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MisterBennock

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Everything posted by MisterBennock

  1. Hi genericeventhandler, yes, I just edited the attachment nodes. Thanks for your help, I now made this patch: @PART[dockingPort1] { node_stack_top = 0.0, 0.2828832, 0.0, 0.0, 1.0, 0.0, 1 @description = Invented after a peaceful protest against the lack of spacecraft attachment systems turned violent, the Clamp-O-Tron Docking Port allows for the firm attachment of two separate vessels. After docking, vessels can be just as easily undocked. The Shielded version has deployable fins to protect the port during ascent. This one is also stageable. @attachRules = 1,1,1,1,0 @MODULE[ModuleDockingNode] { referenceAttachNode = top !staged = False { } It should simply change the docking port nodes like it did with the "full" part. However, it doesn't and I have no idea why.
  2. Hello people, I present you an attempt of mine to make the Clamp-O-Tron docking port stageable by giving it the ability to have something attached to the port. Currently, though, I have two problems: 1. I have changed the complete part cfg, but I think it should be possible by just applying a MM patch to it. 2. It is possible to attach to the closed shield. Of course that's stupid and immersion breaking - does anybody know whether it is possible to only attach it to the closed shield? Or is that outside of the editor capabilities? This is the code, I basically just copied some parts from the regular docking port to the shielded one's: PART { name = dockingPortX module = Part author = MBennock mesh = model.mu rescaleFactor = 1 node_stack_top = 0.0, 0.2828832, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.005308203, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0.0, -0.005308203, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = advMetalworks entryCost = 8400 cost = 400 category = Utility subcategory = 0 title = Shielded Docking Port description = This one can be used opened. Yeah, you heard right. OPENED! attachRules = 1,1,1,1,0 mass = 0.1 dragModelType = default maximum_drag = 0.25 minimum_drag = 0.25 angularDrag = 0.5 crashTolerance = 10 maxTemp = 2600 // = 3400 thermalMassModifier = 6.0 // like a nose cone emissiveConstant = 0.8 bulkheadProfiles = size1 tags = berth capture connect couple dock fasten join moor shield socket stagingIcon = DECOUPLER_VERT MODULE { name = ModuleDockingNode deployAnimationController = 1 referenceAttachNode = top nodeType = size1 stagingEnabled = False } MODULE { name = ModuleAnimateGeneric animationName = dockingring actionGUIName = Toggle Shield startEventGUIName = Open Shield endEventGUIName = Close Shield allowAnimationWhileShielded = False } }
  3. Hey man, very nice mod! I like it, finally something with an inclination that is still stock. Just a question: Do you have any data on the atmospheres? Or are they the same size as stock?
  4. Wow Dlucks, that thing looks wicked! This is my recent (.90) space station concept. The "Limes" type station, for usage as outpost/"welcome station" on the border of a body's SoI. It is put into space in one long piece and either sent to its destination and assembled or assembled and sent to its destination. Unfortunately, due to several technical difficulties I couldn't execute the whole thing as I wanted to - the pictures are merely from a test assembly in LKO. Let's hope it works better when I recreate it in 1.0.2. Basically it consists of three mainly identical parts that have different functions assigned to them. There is a command module, a comms module and an energy module. It has no fuel of its own besides some RCS for orbital housekeeping. It has, however, several docking ports so if needed it can be expanded with additional tanks etc. The most difficult task was to dock the modules properly, so I decided to make life easier by putting IR parts on the tubes to be able to rotate the modules against each other when needed (which didn't work out quite as expected, technical difficulties....). I think if I can get this thing to work as intended, it will be awesome!
  5. No, he meant the windows user account. But it's not that, either. I have the same problem, running an admin account, full permissions, saving the .cfg, re-opening it to see whether changes have been saved (they did), starting the game, setting reset. Every time, since the 1.0.2 update, full vanilla. Win7 x64.
  6. Been there, done that. Running KSP.exe as administator, have all permissions. Still resets.
  7. Yes, I have this issue too - since today. At first I though it might have to do with some updates and newly installed mods, but even after uninstalling from Steam and reinstalling, it keeps happening - with a 100% vanilla install. Edit: System is Win7 x64. No issues of that kind since 0.18.
