Tyko Posted October 13, 2016 Share Posted October 13, 2016 1 hour ago, micha said: Read the commit logs Basically just added a ModuleTransmitter (for CommNet) and a ModuleLiftingSurface (for better reentry handling ?) both mostly copied from the mk1 pod config. Also fixed a couple of warnings eg. If ConnectedLivingSpace is not installed. I stuffed up the commit messages (it was late) but all the ones before "add readme" was just adding the old versions from the original author - should have been prefixed with "upstream release Xx". Thanks for adding that. This is a go to pod for my games Link to comment Share on other sites More sharing options...
tg626 Posted October 13, 2016 Share Posted October 13, 2016 Um, your 1.4 release on GH does NOT have those changes in the cfg. Looks like you zipped up the wrong files. Link to comment Share on other sites More sharing options...
micha Posted October 14, 2016 Share Posted October 14, 2016 22 hours ago, tg626 said: Um, your 1.4 release on GH does NOT have those changes in the cfg. Looks like you zipped up the wrong files. Umm, 1.4 is the last upstream commit by @jfjohnny5, not my tweaks. I haven't made an unofficial release since I'm not the author of the mod (and he hasn't been away long enough for me to justify forking it yet) - just download the current Github snapshot to grab my tweaks. Link to comment Share on other sites More sharing options...
tg626 Posted October 14, 2016 Share Posted October 14, 2016 Ok, I'm confused... Since it was your https://github.com/mwerle/K2_Command_Pod/releases I thought that latest release on that page was supposed to be the latest release. NM. Link to comment Share on other sites More sharing options...
micha Posted October 15, 2016 Share Posted October 15, 2016 (edited) 7 hours ago, tg626 said: Ok, I'm confused... Since it was your https://github.com/mwerle/K2_Command_Pod/releases I thought that latest release on that page was supposed to be the latest release. NM. Sorry about that. Since the original mod didn't have a source code repo, I added all the old releases (which I found on Curse) just to give it its proper history. I've made an unofficial v1.5 release now - should stave off further confusion. EDIT: Also, they weren't releases per se - just GitHub doing its automagic stuff with tags. What's on there now is a "proper" GitHub release. Edited October 15, 2016 by micha Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 9, 2017 Share Posted January 9, 2017 On 10/14/2016 at 9:11 PM, micha said: Sorry about that. Since the original mod didn't have a source code repo, I added all the old releases (which I found on Curse) just to give it its proper history. I've made an unofficial v1.5 release now - should stave off further confusion. EDIT: Also, they weren't releases per se - just GitHub doing its automagic stuff with tags. What's on there now is a "proper" GitHub release. @micha Are you going to be doing official support for this moving forward, since the original author hasn't been around for 7 months? Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 10, 2017 Share Posted January 10, 2017 Well, it seems that @micha hasn't been around since the middle of December, and the original author hasn't been around since May 20. I'm going to wait until the weekend, at which time I'll fork and make a more official release with CKAN support Link to comment Share on other sites More sharing options...
Tyko Posted January 10, 2017 Share Posted January 10, 2017 19 hours ago, linuxgurugamer said: Well, it seems that @micha hasn't been around since the middle of December, and the original author hasn't been around since May 20. I'm going to wait until the weekend, at which time I'll fork and make a more official release with CKAN support Great news! I love this mod and it would be great to see it continue Link to comment Share on other sites More sharing options...
Waxing_Kibbous Posted January 10, 2017 Share Posted January 10, 2017 20 hours ago, linuxgurugamer said: Well, it seems that @micha hasn't been around since the middle of December, and the original author hasn't been around since May 20. I'm going to wait until the weekend, at which time I'll fork and make a more official release with CKAN support One thing to consider is making this appear later in the tech tree, I feel the node with the small lander can is a good choice. Where it is located currently is a bit OP, it's really easy to do pilot+scientist combos very early on (game balance is a matter of opinion tho). This is a great command pod, the lighting on the kerbal portraits is gorgeous. Link to comment Share on other sites More sharing options...
