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BioSehnsucht

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Everything posted by BioSehnsucht

  1. Thanks, that "solved" it for me! Was getting super annoying with now several ground stations set up ...
  2. This wasn't very clear to me - I misunderstood that if I was installing VSR for the first time ever, I didn't have to retract panels first. I installed with CKAN, loaded up, and my panels 1x6 were twisted sideways, and I could no longer retract the panels. I tried renaming the fix to cfg but that didn't work to let me retract them either, so I moved the cfg to the GameData (out of VSR dir), still didn't work. Removed VSR, tried again.. not only doesn't work, my craft are all messed up with weird spacing between parts. Solar panels are oriented right though, but I still can't open/close them. Is there something I could regex replace in the persistent.sfs to fix this? I don't really want to have to close all my RT satellite network panels and re-open them manually, anyways...
  3. I'm waiting for this to be available in CKAN - CKAN is too damn handy to install anything without it
  4. Apparently I had never actually left the atmosphere, though I thought I had... or maybe I just needed to restart KSP. I just tried again and as soon as I left the atmosphere I got the completions. I came in backwards though and exploded quite rapidly since my re-entry was straight down... lol.
  5. TL;DR: I apparently didn't wait until leaving the atmosphere before giving up on it. The message about needing crew is irrelevant to my problem, just means the pod is useless for control. I've built this goofy contraption (haven't unlocked anything that seats more than one Kerbal yet) I have Jeb in the top most pod, and all the others have tourists. I can fly the thing, put it on a suborbital trajectory clear of the atmosphere, but still won't complete the contract. I assume that error is the reason. Can we not simply have the craft piloted by someone in a separate pod (or a probe, which was my first attempt) ? Do we have to wait until we can get multi-kerbal pods / cabins before we can perform these contracts?
  6. "Win64bit detecting changed to prevent it to be disabled" in latest version, does this mean it's enabled (at your own risk) in 64bit?
  7. Any news on .25 compatibility? Works, doesn't work, ... ?
  8. "We can't stop! We're going too fast!" I feel like you need a logo of a Kerbal face planted into some console...
  9. If you can store it as a sparse file, all the unscanned areas at least won't take up any (or much, due to block sizes etc) space, at least on reasonable filesystems. Though, I'm not sure you can do that from within Mono / .net / unity ?
  10. I've had that same crazy CoM thing without KAS. I want to say I saw it once or twice before I started adding mods back in, but I could be wrong. Also, I'm running 64bit windows build, so... who knows! Currently I have: Toolbar Connected Living Space Crew Xfer Deb Refund Editor Extensions Enhanced Nav Ball FAR KJR Klockheed Martian stuff Mod Statistics (cause mods...) Hot Rockets Cool Rockets Docking Port Alignment Final Frontier Procedural Fairings Real Chute Remote Tech 2 Smoke Screen Toadicus Tools Trigger Tech Tweakable Everything Tweak Scale Universal Storage (core) I don't currently have KAS installed...
  11. Got one of these for one of the radial decouplers. What constitutes escape trajectory? Leaving Kerbin for Kerbol SOI? to the Mun? Just escaping the atmosphere isn't enough.
  12. Look at ResearchandDevelopement, ScienceSubject, ScienceData, etc... (i.e. things with research or science in the name). If you're using Visual Studio you can start typing and let the auto complete suggest things and look through the list. When you find something interesting, F12 on it to jump to it's definition in the assembly. If you're feeling more adventurous, google ILSpy and use that on the assembly... but while it gives you basically full source disassembly, a lot of the variable names are borked ... I think we can define new ScienceSubject objects via cfg (see http://forum.kerbalspaceprogram.com/threads/56137-Probe-Science-config-files , probe_science_definitions.cfg ), which we can then generate ScienceData objects referencing the ScienceSubject objects, just shove their config node onto the vessel somewhere (I don't think it matters where, I hacked up a few ScienceData nodes into my persistence file in several places in the vessel hierarchy and got debug log errors about the science subjects not existing when it tried to show the dialog - I haven't yet tried to create them via cfg and haven't figured out how to add them during runtime myself programmatically)...
  13. After looking at KSP's code with ILSpy (which can get some variable names, others it fails and instead of giving a nice human readable name outputs numbers but not as text.. i.e. the text view interprets them with symbols like [sOH] and [bS] and so forth), I may have a clue what I have to do. It looks like if instead of doing SubmitScienceData myself, I get my science into ScienceData and slap it as a certain kind of config node on a vessel that is being recovered (creating a fake one from scratch to handle the case where it has been destroyed but I want to show some failure analysis gain from it, perhaps), the recovery screen will work right... probably. Just have to figure out HOW to do it
  14. I've gotten part way there I think, science is increased but it doesn't show on the recovery screen as an individual entry (just in the total science at the bottom). ScienceSubject subj = new ScienceSubject("recovery@KerbinFlew", "Failure Analysis of flight components", 1.0f, (float)newScience, 10); ResearchAndDevelopment.Instance.SubmitScienceData((float)newScience,subj);
  15. Is there a way to arm the chutes while in-atmosphere, still ascending? I want to be able to fire dumb rockets that will return safely to Kerbin but with no control (out of RT range due to lack of antennas / etc). When I try this, the chute is armed until it hits the edge of atmosphere (~70km) and then the staging icon goes red and the armed text (waiting for negative velocity and velocity readout) on screen disappears, and when it falls back into the atmosphere it won't deploy and goes kabloey.
