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Everything posted by tomf

  1. As Ethernet hasn't had time to update it in a while I am going to pick up the torch and maintain his excellent Station science mod. Latest Release - available from github at If you have the original station science installed make sure you delete that first - especially if using ckan Adjusts the efficiencies of all labs - Cyclotrons are now slightly less effective with no engineer on board, and a little bit above 100% when a 5 star engineer can tune it. The other labs will also be more effective with more experienced scientists. This mod adds several large parts designed to be integrated into a permanent space station: the Science Lab, the Zoology Bay, the Cyclotron, and the Spectrometron. These heavy parts provide facilities for performing experiments. Experiments are held in small, light pods that you can dock with your space station, execute, and bring back to the surface for Science points. The Spectrometron uses the Cyclotron to analyze results from other experiments, and allows you to transmit the data home for much higher value. In addition, there are tanks for storing Kibbal for the Zoology Bay. Running Experiments Each experiment requires Eurekas generated by the Science Lab. More advanced experiments also require Bioproducts generated by the Zoology Bay (costing Kibbal), and/or Kuarqs generated by the Cyclotron (costing large amounts of Electric Charge). Once an experiment has accumulated sufficient Eurekas (and Bioproducts/Kuarqs), use the Finalize Results action to finish the experiment, and generate Science value in the same manner as the stock science parts. Make sure your station stays in the same location for the duration of the experiment. If in orbit, this means entirely above or below the low/high orbit altitude threshold, which is 250km around Kerbin. If the experiment moves to a new location prior to finalization, it will be aborted and you'll have to start it over. Eurekas and Bioproducts generate while you're focused elsewhere, so you can leave those mult-hour experiments running while you control other ships, or just go to the launchpad to timewarp through it all. Kuarqs do not generate while unfocused, due to their electric charge requirement, but they only takes minutes of in-game time to reach quota if you have sufficient charge flowing in. Experiments don't work on Kerbin's surface. Your researchers get too caught up daydreaming about going to space. To use the Spectrometron, dock the vessel carrying the science result, or transfer it to a command pod via EVA. The results will appear automatically in the Spectrometron's context menu. Select the one you want to analyze, and wait for requisite number of kuarqs to be generated. Then, you'll be able to review the result now stored in the Spectrometron using its context menu, and transmit it at 90% via your transmitter. Experiments Plant Growth: see how a variety of plants grow in space. All you need is a crewed Science Lab. Creature Comforts: see how the animals in the Zoology Bay are enjoying space. You'll need a Science Lab, a Zoology Bay, and a sufficient supply of Kibbal. Prograde Kuarqs: use a Cyclotron to manufacture the stable Prograde variety of Kuarqs. You'll also need a Science Lab, and at least some source of power. Retrograde Kuarqs: use a Cyclotron with enough power flow to keep it running near capacity (about six Gigantor solar panels) to manufacture the unstable Retrograde variety of Kuarqs. You'll need that power to keep ahead of the decay of the Kuarqs. You should also only run one experiment at a time to avoid splitting the output of your Cyclotron. Once you reach your quota, the decay will cease. You'll also need a Science Lab. Eccentric Kuarqs: use two Cyclotrons, with enough power flow to keep both running near capacity, to manufacture the even more unstable Eccentric variety of Kuarqs. You'll need both Cyclotrons and that power to keep ahead of the decay of the Kuarqs. You should also only run one experiment at a time to avoid splitting the output of your Cyclotrons. Once you reach your quota, the decay will cease. You'll also need a Science Lab. Kuarq Bio-activity: see how the animals in the Zoology Bay react to Kuarqs. You'll need a Science Lab, a Zoology Bay, a Cyclotron running near capacity, and a sufficient supply of Kibbal. Contracts Contracts to perform station science experiments in orbit around a body will appear in career mode when you have been to that body and you have unlocked (and purchased the prototype) of the experiment and labs required. To complete the missions you need to recover the capsule back on Kerbin. License: All source code and software (.cs and .dll files) is licensed under GPL v3 Everything else is licensed under Creative Commons Attribution Share-Alike License Version History Support KSP 1.3 Use effects instead of skills and remove part purchase requirement First release - balance efficiencies for KSP 1.2.2 unsupported pre-release 1.2.0 the original discussion thread was here
  2. Kibbal can only be created on Kerbin
  3. The problem with the submarine analogy is that there are much easier ways to see the sights of the ocean, just use a boat on the surface and then dive under when you are over something interesting as huge numbers of people already do. You cant just pop into space for an hour in the same way. I imagine that a space trip would involve a few days on the surface being trained in some basics which should be interesting, followed by the excitement of a launch which will put you at the top of a giant tube of explosives, even after the reliability has bee increased to a "safe" level the noise and g forces will still be pretty thrilling. Once in orbit I can think of quite a few things you could do in zero-g that you couldn't do on earth, some of which are a little bit sinful. And apparently ISS astronauts take a very long time to get bored of looking at earth spinning below them. At realistic prices I agree that the number of people buying a ticket would be small and it would be a challenge to build a long term business. I would certainly do it if the price was affordable though.
