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[1.0.4] BoxSat vA.02f - Updated 09/16/2015


DasPenguin85

Which days & time are you more likely to watch a BoxSat development stream on Twitch?  

127 members have voted

  1. 1. Which days & time are you more likely to watch a BoxSat development stream on Twitch?

    • Day: Friday
      17
    • Day: Saturday
      51
    • Day: Sunday
      34
    • Time: Afternoon
      35
    • Time: Evening
      55


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Trying my best to wait for the next release. Starting a new career with RT2 installed and am wanting to use these bad boys as the backbone of my satellite network.

After getting my hands on it, I've found that you guys have quite the nice little mod here. I don't see any other mod that is capable of doing the same things in the same ways that this mod is currently doing it. Once you get the science stuff ready plus the RT2 gear, I'll be a happy camper!

On a side note: I've never seen a satellite mod that's capable of becoming a mini rover :D

Prepare to be a happy camper, very soonâ„¢

:D

- - - Updated - - -

Minor bug report -- the fixed solar panel doesn't show up in the tech tree because 'techRequirement' is case sensitive. Change 'Electrics' to 'electrics'

I'll forward this to orcmaul (the guy doing the configs)

Thanks for the report!

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Parts look and function great. The only very minor problem I've noticed is that if you build a BoxSat in the SPH and launch it to the runway, some phantom force is generated that makes it creep towards the west on the runway surface. Doesn't happen on the launchpad or if it's attached to something larger. Don't know if it's significant enough to affect it's flight path in orbit.

And if you're taking suggestions for more parts, perhaps a mounting rack for the cube frame, similar to the mounting point for KAS containers?

Just throwing this out there, but it sounds like that's the same phenomena that makes planes (or anything with wheels) creep down the runway. It's not actually a bug, it comes from the situation where the runway object is flat but Kerbin in curved. So the ends are actually "higher" than the middle, creating a sort of slope. You get the same effect IRL if a runway is long enough & flat enough (relative to its self).

Oh n great looks parts here, I plan to try them as soon as my game is un-borked. The OP says this mod is RT2 compatible, is there any kind of built in omni antenna?

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Just throwing this out there, but it sounds like that's the same phenomena that makes planes (or anything with wheels) creep down the runway. It's not actually a bug, it comes from the situation where the runway object is flat but Kerbin in curved. So the ends are actually "higher" than the middle, creating a sort of slope. You get the same effect IRL if a runway is long enough & flat enough (relative to its self).

Oh n great looks parts here, I plan to try them as soon as my game is un-borked. The OP says this mod is RT2 compatible, is there any kind of built in omni antenna?

Nah, that's why a specified to the west. You're right about the runway being perfectly level while the planet curves and all that, but that causes wheeled objects to roll towards the east from where they're spawned.

This was a box that clipped a few inches into the runway that began to creep rather crab-like and generally to the west from where it spawned.

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The only thing missing now is a mod which makes satellites usefull. ScanSat and RT2 are so far the only reason (yeah and a bit of science).

This is one of the few downsides to the game and while mods like Fine Print help with some, the problem with satellites is the complete randomness of them.

I tried one satellite and gave up since there was no real benefit to launching it and even then it wouldn't complete but if there was something like "Launch 3 Satellites in Geostationary orbit..." etc around x planet then i'd definatly look at doing them.

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Science & communications parts are complete, and are now going into configuration.

Parts include:

Accelerometer

Barometer

Gravioli Detector

Thermometer

3 RT2 supported antennas!

Should be really soonâ„¢ guys!

If you enjoy our mod, please consider heading to the donate button on the OP - it's kinda like our "tip jar" ;)

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I second this. Would love to have kOS integration.


@PART[62cm_BoxSat_ProbeCore_Module]
{
MODULE
{
name = kOSProcessor
diskSpace = 10000
}
}

Just save that as boxsat-kos.cfg in the root of the gamedata folder, then delete it if they add it to the next official release.

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As it stands, this mod is completely unlicensed for personal use. Please see here for a simple explanation of the effect of "All Rights Reserved".

I recommend using CC0 to explicitly disclaim to users their rights, but releasing to the public domain might not be your cup of tea.

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As it stands, this mod is completely unlicensed for personal use. Please see here for a simple explanation of the effect of "All Rights Reserved".

I recommend using CC0 to explicitly disclaim to users their rights, but releasing to the public domain might not be your cup of tea.

I might not be the person to answer this (probably orcmaul). We'll probably be changing the license soon, because the mod was 99.9% development effort, and 0.1% license research.

Mainly the only thing I want to protect would be my IP for the artwork, since I do this kind of work professionally and I have to maintain licenses for incredibly expensive software, and I'd just about lose my mind if I found someone like EA, for instance, using bits of my work. However, I have no problem sharing with the KSP community.

