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About wasml

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    Spacecraft Engineer

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  1. Have you looked at this mod? Sounds like it manages to keep the part from turning to debris - somehow Edit: On a read of the OP it looks like it sets the detached part to target shortly after being staged.
  2. Ahh! I was confusing this with something else - have a dim memory (imaginary?) of another event that triggered on a change to a vessel but didn't cover as many situation - or something like that. I figured the down side was that to act like an event you would need to track this so you only process this the first time you find it jettisoned. Then there's always the possibility of multiple fairings so stopping the check after the first time wouldn't be an option. But ModuleProceduralFairing.Panels list - good to know - thanks.
  3. Just double checked - GameEvents.onVesselWasModified fires when I stage a stock fairing. Downside - would then need to check that the fairing had changed and not something else. GameEvents.onVesselChange is another possibility - don't remember what the difference is - someone (JPLRepo?) explained the difference - is also fed a vessel so same downside.
  4. Expanding on what frencrs said - you can copy the cfg file of a heat shield or make a MM patch. Example of the cfg copy method using Squads inflatable heat shield: Make a copy of the GameData\Squad\Parts\Aero\InflatableHeatShield\HeatShield.cfg file - I would copy it to a folder for all my cfg mods like GameData\MyCfgChanges and name the copied cfg to something like BigHeatShield.cfg Then in a text editor, If in windows Notepad works fine, edit the following lines name = InflatableHeatShield // <- Rename to something unique ex: name = StarSlinger999BigInflatableHeatShield // Putting Starslinger999 in front makes it unlikely anyone else will have an identically named part rescaleFactor = 1 // <- Change this to desired size ex: rescaleFactor = 4 That will get you a big heat shield but you might want to adjust the mass, cost and node sizes with these lines (optional) mass = 1.5 cost = 2400 node_stack_mid = 0.0, 0.34, 0.0, 0.0, 1.0, 0.0, 1 // <- Change last number to increase node size for this line and the other two node_stack_bottom and top A MM patch is also an option - will require a bit of learning and experimentation on your part but is very powerful. The following is untested and almost guaranteed wrong but would go something like this: @PART[InflatableHeatShield] { @name = StarSlinger999BigInflatableHeatShield @rescaleFactor = 4 @node_stack_mid = 0.0, 0.34, 0.0, 0.0, 1.0, 0.0, 4 @node_stack_bottom = 0.0, 1.4, 0.0, 0.0, 1.0, 0.0, 5 @node_stack_top = 0.0, -0.9, 0.0, 0.0, -1.0, 0.0, 5 @cost = 19500 @mass = 12 { Just be warned that once you start modifying parts you'll find yourself doing it more and more - eventually you'll realize you're spending all your time modding instead of playing the game!.
  5. Some enable/disable partmodule discussion in this thread with input from ShotgunNija and Shadowmage.
  6. @MaxZhaoI notice two odd characters just before PART in your post of the file where you changed the cost - if this is in the actual file it could cause this issue. Did your text editor add some extra characters? maybe it didn't save in a basic ASCII format? This would be the only thing I can think of.
  7. Had a thought - I don't think it's practical but I'll throw it out there and maybe it'll trigger some ideas on your end. Have some underground expansion parts that have a hatch or something in the IVA that would correspond to where the external attach nodes would be (were it a real object). You put together some of these parts in the VAB and save as an assembly. Then while in the IVA of the original anchor (the one you first set down to drill a hole) part you right click on the internal hatch and if the node isn't occupied/built on, you get a menu to attach a previously saved assembly. If it is occupied it takes you to the IVA of the part that (is supposedly) on the other side. Obviously you wouldn't actually attach the parts but would build a chain of IVA's (no idea how you would go about this) that you could navigate and extend. Would allow you to add capacity without increasing part count. Could have some decent sized bases without bringing the frame rate to a crawl! Anyway - really like you REKT mod - interested to see where you go with this one. Thanks for sharing these!
  8. If you get to a point where your looking for more ideas - some different SRB geometries for different thrust profiles about 1/4 the way down the page: https://en.wikipedia.org/wiki/Solid-propellant_rocket
  9. An actual NASA proposed balloon mission to Venus: https://www.nasa.gov/vision/universe/solarsystem/venus-20070827.html And another much more ambitious project https://sacd.larc.nasa.gov/branches/space-mission-analysis-branch-smab/smab-projects/havoc/
  10. I haven't looked at this mod closely but I think Ven is doing something like you describe
  11. The one battery mod I've heard of I don't know if it drains/charges on unloaded vessels - suspect it doesn't
  12. The debug allows you to see the variables/constants/etc that you've declared + the public stuff from KSP. If it's not public - not that I know of but I'm fairly new to C#/.net.
  13. @FreeThinker On re-reading that I see could have worded that better - Intention was to suggest that W1ntermute only download every 2-3 months. By the way - thanks for sharing your work.
  14. Found setting this up very helpful for debugging
  15. One thing you can do is place a empty transform where you want a node in Unity with the blue arrow pointing in the attach direction and in the config file use NODE { name = Top // Your name for the node transform = StackTop // Node name in Unity size = 3 method = FIXED_JOINT // Always FIXED_JOINT } Makes placing nodes much easier