  4. I made a request a few weeks ago that might have been missed and I'm hoping that you can look into it now. I often launch probes that are never going to return to Kerbin, e.g. a mapping probe to the moons of Jool. I will probably include a Gravioli detector. If I try to use the here and now window it stops the warp at every biome transition even after I have transmitted the gravity data from that biome even though no more science can be transmitted. I still want it to kill the warp when we cross over one of the more elusive biomes that haven't been gravity scanned yet. Can the here and now window have 2 modes, one that stops warp for any possible science and one that only stops the warp if you can do an experiment that will return transmittable data. No problem at all.
  5. In the suggestions forum I see yet another thread about wanting a buff/debuff to ion drives It it possible to find analytical solutions to constant thrust trajectories? E.g. If I am in a solar orbit and I propose to spend 6 months thrusting with a very low thrust at a fixed offset to my prograde vector is it possible t draw the path my craft will take without running a numerical simulation. I'm assuming that a fixed prograde angle will be the most effective plan to match inclination and rendezvous with a target. Is it any easier if the thrust is simply prograde?
  6. Is there a reason why the Closest approach alarm only works for target vessels? I have a probe in an elliptical orbit around eve that takes it out to Gilly's orbit. If Gilly were a craft I could use KAC to do a small burn at my AP that would ensure that there was a rendevous in say 7 orbits time. As it is with stock tools I can only put a node at my AP in 6 orbits time which requires a large burn to ensure that I achieve my rendezvous on the 7th orbit. The target distance mode in this case just seems to be constantly flickering with an alarm 59 seconds ago.
  7. Hyperedit him to the surface and then land the rescuing craft as if the kerbal was on board
  8. Thanks, I was sure I had pressed every button
  9. I'd like the two wheels to rotate around their socket joint in mirror directions rather than as here both rotate in the positive direction.
  10. I have just built a Crane thing with 4 adjustable wheels. In the servo giu I have grouped them in pairs, front and back so I can nicely raise and lower the crane by adjusting the wheels. The only problem is that when I try to use the socket control both wheels rotate anti clockwise, one forward and one backwards. Is it possible to tell the servos that one should be a mirror of the other instead of identical?
  11. Hmm, I got it to recompile but I couldn't get it to do anything in the game. ObiVanDamme hasn't posted anything in a while and I would certainly be grateful if you could post a release, with no warranty that is actually works or obligation to provide support.
  12. You could play on contract mode but use the debug menu to give yourself lots of money and science. That would allow you the freedom of building whatever you want but still have the guidance of the contracts.
  13. I think you may be remembering this Which is saying that we have enough power in our arms to sustain flight if we attached suitable wings to them, not that unaided arms will be enough. Also in general for flying outside earth see this If it won't work for the interplanetary Cessna then it is unlikely to work for a drone.
  14. That seems odd. Just to be clear what should be happening is when you are in front of the hatch you should be being prompted to press f to grab the ladder. You can then move up and down if necessary using the arrow keys. When you are holding on in front of the hatch you should then be prompted to hit b to board. If you EVA the existing pilot can he get straight back in before he lets go of his hatch?
  15. I keep getting the comm-net connection lines drawn in flight mode. About half the time when I switch from map to flight view I see a fat green line stretching off into the distance. Is it some kind of bug or is there an option somewhere that will disable it?
  16. They provide torque to turn a vehicle in space (or elsewhere) with out having to use reaction mass like RCS. Many probe cores and IIRC all pods include built in reaction wheels but if you use one that doesn't or the built in one isn't enough to turn your vehicle fast enough then you can add additional wheels.
  17. Except for on Gilly where landing from an orbit is so painfully slow that I usually prefer to aim for the center of the planet and brake at the last possible moment. It might cost a few 10s of m/s but saves sanity
  18. I have two active installs of KSP, a 1.2.2 and a 1.3, both of which I manage with the same installation of CKAN 1.22.3. CKAN wont show me several mods in the 1.3 instance. For example, with the filter set to all, and filter by mod name containing mks my a.2.2 version includes RoverDude's MKS colonization. With the same filters the 1.3 version doesn't show it. It does appear in the database .json file, just not in the gui.