  16. Has anyone figured out a way to add items to the list of science received after a vessel is recovered ? Would it be possible to trigger that to pop up even if the vessel was destroyed (with an added science entry) ? I'm trying to set up a plugin that will give science when something blows up in view of KSC, in view of a crewed vessel / EVA, or "lands" (destructively or as debris) on Kerbin (small amounts, with diminishing returns per part type, but enough to "learn from your mistakes" and be useful in the earlier stages of career). I think I can just add to the science directly by adding to ResearchAndDevelopment.Instance.Science, but I'd rather have it be listed like normal science data gathering after a mission is completed.
  17. Could probably just check the max power generation of all deployed panels when craft goes on rails and store it (so we don't have to compute it again later), assume craft is optimally pointed at sun, and for each timestep calculate based on distance from sun and really simple approximation check of whether the craft can 'see' the sun from it's location (and whenever the time step is such that the craft may have changed state between being in a shadow and not, back-compute some number of sub-steps between the last step and this one to figure out when it changed state, otherwise the entire time step it was either in light or not).
  18. Do the racks actually fit within a 2m enclosure when in 4x symmetry like that? Looks like they'd almost be too big, and any "rotating rack" cargo bay would need to be a bit larger than 2m...
  19. I applaud your efforts to extend resources for more purposes, but, perhaps that's a bit too much resource types? The list is a bit overwhelming ... Probably what we need is a way to define intermediate resources that can flow from source container to converter/refiner A to converter/refiner B to sink container without storage in between (and flow limited by whichever item in the chain has the lowest flow rate, of course), at least from glancing at this mod (I haven't installed and tried it yet) I'm guessing several of the resources are really intermediate stages (i.e. you mine the ileminte, then heat it, and convert it to various other metals ... ) - would be nice if you could have a heater and a converter and not store the heated resource in the middle ...
  20. However, your discovery of the GetPixel hack may allow Squad to implement the same functionality in their part loader, problem solved?
  21. This perhaps should be part of a generic plugin that all mods can easily take advantage, but ... Perhaps when a vessel is packed, store: Current RTG/etc power generation / fuel consumption per time unit Max theoretical solar generation per time unit (take current rotation of craft relative to sun, pretend nothing is between it and it's solar collectors, determine which panels are lit up and by how much) Current power drain (active antennas, lights, etc) So let's say we've been running at 10x simulation and the craft is unfocused. Every so many ticks we recalculate resources on some of the packed craft, by calculating the power generated during the step by adding RTG per time unit to a simple simulation of sunlight power generated (do a simple raycast along a few points of the orbit since last update of craft, towards sun, and check for celestial bodies) and if the craft is not occluded, add in it's solar power per time unit. For this simplified process we'll have to ignore battery limits, of course. So now we have say 23,000 units of power in our 1000 unit battery. Now we take the current drain per time unit over that time frame, and subtract it and store it to the packed ship (clipping it to the range of 0..max battery capacity). Maybe we have zero, and we should notify any plugins that are checking power status through this mechanism that this vessel is without power and to behave accordingly (i.e. stop simulating scans, passing radio traffic, etc). If there's more than zero, then nothing bad happens. A further enhancement might be a mechanism that allows players to define a shutdown priority for power failures, for example shut down SCANsat and kethane scanning first, then radio links, and shut down more power hungry radio links before lower power ones, allowing for craft to get back into a positive energy condition in a graceful and automatic way. To go with this, those items should power back up to their original (preferred) states based on the same priority, only in reverse, so that craft power down and go less useful then dark and useless in a graceful fashion if they spend too long in the dark or whatever, then gracefully come back up as they regain energy resources. This enhancement would actually toggle the stored state of the parts on and off accordingly of course, so if you switch to the vessel it is in sync with the simulation. This should allow for a sufficiently accurate simulation of unfocused crafts' power resource usage / generation. With a fast enough CPU and/or low enough time acceleration and/or few enough unfocused craft, you might even be able to maintain essentially accurate results (by sufficient number of interpolated positions / small enough time steps per game universe update tick). This could potentially automatically be scaled to maintain some minimum level of performance, i.e. try to do all craft every tick and for say, 1 interpolated position / time increment per degree of orbit (or some other unit, per X MKm traveled perhaps), and widening the interpolation distance and/or reducing the number of craft simulated per tick (i.e. you have 30 craft, 15 get simulated one game state update, the other 15 the next)...
  22. That only works if you didn't have a structural failure somewhere along the rocket and still have control over the engine... if it's stuck at 100% and a decoupler was crushed, you can't switch it off.
  23. I think the point was in both active and passive, neither set of fins will visually occlude the airlock door? (from the overlap in the first image and no overlap in the second - everything is 22.5deg rotated, not just the start position, I'm thinking?)
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