  8. Yes, I am pretty sure - I mean, stock sensors work, seismic scan on sensor package works, just not the other behind/below. Here is the cfg of the B9 sensor package: MODULE { name = ModuleEnviroSensor sensorType = ACC } MODULE { name = ModuleScienceExperiment experimentID = seismicScan experimentActionName = Log Seismic Data resetActionName = Delete Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False xmitDataScalar = 0.45 dataIsCollectable = True collectActionName = Take Data interactionRange = 1.2 rerunnable = True } MODULE { name = ModuleEnviroSensor sensorType = PRES } MODULE { name = ModuleScienceExperiment experimentID = barometerScan experimentActionName = Log Pressure Data resetActionName = Delete Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False xmitDataScalar = 0.5 dataIsCollectable = True collectActionName = Take Data interactionRange = 1.2 rerunnable = True } MODULE { name = ModuleEnviroSensor sensorType = GRAV } MODULE { name = ModuleScienceExperiment experimentID = gravityScan experimentActionName = Log Gravity Data resetActionName = Delete Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False xmitDataScalar = 0.4 dataIsCollectable = True collectActionName = Take Data interactionRange = 1.2 rerunnable = True } MODULE { name = ModuleEnviroSensor sensorType = TEMP } MODULE { name = ModuleScienceExperiment experimentID = temperatureScan experimentActionName = Log Temperature resetActionName = Delete Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False xmitDataScalar = 0.5 dataIsCollectable = True collectActionName = Take Data interactionRange = 1.2 rerunnable = True } Now compare to the stock sensor: MODULE { name = ModuleEnviroSensor sensorType = ACC } MODULE { name = ModuleScienceExperiment experimentID = seismicScan experimentActionName = Log Seismic Data resetActionName = Delete Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False xmitDataScalar = 0.45 dataIsCollectable = True collectActionName = Take Data interactionRange = 1.2 rerunnable = True } As you see, they are identical. And since every stock sensor works for itself and since in the package only the first sensor works, I really assume it has something to do with how often the "xmitDataScalar" line is changed, in that case apparently only once. Edit: I just found out that you can find keys and nodes. Now my cfg looks like this: @PART [*]:HAS[@MODULE[ModuleEnviroSensor],@MODULE[ModuleScienceExperiment]]:Final { @MODULE[ModuleScienceExperiment],* { @xmitDataScalar,* = 1 } } As you can see, I am finding all "ModuleScienceExperiment" in the file and then edit all the "xmitDataScalar". Probably wouldn't even be needed, but hey, it's just two characters AND IT WORKS! YEAAAHAW! :D:D
  9. No, I meant the "xmitDataScalar" parameter is contained in the ScienceExperiment module, not the EnviroSensor module, which is why I apparently need to address the Experiment. The ModuleEnviroSensor is just for filtering for sensors. Also, I just tried it and it still didn't work. Also, I just tried the changerd version, but it still doesn't work out completely... I get 100% transmission on the seismic data ONLY somehow - even though all is contained in one sensor package. Strange, strange things. Edit: Perhaps it could be because it only applies the patch once? Since the seismic scan is also the first in the part's cfg - what if it stops there?
  10. @*Aqua* - thanks for the insight, that was useful. Changed things accordingly I had to use the ModuleScienceExperiment since the "xmitDataScalar" part is contained in it, so in order to apply it I have to include it. I think I even tried it first with ModuleEnviroSensor only, but it didn't work.
  11. Greetings people, you all know the reduction in science you get from transmitting sensor data. This has always rustled my jimmies as it's just numbers and I don't see why numbers shouldn't be able to be transmitted fully (especially when Crew and EVA Reports CAN be transmitted for 100%). Therefore, I tried to make a small .cfg that gives me the x1 science multiplier on sensors without having to mod the files themselves. Check this: @PART [*]:HAS[@MODULE[ModuleEnviroSensor],@MODULE[ModuleScienceExperiment]]:FOR[ModuleScienceExperiment] { @MODULE[ModuleScienceExperiment] { @xmitDataScalar = 1 } } It works for the stock sensors, but somehow not for the B9 parts, even though they contain the very same module. But then again, I am not a coder or anything even remotely, so if anyone has an idea how to improve it, you are welcome to.
