Buzzou Posted November 22, 2014 Share Posted November 22, 2014 They are a low priority for me right now. I am currently working on the us probes pack.That's a shame, but understandable. I hope they get released eventually. Quote Link to comment Share on other sites More sharing options...
Synthesis Posted November 30, 2014 Share Posted November 30, 2014 (edited) This is really impressive--the probes in particular are works of beauty. That hangar reflection.. Edited November 30, 2014 by Synthesis Quote Link to comment Share on other sites More sharing options...
raidernick Posted December 1, 2014 Author Share Posted December 1, 2014 (edited) UPDATE V0.97.6-Added Polyot probe and craft file-Fixed Soyuz LES thrust and aerodynamics-Fixed many long standing cfg errors-COMPLETELY REMOVE OLD VERSION BEFORE INSTALLING THIS!So it is finally in the game. I have been saying I was going to do Polyot since I first introduced this pack. It's done now and there is going to be only 1 or 2 more major additions before it goes v1.0 and I will likely no longer be adding any more major content.EDIT: Previous archive broke while uploading it and couldn't be extracted. I reuploaded a new one. Edited December 1, 2014 by raidernick Quote Link to comment Share on other sites More sharing options...
raidernick Posted December 7, 2014 Author Share Posted December 7, 2014 UPDATE V0.97.9-Fixed FPS lag by replacing all animations with firespitter.dll, this is now a dependency-Updated all craft files for new animations-THIS IS NOT COMPATIBLE WITH PREVIOUS VERSIONS! YOU MUST COMPLETELY REMOVE OLD VERSION BEFORE INSTALLING THIS! Quote Link to comment Share on other sites More sharing options...
raidernick Posted December 16, 2014 Author Share Posted December 16, 2014 The animations are broken as of 0.90 until firespitter is updated. Anything with a solar panel will still work but any other animated part won't. If firespitter isn't updated in a relatively short amount of time I will see about trying to move back to the stock animation module. Quote Link to comment Share on other sites More sharing options...
raidernick Posted December 16, 2014 Author Share Posted December 16, 2014 (edited) UPDATE V0.98-Updated dependencies for 0.90, fixed version of firespitter-Added manufacturer icon for new sorting system-Fixed Soyuz launch escape tower, it now flies in a straight line instead of spinning in circles-Fixed R7 texture error-Updated craft files, replace your old ones Edited December 16, 2014 by raidernick Quote Link to comment Share on other sites More sharing options...
raidernick Posted December 17, 2014 Author Share Posted December 17, 2014 UPDATE V0.98.0.1 HOTFIX-Agencies error fixed for parts not showing up when sorting by manufacturer Quote Link to comment Share on other sites More sharing options...
lanceo90 Posted December 18, 2014 Share Posted December 18, 2014 Is there a Proton rocket in this pack? Quote Link to comment Share on other sites More sharing options...
raidernick Posted December 19, 2014 Author Share Posted December 19, 2014 Is there a Proton rocket in this pack?no, not yet Quote Link to comment Share on other sites More sharing options...
Viruzzz Posted December 20, 2014 Share Posted December 20, 2014 Hi raidernick,i have a problem with the rocket r7 i can't turn after the launch, with SAS or without it (US probes as payload).thx Quote Link to comment Share on other sites More sharing options...
sp1989 Posted December 20, 2014 Share Posted December 20, 2014 no, not yetwoah woah woah not yet? Thats an awesome answer!! Because that means there is one coming and thats awesome! Quote Link to comment Share on other sites More sharing options...
raidernick Posted December 20, 2014 Author Share Posted December 20, 2014 woah woah woah not yet? Thats an awesome answer!! Because that means there is one coming and thats awesome!I have the models done, just no textures. I have no time or interest in texturing the parts. I'll be looking for someone who wants to do that otherwise it will likely never get released. Quote Link to comment Share on other sites More sharing options...
raidernick Posted December 21, 2014 Author Share Posted December 21, 2014 Working on the Molniya-M rocket again as an alternate texture set to the existing R7. I have the new fairings and fairing base done. Up next will the the actual rocket textures. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted December 21, 2014 Share Posted December 21, 2014 Definitely staying tuned. Quote Link to comment Share on other sites More sharing options...
raidernick Posted December 21, 2014 Author Share Posted December 21, 2014 I also removed a lot of duplicate textures in the R7 pack and was able to reduce the folder size from 103mb to 87.4mb, this should help memory usage. It will change the color on some of the parts though as I decided to sacrifice some diversity for memory. Quote Link to comment Share on other sites More sharing options...
