Hacki

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About Hacki

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  1. I have a feature request, kinda: I'd like to have a display that shows the distance between the target and the vessel at the given time. This display would be useful for setting up an intercept. With it, you can tweak a maneuver node to make the distance smaller until you have an intercept. I actually wrote some code that does this: https://github.com/alismatales/KerbalSlingshotter/commit/f14685d6616121e36a1b5de6ac0ebbf539d03109 Looks like this: Distance 46 million km: Down to 9 million: 826.000 km: And 171 km: The last one at a flyby distance of 171km should show and intercept or closest approach marker, but KSP doesnt for some reason. Actually, i think that will crash into the surface of eeloo since its got a 210km radius.. Cant get much closer than that. It might be useful for other kinds of missions as well, since KSPs closest approach and intercept markers are flaky sometimes. Another advantage is that it allows to you set when the flyby will be precisely by playing around with the desired time.
  2. But if you intentionally left it like it is, that would be bad game design. The contract demands a crew cabin. Theres a crew cabin on your plane. It does not fulfill the requirement. Somebody with no coding / mod development experience will have no idea why and be frustrated. If there is no way to recognize all crew cabins, you could change the contract to "have a stock crew cabin" or "have crew cabin from manufacturer x". I for one solved it by tweakscaling a mk1 crew cabin down to 10% so it doesnt take up much space or weight and stuck it somewhere to the fuselage.
  3. Bug? Report: The contracts "KSC Airlines: Flight 102" and 103 have a requirement "have a crew cabin", and they check that looking for the stock mk1, mk2 or mk3 crew cabin on the plane. That means crew cabin parts from mods such as airplane plus dont work for those contracts. I dont have a solution other than ditching the crew cabin requirement, since checking for all possible crew cabins of all possible mods might be too much, and theres nothing unique about crew cabins, that wont be met by a command pod / cockpit.
  4. Hacki

    Inline Ballutes Update thread

    I'm saying there is no upper size limit. I can manually enter 9999999999 as a deployment diameter for all parachutes, resulting in a part weighing 17,000,000,000,000,000 tons I think thats more likely a bug in RealChute itself, but that mod seems to be out of a maintainer as well.
  5. Hacki

