spacecookie Posted April 28, 2015 Share Posted April 28, 2015 UFO confimed in KSP 1.0 Nice heatshield protective panels, I don't like much the stock ones Quote Link to comment Share on other sites More sharing options...
VenomousRequiem Posted April 28, 2015 Share Posted April 28, 2015 Wow, everything seems to be coming together! Since we have the new effects on launch, I encourage you to try to make launch clamps of some kind so that we can enjoy the new effects! Quote Link to comment Share on other sites More sharing options...
CCCP Posted April 28, 2015 Share Posted April 28, 2015 Works fine for me? Really?<TJSNH's Craft Files> -- 404 error for kerbal stuff link<curtquarquesso collection - nearly every craft you can imagine> see below pics Quote Link to comment Share on other sites More sharing options...
Beale Posted April 28, 2015 Author Share Posted April 28, 2015 UFO confimed in KSP 1.0 Nice heatshield protective panels, I don't like much the stock ones It's true!Many thanks! Wow, everything seems to be coming together! Since we have the new effects on launch, I encourage you to try to make launch clamps of some kind so that we can enjoy the new effects!Many thanks!Launch clamps: I'm not really thinking of it. At the moment.Really?<TJSNH's Craft Files> -- 404 error for kerbal stuff link<curtquarquesso collection - nearly every craft you can imagine> see below picshttp://s7.hostingkartinok.com/uploads/images/2015/04/9360ec1bb0521a36fe4c10ec82d37959.jpg http://s7.hostingkartinok.com/uploads/images/2015/04/70c22fefdba8925c809f58f22cb91473.jpgOh! Ok I understand, the download works, but in game, doesn't work.Yeah, the craft files made by persons may use other mods. Which you're missing, iirc, the descriptions in the linked part collections contain a list of requirements Quote Link to comment Share on other sites More sharing options...
Smiget Posted April 28, 2015 Share Posted April 28, 2015 Hey, there seems to be a problem with the nodes on the "Castor LARJ Thruster" "Excursion Module Fuel Tank" and the "XeEU-01 xenon extraction unit" where one node wont attach to anything. OOOH! my first post on the KSP forum, how exciting! Quote Link to comment Share on other sites More sharing options...
tjsnh Posted April 28, 2015 Share Posted April 28, 2015 I'll have to update my craft files, looks like the link isnt working anymore. Quote Link to comment Share on other sites More sharing options...
biohazard15 Posted April 28, 2015 Share Posted April 28, 2015 Really?<TJSNH's Craft Files> -- 404 error for kerbal stuff link<curtquarquesso collection - nearly every craft you can imagine> see below picshttp://s7.hostingkartinok.com/uploads/images/2015/04/9360ec1bb0521a36fe4c10ec82d37959.jpg http://s7.hostingkartinok.com/uploads/images/2015/04/70c22fefdba8925c809f58f22cb91473.jpgInstall Procedural Fairings. Quote Link to comment Share on other sites More sharing options...
Chadley123 Posted April 28, 2015 Share Posted April 28, 2015 Is the vostok capsule supposed to become charred after re-entry? If so, it looks awesome: Quote Link to comment Share on other sites More sharing options...
Beale Posted April 28, 2015 Author Share Posted April 28, 2015 Hey, there seems to be a problem with the nodes on the "Castor LARJ Thruster" "Excursion Module Fuel Tank" and the "XeEU-01 xenon extraction unit" where one node wont attach to anything. OOOH! my first post on the KSP forum, how exciting!Hello! And Welcome to the forum. Thank you for finding this, it's fixed now.Is the vostok capsule supposed to become charred after re-entry? If so, it looks awesome:http://i.imgur.com/GtBJwFB.pngUnintentional! But, I like it - kinda I think I will tone the burning to be a bit less severe, but in general it seems quite a nice effect. Quote Link to comment Share on other sites More sharing options...
CCCP Posted April 28, 2015 Share Posted April 28, 2015 Install Procedural Fairings.Thank you! The ships were loaded. Almost all of them. Beale"Vostok" - landing speed - with an open parachute - is 10 meters per second. Quote Link to comment Share on other sites More sharing options...
tjsnh Posted April 28, 2015 Share Posted April 28, 2015 Updated craft files: https://www.dropbox.com/s/uemacgy2isaznic/TantaresCrafts.zip?dl=0Contains: GeminiLKPhobos-GruntSoyuzVA CapsuleVeneraVostokZond Quote Link to comment Share on other sites More sharing options...
biohazard15 Posted April 28, 2015 Share Posted April 28, 2015 Is the vostok capsule supposed to become charred after re-entry? If so, it looks awesome:http://i.imgur.com/GtBJwFB.pngWow. Just... wow.I guess it's that new ablation shader in work.Beale, DO NOT do anything with that - since it's actually a very realistic depiction of a capsule after re-entry.Vostok:Soyuz: Quote Link to comment Share on other sites More sharing options...