Tyko Posted January 11, 2017 Share Posted January 11, 2017 20 hours ago, Waxing_Kibbous said: One thing to consider is making this appear later in the tech tree, I feel the node with the small lander can is a good choice. Where it is located currently is a bit OP, it's really easy to do pilot+scientist combos very early on (game balance is a matter of opinion tho). This is a great command pod, the lighting on the kerbal portraits is gorgeous. Agreed. I've already modded mine to show up with the small lander can. They work really well together for early lunar landings with 2 person crews. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 11, 2017 Share Posted January 11, 2017 (edited) 20 hours ago, Waxing_Kibbous said: One thing to consider is making this appear later in the tech tree, I feel the node with the small lander can is a good choice. Where it is located currently is a bit OP, it's really easy to do pilot+scientist combos very early on (game balance is a matter of opinion tho). This is a great command pod, the lighting on the kerbal portraits is gorgeous. 13 minutes ago, Tyko said: Agreed. I've already modded mine to show up with the small lander can. They work really well together for early lunar landings with 2 person crews. Good points, will do that when I do the update. Any other suggestions? I was thinking about making them cost a bit more than the small lander can. Also, the mass seems a bit lite Edited January 11, 2017 by linuxgurugamer Link to comment Share on other sites More sharing options...
Jebs_SY Posted January 11, 2017 Share Posted January 11, 2017 Cost I don't care, the weight I like. However, I have no problem if you change it. Wikipedia says the Mercury capsule had a mass about 2 tons and Gemini about 4. However, Gemini seems to include the service module. When looking at this, it seems, that the reentry capusle of Gemini also had only a mass about 2 tons. So for me a "little bit more" than the MK1 cockpit, as it is, seems relative right. But, as I said, I have no problem with other solutions, too. Link to comment Share on other sites More sharing options...
Tyko Posted January 11, 2017 Share Posted January 11, 2017 8 minutes ago, linuxgurugamer said: Good points, will do that when I do the update. Any other suggestions? I was thinking about making them cost a bit more than the small lander can. Also, the mass seems a bit lite I agree that it's a bit too cheap. I carries double the crew and has to be a lot tougher to survive re-entry. As far as weight? hmmm...there isn't a lot of consistency amongst the stock crew capsules, so I think you have a lot of latitude here. As a rule I've actually lightened the overly heavy capsules to achieve balance. The driving reason is that 1.2 made probes so much more capable that I didn't want to make crewed missions any harder. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 11, 2017 Share Posted January 11, 2017 (edited) 20 minutes ago, Tyko said: I agree that it's a bit too cheap. I carries double the crew and has to be a lot tougher to survive re-entry. As far as weight? hmmm...there isn't a lot of consistency amongst the stock crew capsules, so I think you have a lot of latitude here. As a rule I've actually lightened the overly heavy capsules to achieve balance. The driving reason is that 1.2 made probes so much more capable that I didn't want to make crewed missions any harder. mass = 1.25 entry_cost = 9000 cost = 5000 Edited January 11, 2017 by linuxgurugamer Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 14, 2017 Share Posted January 14, 2017 I've adopted this mod, new thread here: Please move all discussion to the new thread. As always, if @jfjohnny5 comes back, I will happily pass it back to him Link to comment Share on other sites More sharing options...
micha Posted May 8, 2017 Share Posted May 8, 2017 On 10/01/2017 at 3:07 AM, linuxgurugamer said: Well, it seems that @micha hasn't been around since the middle of December, and the original author hasn't been around since May 20. I'm going to wait until the weekend, at which time I'll fork and make a more official release with CKAN support Hmm, while my gaming time has been -severely- curtailed I do still monitor the forums (mostly via email). For some reason I wasn't notified of this reply. Anyway, I'm not likely to get much more time in the foreseeable future so it's great to see that you've picked this excellent little mod up, @linuxgurugamer. Link to comment Share on other sites More sharing options...
Kerbal101 Posted April 7, 2018 Share Posted April 7, 2018 Since this thread will see no further development, here is a duplicate handy link to current version instead: Locking. Link to comment Share on other sites More sharing options...
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