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wasml

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Everything posted by wasml

  1. @MatttheCzar Added an interim version to SpaceDock. A few of the initial issues have been fixed and some new issues added To control the craft right click on envelopes to control each envelope individually: Cell Main/Cell Balloonet to select the part of the envelope to control - lift cell or balloonet. Step +/- to change the amount of gas to add/subtract Lift +/- to add/subtract the selected amount of gas. Dump to manually dump gas Or on an areostat controller (cockpit or probe core) part for info/control of all envelopes: Pressure Hold on/off to automatically try to keep pressure at 500 Pa Venting on/off to allow over pressure venting. When you stabilize at your desired altitude turn pressure hold off. Max pressure currently had coded to 1500 Pa - above that and the envelope may spring a leak. The right click info displays in the editor should be taken with a grain of salt - Buoyancy is close but the others... not so close. PS: forgot to mention - the cockpit has a door on one side that due to a messed up texture shows as a window - will fix on next release.
  2. lan is probably Longitude of Ascending node I'm guessing mEp is Epoch, w omega and t time.
  3. Just noticed you LiquidFuel resource has "MaxAmount" - try "maxAmount".
  4. As no one has answered this yet I was thinking the spaces in the names - if KSP reads "name = Decal curved" as "name = Decal" then both your parts would have the same name according to KSP
  5. If you look at the structure of the save file you'll notice the saved ships have links to the parts they're attached to - these could get corrupted. Not corrupt save files but errors due to mucking about or updating mods: A missing mod (or part from a mod) will still load but delete any craft that used any of its parts. Missing texture files. There are also errors in the game that can leave a save corrupted like the old docking port problem (I think that ones been solved). Would leave a ship unable to undock and was fixable by editing the save file. I don't know of any off hand but you might check mods from "The Claw" who writes (wrote?) mods to fix bugs in the game.
  6. I'll get something up today or tomorrow - have some improvements nearly ready and if I can work a few more bugs out I'll post a 0.0.2.
  7. This would be a great idea. You should be able to do this with some Module Manager patches so those that use Tweakscale have it and those that don't won't have to worry about it.
  8. OK - wasn't sure if you were aware of the convex requirement so tossed it out just in case. Making a guess here but I know Unity has trigger colliders and that your plugin could use to detect an object going through the gate. This along with what you've said and the log dump above makes me think the plugin is looking for a collider named "DestructionCollider" that would have the "Is Trigger" check box checked (just below the "Convex" check box in Unity) and probably have its layer set to "Part Triggers" ( also in Unity). Then when an object entered this collider it would trigger a callback to remove the vessel and place it somewhere else. You might search the code for "DestructionCollider" - and if found see if it's linked to a callback. (remember - this is just a guess - I may be leading you completely astray).
  9. Did you have a single collision mesh or multiple convex colliders? And from the log file it appears the collider throwing the errors is a trigger mesh? Maybe disable the trigger mesh until the part sits in game OK - then add it back in - just to narrow down the source of errors.
  10. I may be doing something wrong but I found the atmospheric density from GetPressure(alt), GetTemperature(alt), GetDensity(P, T) differed from part.GetAtmDensity() by a significant bit. The first method read 1.115 while the second read 1.214 while sitting on the runway. Might throw your calculations off if your using the first method. (or do you know a better way to get atmospheric density at a remote location?)
  11. Funny - I was just thinking about this mod this last weekend and hoping you'd be back - We need weather!
  12. If you're taking over development it's in the right place. If you're discussing the mod (not developing it) then Add-on discussions might be a better place - just ask a moderator to move the thread. (I'm hoping it's the first one - this mod is too unique to just fade into the past).
  13. Noticed the input rate was "Rate" not "rate" - and the equal sign was missing. Corrected those and the load would hang on this part so I removed a bunch of the top part just to get it working. Also noticed the stack nodes were missing the 7th number (node size) though I think it goes to a default size if missing and the surface attach node had a size - reasonably sure surface attach doesn't use a 7th number. anyway a config that generates resources - I'll leave the adding the top stuff back in to you. PART { name = mk2blackrose module = Part author = Alexander mesh = MoveTex.mu rescaleFactor = 1 mass = 0.49 MODULE { name = ModuleGenerator isAlwaysActive = False isTweakable = False requiresAllinputs = true OUTPUT_RESOURCE { name = LiquidFuel rate = 8 } OUTPUT_RESOURCE { name = Oxidizer rate = 8 } INPUT_RESOURCE { name = ElectricCharge rate = 1 } } RESOURCE { name = LiquidFuel amount = 0 maxAmount = 400 } RESOURCE { name = Oxidizer amount = 0 maxAmount = 400 } } Just realized I left the mesh I was using in the mesh = line - you'll need to change that too. Edit: When my config's don't work it's typically because of capitalization or misspellings.
  14. OOOH! SHINY! Downloaded. Glad to see you still around - you had me worried when all your mods disappeared. (And thanks for the new toys)
  15. If MechJeb has been hopping the lander around then this probably isn't the problem. Checking the nav ball is just a diagnostic to try and locate the problem - if it shows the lander pointing the wrong way you've found the problem and there's not much you can do about it (other than flying manual). If the orientation is correct then I'm not sure what is wrong.
  16. What Zhetaan said. If the probe core was on upside down I could see this happening - easy way to check is look at the nav ball before launch. If the probe core is upside down the orange side of the nav ball will be visible - if not the nav ball will be on the blue side.
  17. I like your idea of having the doors double as radiators.
  18. ModuleManager would be the way to go. You can set it up with a NEEDS MKS (or whatever MKS's in game name is) so the patch will only trigger if the mod is present - the MM page has some links to instructions on how to set up.
  19. Progress update: Progress continues at a slow pace. Have rewrote a few times - think I have something workable now. When in flight the control section displays buoyancy correctly - can balance a craft to hover a meter off the runway with only a couple of mm/s vertical when buoyancy reads zero. When in the editor the buoyancy is off by a considerable amount. The calls to get the atmospheric density in the editor are different than in flight and return a different value causing the calculations to be off. In flight I'm using part.atmDensity which works well but is not available in the editor. So in the editor I'm locating the spawn point and using selectedBody.GetPressure(spawn.alt) and selectedBody.GetTemperature(spawn.alt) to feed selectedBody.GetDensity(P, T) - the two methods disagree by approximately 10%. If anybody knows of a better way.... Have a "Hold Volume" that has passed the initial test - should hold the craft at altitude and keep the pressure at a set point. Pressure target hard coded to 500 Pascal for now. Working on a "Set Altitude" function, some crude internals and some slightly improved models. Aiming to update not too long after 1.1 when I should have a few more things working.
  20. Re-hosted on Spacedock and updated download link.
  21. I've noticed when HyperEditing a vessel from in atmosphere that the further I'm trying to send it the more like it is to blow up. Occasionally I'll see a brief glimpse of the craft with re-entry (exit?) effects on its way up. Found it more reliable to hyper edit to low orbit, then to where I want it. Maybe not a RT issue but just that antennas are more fragile than most other parts?
  22. Great - I'll be watching for the update. Youen made a mod Trajectories that places a X at your predicted landing spot (license MIT) - you may be able to find an example in that code if you do decide to add this. One more suggestion could you include the version and date of last change in the title - makes it much easier for users of the mod to spot when an update has been posted.
  23. I can't offer any advice/direction as I haven't used this myself but there is one mod that used the mesh switch extensively if your looking for examples: Mobile Frame System
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