VenomousRequiem Posted April 28, 2015 Share Posted April 28, 2015 "At the moment." That's not a no! Quote Link to comment Share on other sites More sharing options...
Niemand303 Posted April 28, 2015 Share Posted April 28, 2015 Wow. Just... wow.I guess it's that new ablation shader in work.Beale, DO NOT do anything with that - since it's actually a very realistic depiction of a capsule after re-entry.Vostok:http://nifdugu.ru/uploads/posts/2012-04/1334216211_7.jpgSoyuz:http://img.ntv.ru/home/news/20120701/posadka.jpgYep, it's the new ablation effect, it wasn't my purpose but accidentaly I made that Quote Link to comment Share on other sites More sharing options...
Warringer Posted April 28, 2015 Share Posted April 28, 2015 (edited) I just had a pair of wired incidents, perhaps bugs, in the game.I renevouzed with my brand new station, when suddenly a Goog container on the outside of the Sojuz service module exploded. Apparently firing the main engine is massively heating up the service module. To make it worse, the Sojus capsule heated up to such a degree, the the ablator burned of nearly completely. EDIT: I found an explanation for this event. Squad has reduced the Heatproduction of all engines by one order of magnitude, most likely due to the new heat model. I would therefore suggest reducing the heat production. Example: [email protected] heatproduction = 300, [email protected] heatproduction = 20The second inducent was trying to move Bob from the Sojus capsule to the Science module of the station, a Kwant module, where he was punted back into the Sojus and the video image began to flicker between 'not there at all' and 'Bob in fear'. An EVA to transfer Bob, lead the same result and when I EVAed him to mode into a Hitchhiker, he was dublicated, one in the Sojus and one in the Hitchhiker. Trying to transfer him from the Hitchhiker to the Kwant also didn't work... Edited April 28, 2015 by Warringer Quote Link to comment Share on other sites More sharing options...
curtquarquesso Posted April 28, 2015 Share Posted April 28, 2015 Where can I find Assembly instructions?[spoiler: Craft Files] on first page are broken.Yup. Many may be broken. I was waiting for 1.0 to come out to begin working on them. You should see that get updated in the next few days. Quote Link to comment Share on other sites More sharing options...
schoff123 Posted April 28, 2015 Share Posted April 28, 2015 This bug happens only if said part is a root part.Just change your root part to capsule or probe core (In fact, you should always do that - it would prevent some possible issues with contracts and such)Good call, will do from now on. Thanks! Quote Link to comment Share on other sites More sharing options...
Beale Posted April 28, 2015 Author Share Posted April 28, 2015 Thank you! The ships were loaded. Almost all of them. Beale"Vostok" - landing speed - with an open parachute - is 10 meters per second.Should be good huh? Impact tolerance is around 40m/s.Wow. Just... wow.I guess it's that new ablation shader in work.Beale, DO NOT do anything with that - since it's actually a very realistic depiction of a capsule after re-entry.Vostok:http://nifdugu.ru/uploads/posts/2012-04/1334216211_7.jpgSoyuz:http://img.ntv.ru/home/news/20120701/posadka.jpgYeah, I like it.Not quite perfect, as it just darkens the texture, applying some kind of burn texture would look really nice.But, the blackening is good, why not keep it."At the moment." That's not a no! Technically I just had a pair of wired incidents, perhaps bugs, in the game.I renevouzed with my brand new station, when suddenly a Goog container on the outside of the Sojuz service module exploded. Apparently firing the main engine is massively heating up the service module. To make it worse, the Sojus capsule heated up to such a degree, the the ablator burned of nearly completely. EDIT: I found an explanation for this event. Squad has reduced the Heatproduction of all engines by one order of magnitude, most likely due to the new heat model. I would therefore suggest reducing the heat production. Example: [email protected] heatproduction = 300, [email protected] heatproduction = 20The second inducent was trying to move Bob from the Sojus capsule to the Science module of the station, a Kwant module, where he was punted back into the Sojus and the video image began to flicker between 'not there at all' and 'Bob in fear'. An EVA to transfer Bob, lead the same result and when I EVAed him to mode into a Hitchhiker, he was dublicated, one in the Sojus and one in the Hitchhiker. Trying to transfer him from the Hitchhiker to the Kwant also didn't work...1st bug - I will take a look 2nd bug, this I think sounds like something else, what mods are you running?Tantares 24 & TantaresLV 928/04/2015- Updated to .DDS format textures.- Included MSL heatshields.Still not a complete perfect harmony with 1.0, still need to add in the launch effects and stuff, but y'know, busy times. Quote Link to comment Share on other sites More sharing options...
