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SV-ESK

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  1. "module = CommandPod" -AFAIK, it's a legacy thing from pre 0.20 Replace it with "module = Part"
  2. @klesh nice work, interested. If you are going to share it, can you also make green version? (Final Frontier ribbon for scientists is green). Use , not just
  3. Hi. I'd like to see in this plugin function "Destruct only attached part" or "Destruct parts within specific radius". So I tried to make it. How it works and looks see under spoiler. "Destruct Entire Vessel" - does what it says. "Destruct In Radius" - destruct parts that have center of mass within "Blast Radius", and parts that are attached to the bomb directly. I have no idea how to determine actual distance between parts. If you set "Blast Radius" to 0 - only bomb and directly attached to it parts will explode. "Blast Radius" is set to 3 (meters) on screenshot. Capsule and battery are within blast radius, so they will explode. SRB and radial engine will not explode, because their center of masses are outside of blast radius. Big orange tank's center of mass is outside of blast radius, but it will explode anyway because bomb attached to it directly. RCS thing is outside of blast radius but will explode. It seems since it is physicsless part, it cannot survive its host-part exploding. Its Game feature. Jebediah Kerman is standing on the bomb, but he will survive, because he is not part of this vessel. After explosion: Download source and compiled Dll from Mediafire Use at your own risk. No guarantees. License: CC BY-NC-SA 3.0 Exception: TaranisElsu, you free to do with code whatever you want
  4. Modified save file, so the biggest asteroid from FASA asteroids pack appeared in Jool's atmosphere stucked at 0 level. In splashed down state. Met it with Interstellar HooliganLabs airship and threw KAS anchor into it. If you threw anchor into splashed down, landed or pre-lanch object - your craft will also become "landed". And you can save (it was 0.22-0.23 - no saving while flying in atmosphere yet) and timewarp (it still impossible). In Kerbin's atmosphere throwing anchors (and ordinary landing) to stucked in air asteroid works fine. With savefile editing asteroid (any object) may be at kilometer above ground. In "landed" state. It will not fall. But in Jool's atmosphere if you use timewarp or quickload while landed on stucked object - your craft will also become stucked (inoperable). And a lot of null reference exceptions will appear.
  5. /2014_01_Bill-Jeb-90001.zip It is CC BY NC SA as always. It is dishycourier's work. I am just redistribute it since there is no official download links avaible. It seems to work fine on 0.90.0. Except part's cost. Its too high.
  6. Taurec, may be Planet Factory is not compatible with stock Science Archiv? ----------------- It seems resources incompability with Interstellar caused by flightGlobalsIndex parameter. It Must be consecutive. Stock planets are 0-16. So Urania and its moons must be 17,18,19.....33 If you want Interstellar resources and antimatter collectors work, change it manually or download Urania interstellar fix and unpack to GameData\PlanetFactory\PluginData\PlanetFactory\Urania\ (Overwrite). Backup savefile. So lets make resource configs. Urania - atmosphere copied from Neptune 79%H2 19%He 1.5%CH4 Ares atmosphere and ocean copied from Laythe Vulcania copied from Venus 96.5% CO2, 3.5% N2 Rhea atmo and ocean copied from Titan 95% N2, 4% CH4 1% H2; ocean is Ethane/Methane. Its extremally cold on Rhea(Titan). Themis copied from Mars 95% CO2 3%N2 1.6%Ar Hermes Hestia ~Laythe. More O2 Erato - less O2, more N2 Hecate ~ icy laythe. Less O2 more salt in oceans Hyperion not sure. CO2/N2? And minor gases. He-3 on Urania, Ar on almost all planets, etc atmo and ocean resources - this is atmo and water cfgs(ORS and Interstellar MM) for Urania. Unpack to GameData\OpenResourceSystem\PlanetResourceData\ Rhea: 31-03 Edit: fixed planets order
  7. Yes, flightGlobalsIndex! Must be consecutive! Stock planets are 0-16. Urania must be 17. I have tried to change- resources and antimatter collectors works! It seems MM does not work on it. @PFBody[urania] { @flightGlobalsIndex=17 }
  8. On planetfactory planets magnetometer does not return 0. I think, it does not return anything at all. Use HyperEdit - teleport self on Kerbin orbit, then teleport to Urania. Magnetometer will not update its value. Open Alt-F2 and you will see spam [Exception]: ArgumentOutOfRangeException: Argument is out of range. Parameter name: index ORS also does not work. You can write configs, but game will ignore it. I have tried. It seems ORS does not know that planetfactory planets exists.