    Inline Ballutes Update thread

    With FAR and RealChutes installed, all the parts have identical masses and stats. I think the fault lies in \KermangeddonIndustries\InlineBallutes\Patches\RealChute.cfg I get 5 module manager errors on starting the game from that file too: [LOG 19:55:02.208] [ModuleManager] Applying update KermangeddonIndustries/InlineBallutes/Patches/RealChute/@PART[InlineBallute*] to KermangeddonIndustries/InlineBallutes/Ballute062/PART [ERR 19:55:02.208] [ModuleManager] Error - Cannot parse variable search when inserting new key caseMass = #$/../mass$ [LOG 19:55:02.208] [ModuleManager] Applying update KermangeddonIndustries/InlineBallutes/Patches/RealChute/@PART[InlineBallute*] to KermangeddonIndustries/InlineBallutes/Ballute125/PART [ERR 19:55:02.208] [ModuleManager] Error - Cannot parse variable search when inserting new key caseMass = #$/../mass$ [LOG 19:55:02.208] [ModuleManager] Applying update KermangeddonIndustries/InlineBallutes/Patches/RealChute/@PART[InlineBallute*] to KermangeddonIndustries/InlineBallutes/Ballute250/PART [ERR 19:55:02.208] [ModuleManager] Error - Cannot parse variable search when inserting new key caseMass = #$/../mass$ [LOG 19:55:02.208] [ModuleManager] Applying update KermangeddonIndustries/InlineBallutes/Patches/RealChute/@PART[InlineBallute*] to KermangeddonIndustries/InlineBallutes/Ballute375/PART [ERR 19:55:02.208] [ModuleManager] Error - Cannot parse variable search when inserting new key caseMass = #$/../mass$ [LOG 19:55:02.208] [ModuleManager] Applying update KermangeddonIndustries/InlineBallutes/Patches/RealChute/@PART[InlineBallute*] to KermangeddonIndustries/InlineBallutes/Ballute500/PART [ERR 19:55:02.208] [ModuleManager] Error - Cannot parse variable search when inserting new key caseMass = #$/../mass$ Furthermore; and this is not a bug in Inline ballutes, but while i'm at it i might as well mention it.. The upper size limit for the chutes is the highest number you can enter in the dialog: I edited the cfg to this which seems to work as originally intended: MATERIAL { name = ZylonBallute description = Much stronger and resistant to heat than Kevlar however prone to sunlight radiation thus is only one time use. areaDensity = 0.0002278 dragCoefficient = 0.20 areaCost = 0.24 maxTemp = 1100 specificHeat = 25600 emissivity = 600 } @PART[InlineBallute*]:NEEDS[RealChute]:BEFORE[FerramAerospaceResearch] { MODULE { name = RealChuteModule timer = 0 mustGoDown = false cutSpeed = 1 spareChutes = 3 @category = none PARACHUTE { ParachuteType = Drag material = ZylonBallute // If preDeployedDiameter & deployedDiameter are present in base configs, then uncomment the following and delete the specific configs on the bottom. //preDeployedDiameter = #$/../../MODULE[ModuleParachute]/preDeployedDiameter$ //deployedDiameter = #$/../../MODULE[ModuleParachute]/deployedDiameter$ //@preDeployedDiameter *= 3.030524468 //@deployedDiameter *= 3.030524468 //conversion between uncommented and commented value in example config preDeployedDiameter = 29.32 deployedDiameter = 29.32 minIsPressure = true minPressure = 0.0000001 deploymentAlt = 120000 minDeployment = 120000 cutAlt = -1 preDeploymentSpeed = 1 deploymentSpeed = 4 preDeploymentAnimation = semiDeploy deploymentAnimation = fullDeploy parachuteName = canopy capName = cap } } MODULE { name = ProceduralChute } !MODULE[ModuleParachute]{} !MODULE[ModuleDragModifier]{} !MODULE[ModuleDragModifier]{} } @PART[InlineBallute062]:NEEDS[RealChute]:BEFORE[FerramAerospaceResearch] { caseMass = #$/../mass$ @caseMass *= .82 //caseMass of 1 in example is one half mass of 2.5 meter part. assuming this is desired relative mass of casemass. @MODULE[RealChuteModule] { @PARACHUTE { @preDeployedDiameter = 14.66 @deployedDiameter = 14.66 } } } @PART[InlineBallute125]:NEEDS[RealChute]:BEFORE[FerramAerospaceResearch] { caseMass = #$/../mass$ @caseMass *= .82 //caseMass of 1 in example is one half mass of 2.5 meter part. assuming this is desired relative mass of casemass. @MODULE[RealChuteModule] { @PARACHUTE { @preDeployedDiameter = 29.32 @deployedDiameter = 29.32 } } } @PART[InlineBallute250]:NEEDS[RealChute]:BEFORE[FerramAerospaceResearch] { caseMass = #$/../mass$ @caseMass *= .82 //caseMass of 1 in example is one half mass of 2.5 meter part. assuming this is desired relative mass of casemass. @MODULE[RealChuteModule] { @PARACHUTE { @preDeployedDiameter = 58.66 @deployedDiameter = 58.66 } } } @PART[InlineBallute375]:NEEDS[RealChute]:BEFORE[FerramAerospaceResearch] { caseMass = #$/../mass$ @caseMass *= .82 //caseMass of 1 in example is one half mass of 2.5 meter part. assuming this is desired relative mass of casemass. @MODULE[RealChuteModule] { @PARACHUTE { @preDeployedDiameter = 111 @deployedDiameter = 111 } } } @PART[InlineBallute500]:NEEDS[RealChute]:BEFORE[FerramAerospaceResearch] { caseMass = #$/../mass$ @caseMass *= .82 //caseMass of 1 in example is one half mass of 2.5 meter part. assuming this is desired relative mass of casemass. @MODULE[RealChuteModule] { @PARACHUTE { @preDeployedDiameter = 147 @deployedDiameter = 147 } } }
  6. Okay, today i have a question.. How is the Magnetohydrodynamic Electric Generator supposed to work? Is it supposed to be a brayton cycle thermal generator, charged particle generator, or do both? As it is its apparently using the charged particle power as an input, but then runs the thermal generator code on that - the output power is dependent on the wasteheat builtup and the efficiency goes down quickly. I tried to use it with the stellerator fusion reactor, stuck 90GW worth of radiators on it and the efficiency barely scratches 30% Doesnt appear to be useful in its current state - but perhaps i'm doing something wrong again..
  7. You cant. The all-in-one refinery only processes interstellar specific resources. You can add the ability by rewriting the config file for the ISRU though. Or you use engines that use interstellar fuels.
  8. Dont think so, but this does indeed appear to be a problem with FAR. I dont think its something FAR needs to fix though, as it only affects this particular part. So it has to be something about that part thats odd?
  9. Tweakscaling the direct cycle nuclear turbojet engine causes some funny stuff... The hitbox? dragbox? is larger than the actual engine, which causes problems when you try to attach RCS blocks to or near the engines - they'll act like they are inside an object and wont fire. What the larger engine looks like: What KSP and FAR think the object looks like:
  10. Oh sure, its not really an issue. You just look at it and instinctively go "what.. ?" Perhaps a few words on it in the part description... Not the first time kerbal engineers have invented physics-bending hardware.
  11. Right - wouldnt the maximum pressure possible be limited by the vessel holding the resource, and therefore make the whole distinction between different resources moot? If you can store your gas at 100 bar, you'll store it at 100 bar, no matter the gas. I know that technically when using up a gaseous resource the volume should stay the same but the pressure should drop, but you cant really represent that in KSP either. Thinking about it, i wonder if it is even necessary to have the distinction between liquid and gaseous resources. Just call it "hydrogen" or "ammonia" and be done with it. That'd make everyones lives a lot easier i think. The users AND yours.
  12. That doesnt make an awful lot of sense to me. A liter is a liter, regardless of what resource. If you fill a 100 liter baloon with xenon gas its gonna be heavier than 100 liters of hydrogen, thats true, but the volume is going to be the same. Density is determined in the resources config file. So what gives? Dont get me wrong, i like interstellar, i appreciate all your work - but if you ask me, you are unnecessarily overcomplicating things here. I regularly scratch my head at interstellar and ask myself whether something is a bug or a feature...
  13. Whats up with those numbers? The fuel "units" in KSP are volumetric, so it should be the same for all resources on the same part?
  14. The power rating of the tri-alpha fusion reactor needs to be revised. It can never reach the max. power it is rated with. The maximum power thats displayed in the editor description would only be achievable with a fuel mode that has a NormalisedReactionRate of 1, and none of the aneutronic fusion modes available on the tri alpha have that.