn't figure out how, sorry, not really up to date in this forum engine. Instructions for "how to post a screenshot" in spoiler section: Spoiler Take a screenshot in-game (just press F1). It will save the image to the "Screenshots" folder of your KSP install. Upload the screenshot to imgur.com. (Or could be some other site, doesn't have to be imgur. I only suggest it because that's what most people do, probably because it's super simple to use and doesn't require making an account; you can post there with a simple drag/drop.) Once it's uploaded, right-click on the image and choose "Copy Image Location". Important, you want the URL of the image itself, not the URL of the page. Paste that URL into your forum post and it will be automagically converted into an in-line image. Quote Link to comment Share on other sites More sharing options...
bcink Posted November 6, 2018 Author Share Posted November 6, 2018 1 hour ago, Spaceception said: That didn't take much time at all. Congrats! Thank you!! 54 minutes ago, elGremlin said: I would like to paste here screenshot w. error, but so far couldn't figure out how, sorry, not really up to date in this forum engine. let me know, I can email it Hello, please check this post to see if this is related: 19 hours ago, Drakenex said: Congrats on release! Excellent quality. Thank you!! 19 hours ago, Raptor22 said: I love it! Thank you! 19 hours ago, Beetlecat said: That's a sexy looking parts pack! TY! Thanks 23 hours ago, HooHungLow said: Beautiful! I can't believe that a quick PM suggestion has turned into a full mod. Pretty cool! Thank you! Good stuff indeed! Quote Link to comment Share on other sites More sharing options...
Sim1 Posted November 6, 2018 Share Posted November 6, 2018 (edited) On 11/5/2018 at 8:41 PM, bcink said: Should get to CKAN assuming Spacedock's add to CKAN option is still working. I don't see it there yet but suspect it will be ok. And thank you everyone! maybe it takes few days to index it, I can see your other mods but not this one Edited November 6, 2018 by Sim1 missing quote Quote Link to comment Share on other sites More sharing options...
felix 1995 Posted November 6, 2018 Share Posted November 6, 2018 22 hours ago, Raptor22 said: I love it! Can't wait to see if you do the habitat as well. I don't know why, but I've always liked the look of the Mars Direct habitat. I agree with your publication would be great Quote Link to comment Share on other sites More sharing options...
DiscoSlelge Posted November 6, 2018 Share Posted November 6, 2018 Was following the project for a long time, amazing work you get better and better with your stuff, congrats ! <3 Quote Link to comment Share on other sites More sharing options...
Drakenex Posted November 7, 2018 Share Posted November 7, 2018 anyone asking for a HAB: SXT Quote Link to comment Share on other sites More sharing options...
HooHungLow Posted November 7, 2018 Share Posted November 7, 2018 Quote Link to comment Share on other sites More sharing options...
Drakenex Posted November 7, 2018 Share Posted November 7, 2018 Amazing!! Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 8, 2018 Share Posted November 8, 2018 @Drakenex thank you, now we need what's missing in this mod At least a long rope. Quote Link to comment Share on other sites More sharing options...
bcink Posted November 8, 2018 Author Share Posted November 8, 2018 44 minutes ago, Gordon Dry said: @Drakenex thank you, now we need what's missing in this mod At least a long rope. Lots of requests for the rover and the hab and a tether..... O_O Still wondering how we could get the tether aspect to work out properly... I won't commit to it yet but all those things would make for a nice "xpac" Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 8, 2018 Share Posted November 8, 2018 With persistent rotation (and ofc when that mod with the same name is free of bugs) it should work, afaik the game understands what rotational g-forces are. If not, it would be bad - how to fiddle a non-issue-throwing mod just to achieve this? Quote Link to comment Share on other sites More sharing options...
MaverickSawyer Posted November 8, 2018 Share Posted November 8, 2018 1 hour ago, bcink said: Lots of requests for the rover and the hab and a tether..... O_O Still wondering how we could get the tether aspect to work out properly... I won't commit to it yet but all those things would make for a nice "xpac" Tether? Pffft. KAS has you covered, bro. You don't even really need to add any parts for it: the "stock" parts that come with KAS can handle it just fine. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 8, 2018 Share Posted November 8, 2018 17 minutes ago, MaverickSawyer said: KAS has you covered, bro. Well, the "real" Mars Direct does not have the astronauts to leave and fiddle the rope into the coupling. Quote Link to comment Share on other sites More sharing options...