planeguy868 Posted April 28, 2015 Share Posted April 28, 2015 Unfortunately I get much worse performance in 1.0 than I did in 0.90... So I'm not switching over yet. Plus, several mods I use haven't been updated yet.Is there any way I can get those heatshields to work with DRE in 0.90 as a temporary fix? Quote Link to comment Share on other sites More sharing options...
Beale Posted April 28, 2015 Author Share Posted April 28, 2015 Unfortunately I get much worse performance in 1.0 than I did in 0.90... So I'm not switching over yet. Plus, several mods I use haven't been updated yet.Is there any way I can get those heatshields to work with DRE in 0.90 as a temporary fix?Mmmm, yes:Cannot guarantee this working, but copy the DRE MM patch for the Fuji heatshield and rename to Castor_Shield_A and Castor_Shield_B.Hope this helps Quote Link to comment Share on other sites More sharing options...
Guest Posted April 28, 2015 Share Posted April 28, 2015 I'm delighted how quickly you and Niemand have produced this update! Time to pounce on some Tantares goodness. If it helps anyone as a stopgap, I wrote a quick little ModuleManager script to add the trench exhaust effects to liquid and solid engines.@PART[*]:HAS[@MODULE[ModuleEnginesFX],!MODULE[ModuleSurfaceFX]]:Final{ MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.8 maxDistance = 80 falloff = 2 thrustTransformName = thrustTransform }} Quote Link to comment Share on other sites More sharing options...
taniel0401 Posted April 28, 2015 Share Posted April 28, 2015 Some fancy pictures of a re-entry from new career savegame Jebediah Kerman is now the first kerbonaut who has orbited Kerbin. Suitably he used the Almach capsule and a R-7 rocket VERY hotGetting coolerAnd the coldest bit is on the horizon, a floating ball of mint ice cream Quote Link to comment Share on other sites More sharing options...
planeguy868 Posted April 28, 2015 Share Posted April 28, 2015 Mmmm, yes:Cannot guarantee this working, but copy the DRE MM patch for the Fuji heatshield and rename to Castor_Shield_A and Castor_Shield_B.Hope this helps Will .dds work with 0.90? Quote Link to comment Share on other sites More sharing options...
MDBenson Posted April 28, 2015 Share Posted April 28, 2015 I added Tantares and LV via CKAN, found it was buggy then realised it's waaaay out of date (on v21 and LV v6.2) Is this the authors issue or the CKAN repo maintainer I need to bother with a big stick? Quote Link to comment Share on other sites More sharing options...
Beale Posted April 28, 2015 Author Share Posted April 28, 2015 Some fancy pictures of a re-entry from new career savegame Jebediah Kerman is now the first kerbonaut who has orbited Kerbin. Suitably he used the Almach capsule and a R-7 rocket VERY hothttp://i1119.photobucket.com/albums/k633/taniel0401/screenshot390_zpsd3scbdik.pngGetting coolerhttp://i1119.photobucket.com/albums/k633/taniel0401/screenshot392_zpsnkoukvyt.pngAnd the coldest bit is on the horizon, a floating ball of mint ice cream http://i1119.photobucket.com/albums/k633/taniel0401/screenshot393_zpsuy6znrjj.pngVery nice!I doubt I have pulled off a full mission in 1.0 yet, besides a couple of test flights.I'm delighted how quickly you and Niemand have produced this update! Time to pounce on some Tantares goodness. If it helps anyone as a stopgap, I wrote a quick little ModuleManager script to add the trench exhaust effects to liquid and solid engines.@PART[*]:HAS[@MODULE[ModuleEnginesFX],!MODULE[ModuleSurfaceFX]]:Final{ MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.8 maxDistance = 80 falloff = 2 thrustTransformName = thrustTransform }}Great stuff!Many thanks Will .dds work with 0.90?You'll need DDS loader for back-compatibility I added Tantares and LV via CKAN, found it was buggy then realised it's waaaay out of date (on v21 and LV v6.2) Is this the authors issue or the CKAN repo maintainer I need to bother with a big stick?Ack!No good.Honestly, I have no idea how to use and manage a CKAN repository. Tantares was added by somebody else.Any help is appreciated. Quote Link to comment Share on other sites More sharing options...
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