Nitrous Oxide Posted December 22, 2014 Share Posted December 22, 2014 Having issues with this and RemoteTech... the config is installed and should be working, but for some reason or another, my Sputnik-1 was giving me local control... Quote Link to comment Share on other sites More sharing options...
raidernick Posted December 22, 2014 Author Share Posted December 22, 2014 Having issues with this and RemoteTech... the config is installed and should be working, but for some reason or another, my Sputnik-1 was giving me local control...I will pm the guy who made the remotetech config. I don't use or know anything about remotetech so I can't help you debug it. Quote Link to comment Share on other sites More sharing options...
Nitrous Oxide Posted December 22, 2014 Share Posted December 22, 2014 I will pm the guy who made the remotetech config. I don't use or know anything about remotetech so I can't help you debug it.Ah, right on then. I'll compare it to some working configs and I'll try and figure out the problem. Will let you know if the config needs some updating. Quote Link to comment Share on other sites More sharing options...
Mecripp Posted December 22, 2014 Share Posted December 22, 2014 (edited) Don't know who wrote some of them but looks like some if deploy you get the shorter ranger and really not sure how MM is doing this now as it has :NEEDS[RemoteTech2] in update before this last one RT2 change the name to just RemoteTech for both folder and DLL so how is the patch even working ?EDIT- So it should be :NEEDS[RemoteTech] Edited December 22, 2014 by Mecripp2 Quote Link to comment Share on other sites More sharing options...
raidernick Posted December 23, 2014 Author Share Posted December 23, 2014 Finished Molniya-M textures. Going to test it a bit before release. Quote Link to comment Share on other sites More sharing options...
Nitrous Oxide Posted December 23, 2014 Share Posted December 23, 2014 (edited) Don't know who wrote some of them but looks like some if deploy you get the shorter ranger and really not sure how MM is doing this now as it has :NEEDS[RemoteTech2] in update before this last one RT2 change the name to just RemoteTech for both folder and DLL so how is the patch even working ?EDIT- So it should be :NEEDS[RemoteTech]I made a rudimentary config for RoverDude's Sounding Rockets, and I got some improvements made to it by someone with a little more expertise than I have. I don't even know where to start with this one (for example why the %s in the newer config?)... Edited December 23, 2014 by Nitrous Oxide Quote Link to comment Share on other sites More sharing options...
raidernick Posted December 23, 2014 Author Share Posted December 23, 2014 (edited) Anyone who wants to fix the configs I will be happy to add them to the release. As it is now the broken config is holding up the next release and if it can't be fixed I'm just going to remove it from the archive. I really don't know why mm suddenly uses % to add parameters now? Edited December 23, 2014 by raidernick Quote Link to comment Share on other sites More sharing options...
Nitrous Oxide Posted December 23, 2014 Share Posted December 23, 2014 (edited) Anyone who wants to fix the configs I will be happy to add them to the release. As it is now the broken config is holding u the next release and if it can't be fixed I'm just going to remove it from the archive. I really don't know why mm suddenly uses % to add parameters now?Edit: This should work.@PART[luna2]:NEEDS[RemoteTech]{ !MODULE[ModuleDataTransmitter] {} %MODULE[ModuleRTAntenna] { %Mode0OmniRange = 2500000 %Mode1OmniRange = 15000000 %MaxQ = 6000 %EnergyCost = 0.001 %DeployFxModules = 1 %TRANSMITTER { %PacketInterval = 0.4 %PacketSize = 2 %PacketResourceCost = 1.0 } } @RESOURCE[ElectricCharge] { @amount += 100 @maxAmount += 100 } %MODULE[ModuleSPU] { }}@PART[luna3]:NEEDS[RemoteTech]{ !MODULE[ModuleDataTransmitter] {} %MODULE[ModuleRTAntenna] { %Mode0OmniRange = 2500000 %Mode1OmniRange = 15000000 %MaxQ = 6000 %EnergyCost = 0.001 %DeployFxModules = 1 %TRANSMITTER { %PacketInterval = 0.4 %PacketSize = 2 %PacketResourceCost = 1.0 } } @RESOURCE[ElectricCharge] { @amount += 100 @maxAmount += 100 } %MODULE[ModuleSPU] { }}@PART[luna9_als]:NEEDS[RemoteTech]{ !MODULE[ModuleDataTransmitter] {} %MODULE[ModuleRTAntenna] { %Mode0OmniRange = 2500000 %Mode1OmniRange = 15000000 %MaxQ = 6000 %EnergyCost = 0.001 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.4 %PacketSize = 2 %PacketResourceCost = 1.0 } } @RESOURCE[ElectricCharge] { @amount += 250 @maxAmount += 250 } %MODULE[ModuleSPU] { }}@PART[luna_als]:NEEDS[RemoteTech]{ !MODULE[ModuleDataTransmitter] {} %MODULE[ModuleRTAntenna] { %Mode0OmniRange = 2500000 %Mode1OmniRange = 15000000 %MaxQ = 6000 %EnergyCost = 0.001 %DeployFxModules = 1 %TRANSMITTER { %PacketInterval = 0.4 %PacketSize = 2 %PacketResourceCost = 1.0 } } @RESOURCE[ElectricCharge] { @amount += 150 @maxAmount += 150 } %MODULE[ModuleSPU] { }}@PART[sputnik1]:NEEDS[RemoteTech]{ !MODULE[ModuleDataTransmitter] {} %MODULE[ModuleRTAntenna] { %Mode0OmniRange = 250000 %Mode1OmniRange = 1500000 %MaxQ = 6000 %EnergyCost = 0.001 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.4 %PacketSize = 2 %PacketResourceCost = 1.0 } } %MODULE[ModuleSPU] { }}@PART[sputnik2]:NEEDS[RemoteTech]{ !MODULE[ModuleDataTransmitter] {} %MODULE[ModuleRTAntenna] { %Mode0OmniRange = 250000 %Mode1OmniRange = 1500000 %MaxQ = 6000 %EnergyCost = 0.001 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.4 %PacketSize = 2 %PacketResourceCost = 1.0 } } %MODULE[ModuleSPU] { }}@PART[sputnik3]:NEEDS[RemoteTech]{ !MODULE[ModuleDataTransmitter] {} %MODULE[ModuleRTAntenna] { %Mode0OmniRange = 250000 %Mode1OmniRange = 1500000 %MaxQ = 6000 %EnergyCost = 0.001 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.4 %PacketSize = 2 %PacketResourceCost = 1.0 } } %MODULE[ModuleSPU] { }}@PART[molniya1]:NEEDS[RemoteTech]{ !MODULE[ModuleDataTransmitter] {} %MODULE[ModuleRTAntenna] { %Mode0DishRange = 0 %Mode1DishRange = 60000000 %MaxQ = 6000 %EnergyCost = 0.6 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.4 %PacketSize = 5 %PacketResourceCost = 1.0 } } %MODULE[ModuleRTAntenna] { %Mode0DishRange = 0 %Mode1DishRange = 60000000 %MaxQ = 6000 %EnergyCost = 0.6 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.4 %PacketSize = 5 %PacketResourceCost = 1.0 } } @RESOURCE[ElectricCharge] { @amount += 800 @maxAmount += 800 } %MODULE[ModuleSPU] { } %MODULE[ModuleDeployableSolarPanel] { %chargeRate = 6 }}@PART[polyot]:NEEDS[RemoteTech]{ !MODULE[ModuleDataTransmitter] {} %MODULE[ModuleRTAntenna] { %Mode0OmniRange = 250000 %Mode1OmniRange = 1500000 %MaxQ = 6000 %EnergyCost = 0.001 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.4 %PacketSize = 2 %PacketResourceCost = 1.0 } } %MODULE[ModuleSPU] { }} Edited December 23, 2014 by Nitrous Oxide Quote Link to comment Share on other sites More sharing options...
Mecripp Posted December 23, 2014 Share Posted December 23, 2014 (edited) I made a rudimentary config for RoverDude's Sounding Rockets, and I got some improvements made to it by someone with a little more expertise than I have. I don't even know where to start with this one (for example why the %s in the newer config?)...Best guess there using it just to make sure it changes, It's the same as @ but with % if it's not there it adds it and if it's there it changes it.EDIT- Haven't played with RT in some time but where you have %MODULE[ModuleRTAntenna] { %Mode0OmniRange = 2500000 %Mode1OmniRange = 15000000 %MaxQ = 6000 <------- Don't know why RT ever put that in %EnergyCost = 0.001 %DeployFxModules = 0 <--------- Here it looks like if it's deployed you will have the range of 2500000 not 15000000 because your point to 0 not 1EDIT- DeployFxModules = when you transmit but with the RT mod it should point to what Mode range 0 or 1 - 1 being the longer range when deployed Edited December 23, 2014 by Mecripp2 Quote Link to comment Share on other sites More sharing options...
Nitrous Oxide Posted December 23, 2014 Share Posted December 23, 2014 (edited) %MaxQ = 6000 <------- Don't know why RT ever put that in`MaxQ`+: The ram pressure in Newtons per square meter that will cause the antenna to break when deployed (non-animating antennas are considered always deployed for this purpose). For reference, the ram pressure in Newtons per square meter at Kerbin sea level is 0.62 v2, where v is the vessel's speed in meters per second.That's from the API... cool for stuff like FAR, I suppose (I always found it silly to fly a jet and have an antenna extended off it, or worse, a dish...)...As for the ranges, I have no idea, I just copied them exactly as is. Edit: And from the looks of it, Molniya needs a DishAngle... Edited December 23, 2014 by Nitrous Oxide Quote Link to comment Share on other sites More sharing options...
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