  12. Won't let me post without at least 10 characters. Here's my newest rover.
  13. Oh, .... me, I missed that, thanks. Though I never had an old craft file, this was done on a whole fresh install with crafts from scratch. Though I just thought - I saved the LEM as subassembly, maybe that could also have to do something with it?
  14. Hi, I have a rather inconvenient issue. I have already searched the thread, but to avail. I tried to do an Apollo mission. Everything went fine, circularized around the moon. Now when I want to undock the LEM, the CSM gets explosively ejected into nothingness and I don't know why. I placed the correct gendered ports in the correct places - I mean, docking went as smooth as could be, so there can't be some mistake in assembly. When testing on ground, undocking also works fine. Does anyone have an idea what could cause this?
  15. This is my current stuff. Not pictured are attempts at SSTOs and failed designs.
  16. Same here. Did you by chance update Java today? The registry is a .json file. (Please don't throw stones at me if Javascript has nothing to do with Java, I don't know better!)
  17. I like this mod, this is much better than stupid "Test XY" contracts that make no sense. One issue though: Is it possible to show the exact specifications e.g. for satellite orbits in the contract window? It is tedious to always switch to the contracts building or writing down all the data. EDIT: Also, maybe limit the orbital station contracts? This would make it more challenging and force people to rather explore further than just put 100 stations into Kerbin orbit.
  18. If I only ever was to use one "realism" mod, it would be this one. It is one of my absolute favourite mods ever.
  19. This is the Scorpion, a reconnaissance and rescue rover. It has movable arms and tail via Infernal Robotics. I also have a stock version, but it's boring. It can drive and grab any debris or Kerbal it encounters. The "stinger" and "poison gland" are detachable and form a drone that can fly around via RCS. It can be used to mark spots or on low gravity bodies to get an overview of the surroundings.
  20. I really like those artificial gravity ring thingies, so I build my own rotating station. The ring rotates via Infernal Robotics, with washer plates as rotating means. It's called the "Torus". It has fuel to move around a bit and drones/landers/rescues ship combis for different purposes.
  21. This is currently my only really working SSTO that is NOT a run-of-the-mill jet-like design. Also, I suck at SSTO building, so I have only built single-passenger planes yet. But without further ado, let me present to you: The Messerschmitt EOF II EOF means "Einstufiges Orbitalfahrzeug", which means nothing else than SSTO. It is the second model which I worked on pretty long to balance it out correctly. It is not based on any Messerschmitt plane, I just like the sound of the name. While it is a bit shaky when maneuvering in orbit, it flies pretty good and can go rather far for such a small thing. It weighs only something around 5 tons. I have also made a docker version of it, but I like this one more. It's like a sports car you take for weekend rides . EDIT: I noticed that it and its successor, the EOF V even work with FAR, though not as good as with stock. Warning: Picture flood incoming. First picture shows that this is technically a two stage vehicle. Since the External Command Seat can't be manned for launch, I had to attach a command pod to the back where the pilot is contained. Before launch it is detached and the normal flying can proceed. This is a close-up of the cockpit/engine part. Note the entrance ladder and the instruments (I also have a version without Engineer which is thus 100% stock). Also, positional lights, green on the right hand side visible. Antenna to imitate the antenna thing on older planes. It is extended on action button while the ladder is simultaneously retracted. Struts for stability and batteries and RTGs also function as counterweights. I hate having to use so many cubic struts, but iirc they were lighter than the beams. It just raises the part count of the plane to over 80. Right before takeoff. Intakes open, jet engine started... Let's go! Up, up and away! But why is he so anxious? It won't explode, I promise! Mission: Accomplished. A magnificent view. Here some data. I have never bothered to exactly tweak the fuels, but IT JEST WERKS. Reentry. Yeah, now I know why he was looking scared... Comrade will never of fly plane again and he will pay for what he did to glorious marvel of engineering of the motherland))))
  22. I see what you mean, though the "setting up tanks and such" would pose a problem to me, as there is still the possibility that it gets somehow messed up by bugs and strange physics. If something breaks, explodes, disintegrates or atomizes, I want it to be my responsibility and/or deliberation . Also, on second thought, I guess it was a silly idea, concerning the mining and transport and all else.
  23. Good work man! Works like a charm now.
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