  19. Crash for science, profit and fun - now in KSP 1.3! Download Github - Curse - Also available with CKAN Old version are still available at Thanks to BenjiGH who created the models We all know that crashing is fun, but did you know that it can also be useful? Our scientists have found two experiments that will return useful data from the resulting explosion. This mod has two new science parts, the Bangometer (seismometer) and flashometer (spectrometer) as well as contracts for performing experiments with them. Bangometer The bangometer is available in the Space Exploration tech tree node This experiment will analyse the seismic waves generated by an impact in order to get information about the interior of the body. Land a vessel with a bangometer anywhere on the surface of an atmosphereless body. Crash a second craft into the body as hard as you can. (You must be controlling this craft until impact.) Switch back to the landed craft. There will now be an experiment registered in the bangometer. Recover or transmit the result back to KSC. A seismic study on the Mun The amount of science resulting from an impact is proportional to the kinetic energy of the impact. Once you have acheived a high enough energy to get the maximum science no more impact will give any further data. Flashometer The flashometer is available in the advanced exploration node This experiment analyses the spectrum of radiation emitted by the debris thrown up by an impact Put a vessel with a Flashometer in low orbit around an atmosphereless body. Crash a second craft into the body. (You must be controlling this craft until impact). The craft with the Flashometer must be above the horizon in order that it can see the ejecta. Switch back to the orbiting craft. There will now be an experiment registered in the flashometer. Recover or transmit the result back to KSC. The science from this experiment is not related to the impact speed (although there is a minimum energy in order to create the debris). The science is linked to the biome in which the impactor crashed and is repeatable for each biome. Career mode In career mode you will be given contracts to perform impacts on bodies you have previously visited. Both are completed by receiving the required data back at KSC. Bangometer contracts will specify a minimum kinetic energy required to complete the contract (KE=1/2mv2). Flashometer contracts specify a minimum latitude where the impact has to occur. Asteroids The Flashometer (spectrograph) can analyse impacts into asteroids if it is with 500km of the impact. As with the other experiments you should control the impactor until the moment of impact. Don't try to crash at to high a speed as it is quite easy to simply pass through the centre of an asteroid without triggering the KSP collision code. ChangeLog v 1.6.0 Support KSP 1.3 v 1.5.1 Fix the bug that prevented impacts near the instrument from registering v 1.5.0 support KSP 1.2 v1.4.3 - minor fix to display asteroid orbing body in contracts. v1.4.2 for KSP 1.1 is released - see download links below V 1.3.0 Support for KSP 1.0.5 V 1.2.0 Automatically reveal the name of asteroids subject to new contracts Track asteroids for accepted contracts to prevent despawning Add MiniAVC plugin to track versioning To celebrate Asteroid day Impact! now includes asteroid impacts. All code is released under the apache license included. The models have all rights reserved by BenjiJH.
  20. I've updated station science to support KSP 1.3
  21. Ok, the github link is updated to 1.3. The curse link will be in the next few days.
  22. Two related questions My current contracts have english strings in the source code to which I append the names of bodies for the which the contract applies e.g. "Crash a probe into " +body.GetDisplayName(); As of 1.3 that code is appending the gender to the end of the string as ^N I want the simplest way to replicate the functionality of the previous theName property so it at least makes gramatical sense in English Second question Is there a guide anywhere on how to localize mods properly? Generating contracts, science experiment definitions etc.
  23. Just uploaded the API for version 1.3. The official docs are getting more complete but there are still plenty of classes where modders could provide useful documentation.
  24. Cross positing this here because I'm hoping people will find it easily. The KSP api has become pretty large now, with over 2000 classes, and as it has no documentation it can be a struggle to find out what anything does. There have been a couple of attempts to create community driven documentation, but they have all been difficult to update and have stalled. I present to you the KSP API Wiki It uses reflection to build up a framework of all the classes, methods, fields etc and then allows you to attach a comment to each. It also downloads the squad API documentation and includes that. It is pre-populated with the comments already created in the anatid documentation created by The_Duck Come if you want to know what the modding communities best guess of what a method does, and if there is a class that you have used that isn't documented, please help out by adding an appropriate comment. No account required.
  25. I normally build a rocket with a starting vacuum TWR of 1.7ish and 3500m/s of delta-v. That will get to orbit if flown well unless you have made very bad engine choices. If you use a vacuum engine as a first stage it's performance will be different enough from predicted that you might not make it. If you click the atmosphere button on KER it will show you the TWR and delta-v for the current body and altitude that you have selected.