Thanks for the info :)

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Your best bet is to license them separately, if you intend non-art assets to be modifiable by the community.

I do request that any restrictive license on the art assets gives rights to redistribution, so mod-packs for multiplayer servers can include this mod, mod devs can use it in their mod, etc.

Love the mod btw; I've been itching for a more intuitive satellite system!

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The only thing missing now is a mod which makes satellites usefull. ScanSat and RT2 are so far the only reason (yeah and a bit of science).

This is one of the few downsides to the game and while mods like Fine Print help with some, the problem with satellites is the complete randomness of them.

I tried one satellite and gave up since there was no real benefit to launching it and even then it wouldn't complete but if there was something like "Launch 3 Satellites in Geostationary orbit..." etc around x planet then i'd definatly look at doing them.

I had a mod Idea for making satellites more useful. I posted the idea here for those interested.

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Basic config files for the new parts are done. Time for some sleep.

Tomorrow(er, today) I:

  • update some of the configs for the old parts to consolidate mod support to modulemanager files and correct
  • some minor issues.
  • After that comes more modulemanager files for mod support.
  • Part function testing.
  • Modulemanager file testing.
  • Build test vehicles and take new screenshots.
  • Update the license.
  • Work on the runway phantom force issue.
  • Remember whatever thing I have forgotten to list here.

So I'm going with it will be ready soonâ„¢.

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After installing this mod, I had an absolute "nerdon" with the level of detail and functionality. With the option for failures, its a small Mod in parts, but packs an incredible perfection punch. Some are going to request a reduction in textures, and I understand, but don't go exclusively in this direction, 64 bit is heading towards stability. Imho, I wont sacrifice or revert back to 32 bit, when people like you are creating Mods with this level of detail. btw: I have a stable file with 5.5g gamedata folder that includes a crap ton of the most popular mods.

Requests or Recommendations:

Open Resource System based scanner module, mini nuclear reactor or some type of nuclear power source module for seriously long duration sats. Life support resupply version, that uses its cargo(module) bays for food, water and oxygen. Maybe go with hydrogen fuel cell. A mini low altitude scansat module??? Don't know if that's an issue with license.

What ever you guys do, I am sure it will be as good if not better. In any case, thank you for releasing this Mod, it became a must have for my GameData folder, and will be from here out.

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After installing this mod, I had an absolute "nerdon" with the level of detail and functionality.

That's why I've been all over this mod. The simplicity of it, the customization, and the level of detail is absolutely outstanding! From what they've done already, I can only imagine how nice their future plans are gonna be. ;)

How big is this mod?

This is with the Tweakscale config:

gk3FEwG.png

Hope that helps!

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Just want to say, I really like this mod. It's just so darn satisfying to use. And I think you've done a good job on the design. A lot of mods have gorgeous visuals, but they stick out from the stock parts. Like a pair of Nike in an Adidas store. Nice, but not belonging. This mod belongs.

Great work. Will keep an eye on this one.

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I'm glad everyone is enjoying the mod so far. We're hoping to get the Science & Comms update out to you guys this weekend.

Although the initial release had/still has a very large footprint for a mod consisting of 11 parts (~54MB), we've developed new techniques and the the upcoming 7 new parts have a footprint of 2.5MB so far. The original parts will get the same treatment soonâ„¢, but rest assured the new update parts are much kinder to memory by comparison.

Science & Communications Update Preview 1

qLJr1yj.jpg

zZJiQL9.jpg

These are renders only, not in game screenshots, those will be coming soonâ„¢

We've been working really hard to bring you the new update as fast - and hopefully as bug free as possible. If you're feeling like an epic person today, you could always consider donating to our "Tip Jar" in the OP :)

If this mod keeps gaining popularity, I was considering starting a Twitch channel to host development streams on. Is that something you guys would be interested in seeing?

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Maybe in future releases we could be able to store the internal modules and/or the hatch on the outside nodes of the frame, where the panels currently attach to? Only because it's difficult for a single kerbal to remove/move around modules without leaving pieces (floating away) everywhere. So let's say you're going to roleplay a maintenance mission on a BoxSat, if one of the sides of the frame isn't covered by a solar panel or something else, the kerbal could store the hatch on that free side while working on the inner modules.

I realize that might pose problems when you want to 'store' the hatch back in it's natural position, but it's an idea. Maybe make another slim part that attaches to the outside of the frame that hatches and modules can be attached specifically too.

Losing parts in space during a service mission is actually intended to be a feature. :cool: I know, weird feature, but I think having to plan your space walk and find ways to cope with part drift enhances the challenge of EVA. On my very first EVA during BoxSat testing I nearly lost the hatch cover (intentionally the easiest part to lose) and after a long search I found it had drifted 70m and was oriented edge on. If you need to stash parts during an EVA I suggest some KAS containers.

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