  9. First, put craft to 70Km Kerbin orbit and warp time to Kerbin-Eve launch window. Plot Eve intercept and look how it can change your Sun orbit, PreciseNode(numpad adjusting maneuvers, conics mode and samples) helps a lot. You can not set Kerbin as target, when you are in Kerbin SOI, so put probe to Sun orbit near Kerbin and set it as target instead. Thus you can determine can Eve thow you back to Kerbin or not without performing maneuvers, it saves a lot of time. F5. Go to quicksave.sfs and search "UT = " . This is universe time, in seconds. Change it, and go F9. It acts as an timewarping but costs less real time. Determine again, can Eve thow you back to Kerbin or not. F5 - editing UT - F9. F5 - editing UT - F9. F5 - editing UT - F9, untill you found desired window. So you found Kerbin->Eve->Kerbin->[apoapsis near Dres orbit] maneuver. Look to the orbital period: Kerbin's orbital period is 106 d 12 h. Your ship's orbital period after first Kerbin gravity assist must be exactly three times more. So ship will make one turn around Sun. Kerbin will make three. And they will meet again for gravity assist, that will throw apoapsis very high for Jool intercept. Jool position relative to other planets does not matter. Learn it: http://forum.kerbalspaceprogram.com/threads/54294-Gravity-Assists?highlight=gravity+assist
  10. Produce it in the lab. Jettison or undock(KAS winch refueller) lab before launch.
  11. Hi. What do you thinking about Infernal Robotics? 0.1 for KSP 0.23.0.395 Anwin. Also I calculated dv required to rescue Kercott(at furnace Sun orbit). Put periapsis here is not a problem - use gravity assists - it will be 1400-2200 m/s total, depends on how much you're a masochist. Or just 5600 m/s retrograde from LKO without any gravity assists. Problem is apoapsis. You need 22-23 thousand(!) m/s to circularize(even if your apoapsis near Eve orbit) and unfortunately aerobraking at Sun impossible. And 22-23 thousand(!) m/s will be required for intersect Kerbin orbit from low Sun orbit.
  12. Done! Kethane only. No FAR. Because I can not yet build a far-compatible aircrafts. 8740Kg at Eve surface. 5m landing elevation(gears come off the surface at altitude 5m). Final orbit 780x776 Km. Thus, 3995+676*5 = 7375 points. 30KN small engines much better than aerospikes, despite its lesser ISP. At least for small ships. I flied off Eve vertically, till 30Km altitude, then began turn. Kethane and wings jettisoned on 41Km, when KintakeAir deprived. Maybe I needed to jettison the wings immediately after taking off from Eve
  13. What do you think about interstellar antimatter or microwave-network powered engines?
  14. Thanks to all. I hope, it was interesting and useful. TextureReplacer allows you to assign specific head/suit to specific kerbal. But I didn't know about it three weeks ago, and used Universe-Replacer. And swapped heads manually by renaming files. Sometimes. Start at low equatorial orbit. Use suicide burn technique, some F5-F9, to determine the right moment. Lithrobraking. Kerbal can survive over 20m/s collision. High-altitude, near equator landing site. On ascent use Sun, Jool, Flag, main ship, Milky Way as landmarks. Make EVA orbit very close to mainship orbit. Very carefully, with small burns plot intersect orbit. On intersect look on the main ship, imagine where it moves relative EVAed kerbal. Kill relative velocity and carefully, with small burns, return to it. My landing/ascent on Bop is not ideal. It is possible to return with much more fuel.
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