MaverickSawyer Posted November 8, 2018 Share Posted November 8, 2018 1 hour ago, Gordon Dry said: Well, the "real" Mars Direct does not have the astronauts to leave and fiddle the rope into the coupling. And, historically, KAS has allowed you to directly attach parts to a winch. The present version doesn't allow that, true, but iirc, that's a feature being added soon. Besides, what's a little radiation? I mean, if you're that afraid of death or cancer, might as well stay on Kerbin. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 8, 2018 Share Posted November 8, 2018 The crewed parts need a Kerbalism _sickbay_RDU patch then ... *hint hint nudge nudge* Quote Link to comment Share on other sites More sharing options...
debaker02 Posted November 9, 2018 Share Posted November 9, 2018 Nice mod! Question any thought of a nose cone that does not have the docking Port built in? I use cx apas and am curious. Quote Link to comment Share on other sites More sharing options...
bcink Posted November 9, 2018 Author Share Posted November 9, 2018 13 hours ago, debaker02 said: Nice mod! Question any thought of a nose cone that does not have the docking Port built in? I use cx apas and am curious. Had not but will see Quote Link to comment Share on other sites More sharing options...
Drakenex Posted November 10, 2018 Share Posted November 10, 2018 On 11/8/2018 at 1:06 AM, MaverickSawyer said: Tether? Pffft. KAS has you covered, bro. You don't even really need to add any parts for it: the "stock" parts that come with KAS can handle it just fine. pics? Haven't tried myself yet Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 10, 2018 Share Posted November 10, 2018 On 11/6/2018 at 2:16 PM, Danilo Coelho said: Has anyone tried this beauty on 1.4.5? I did. It works fine, except that I discovered that the command pod's model (and IVA) are rotated +/-90 deg and disorients me. Maybe it's file corruption on my end, or maybe this is indeed a thing to watch out for in KSP 1.4. See here with the navball. The ship's orientation is "up" relative to the ecliptic but the windows are oriented radial/sideways. They should be facing normal/ "up" too. I also changed the engines over to use ModuleEnginexFX (and therefore, better plumes) but the stage 1 engines have a scaling problem and causes plumes to be gigantic. I also personally lowered the heat tolerance on the parts from 7000K to 3200K, near the upper limit on fairings heat tolerance. (Fun fact, 5800K is the surface of the Sun) Quote Link to comment Share on other sites More sharing options...
BRAAAP_STUTUTU Posted November 10, 2018 Share Posted November 10, 2018 On 11/8/2018 at 3:28 AM, bcink said: Lots of requests for the rover and the hab and a tether..... O_O Still wondering how we could get the tether aspect to work out properly... I won't commit to it yet but all those things would make for a nice "xpac" Well, thats what happens when you make quality mods eh Quote Link to comment Share on other sites More sharing options...
thescaryone Posted November 11, 2018 Share Posted November 11, 2018 On 11/10/2018 at 9:38 AM, JadeOfMaar said: I did. It works fine, except that I discovered that the command pod's model (and IVA) are rotated +/-90 deg and disorients me. Maybe it's file corruption on my end, or maybe this is indeed a thing to watch out for in KSP 1.4. See here with the navball. The ship's orientation is "up" relative to the ecliptic but the windows are oriented radial/sideways. They should be facing normal/ "up" too. The ship always launches perfectly for me the first time, but when I reload to launch to let mechjeb get a better handle on ascent guidance the 90* rotation. Quote Link to comment Share on other sites More sharing options...
bcink Posted November 11, 2018 Author Share Posted November 11, 2018 27 minutes ago, thescaryone said: The ship always launches perfectly for me the first time, but when I reload to launch to let mechjeb get a better handle on ascent guidance the 90* rotation. Thank you for clarifying. I started noticing this as well. This is most definitely a bug. The model is rotated 90 in Unity to correct this, but it appears to break per reload evidently as you have described. I'll be removing the 90 rotation and adjusting the original model in the next update - which I will just go ahead and confirm is happening - and it's going to be a big one. Quote Link to comment Share on other sites More sharing options...
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