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INSULINt

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Posts posted by INSULINt

  1. Is it posible to use Alcubierre Drive (Warp drive) this way?

    Imagine you are orbiting Kerbin and trying to aproach the station. Distance between station and your ship is 100 km(or 30-200 km) and both objects at the same orbit. It's already not close enough for direct burn. I must do another burn, revolution and circularization to match orbit and velocity. Can I use warp drive to enclosure or it would be 99% near miss? If not maybe create that kind of FTL engines( slow enough for that kind of orbital stuff)? And call it Micro Warp Drive (MWD).

    It would really depend on how large your orbits are in the first place. Smaller orbits means that 100km is a bigger angular difference in velocity vectors. I imagine somewhere around kerbin stationary would work since even at 100km separation you would both be travelling in relatively similar directions.

    You could probably do a lot better using conventional engines, and easier since you would still have to negate the difference in vectors once you got closer.

  2. Does it require Tweakable Everything?

    acc is right, it doesn't.

    I used the same format as the v4 config of this fix mod to keep things standard. Actually, I forgot to change the tweakables part of the script from the anchored to the normal module type. Not sure if it makes a difference, and it will only affect anything if you have tweakables installed. Which I don't, hence I didn't notice the typo until now :(

    I was just so excited that it worked!

  3. YYYYYYYYHHHHHHHHHHHEEEEEEEEEAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!111

    Spent so much time thinking I needed to REPLACE the procedural decoupler that I didn't think until after lunch that maybe I should just ADD the x64 fix as another module.

    It works. It works so awesome. Im sure its too powerful or that the anchored one might work better, but this works, it works now, and I really feel the need to share it.

    just add this file anywhere in GameData (I have mine in the "DecoupleForX64" folder): http://www./view/olghjzm08l8kl1p

    obvs requires the fix dll and modulemanager.

    or copypasta this:

    @PART[*]:HAS[@MODULE[ProceduralFairingDecoupler]]:FOR[DecoupleForX64]:NEEDS[!TweakableEverything]
    {
    MODULE
    {
    name = ModuleDecoupleX64
    ejectionForce = 260
    explosiveNodeID = connect
    }
    }

    @PART[*]:HAS[@MODULE[ProceduralFairingDecoupler]]:AFTER[TweakableEverything]:NEEDS[TweakableEverything]
    {
    MODULE
    {
    name = ModuleDecoupleX64
    ejectionForce = 260
    explosiveNodeID = connect
    }

    @MODULE[ModuleTweakableDecouple]
    {
    @decouplerModuleName = ModuleAnchoredDecouplerX64
    }
    }

  4. I got PF to sortof work. Since the PF decouple module doesn't include the ejection force or node vars, I tested around adding them:

    @PART[*]:HAS[@MODULE[ProceduralFairingDecoupler]]:FOR[DecoupleForX64]:NEEDS[!TweakableEverything]
    {
    @MODULE[ProceduralFairingDecoupler]
    {
    @name = ModuleAnchoredDecouplerX64
    anchorName = anchor
    ejectionForce = 260
    explosiveNodeID = connect
    }
    }

    @PART[*]:HAS[@MODULE[ProceduralFairingDecoupler]]:AFTER[TweakableEverything]:NEEDS[TweakableEverything]
    {
    @MODULE[ProceduralFairingDecoupler]
    {
    @name = ModuleAnchoredDecouplerX64
    anchorName = anchor
    ejectionForce = 260
    explosiveNodeID = connect
    }

    @MODULE[ModuleTweakableDecouple]
    {
    @decouplerModuleName = ModuleAnchoredDecouplerX64
    }
    }

    It sortof works. If you eject both sides (even added WITHOUT symmetry) it doesn't do anything. It detaches, but all in one piece. Now, if you eject one side, then the other, in different stages, the whole fairing shoots off to one side.

    Anyone wanna take a better stab at it?

    EDIT: even if I change to "ModuleDecouplex64" and remove the anchor the fairing sides still stick together. Ejection still has force.

  5. If anyone else is having trouble with the fairings not ejecting with any force then right click the part and jettison that way, they still jett with force for some reason. Im using the stock decoupler fix by serbian for for x64, not sure if that makes a difference.

    Just tried that and it didn't work any different :( Great fix for the stock decouplers though!

  6. just using :FINAL seems to work in ksp 0.24 stock. 11 patches, 0 hidden. Anyone tried this with things like fairings? Not sure how KW works, but procedural seems to use its own module. Gonna mess around with it a bit now...... wish me luck :P

    Neither module works as a replacement or addition to the fairing parts. Shame. I figured this would be something that would be solved by squad......

  7. The plates are basically just a slight reskin of the 1x1 and 2x2 plates, but without mass. They are meant to be used as a starting object to build a whole, attachable, vehicle as a single subassembly. This basically just started as a personal frustration I have with creating things like probes, balancing their rcs, but then saving them as a subassembly that is properly attachable to a docking port, or even a radial decoupler. Right now if I was to create a vertically symmetrical probe with a single set of rcs ports, balancing them would be guesswork, and trial and error, even using the stock plates since they have mass. Creating that probe with 2 sets of rcs would involve saving the rcs tank wth the rcs (and whatever else) on it, then reconstructing the docking ports, tank assembly and probe body separately on the main vehicle I wanted it on. Saving the docking port with the subassembly isn't an option, since the attach point of the assembly is either JUST on the tank, or I've used the port as a parent object to the tank, and whatever the port is attached to has probably affected the rcs balance.

    So I copied, and edited the stock plates to have no mass, so that I can use them to create a WHOLE, complete vehicle that I can attach in one step, the way i want, and have it's rcs balanced. It's kindof a time saver (and a little easier) when you want to attach multiple of the same thing to a launcher for example. Just drag 1 subassembly over each time!

    One thing I also changed, is I made it so they are as weak as anything can get in this game, so they can't be used to make a massless monster of a ship. More of a balance thing I guess, but useful for creating fireworks at vehicle unpack:

    I haven't changed anything for the career mode placement yet, since I don't play that mode, but I might do that later.

    Anyways, file: http://www./download/x17hyizexb5q5sf/INSULINt%27s+Subassembly+Starter+Plate.zip

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