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paul23

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Everything posted by paul23

  1. Well I'm trying to build a new craft from spare parts in orbit. However I have a lot of trouble to actually make this craft "complete". Everything is attaching neatly, except for the last engine. The engine simple will not attach in the correct direction Rotating (using wasd) would just rotate it "around the attachment node". (so 180 degrees puts it inside the tank). How would I rotate the engine so it "flips"? I'm unsure if this is the right forum, sorry if it is wrong, but I'm not sure if this is a KIS or KAS or other problem.
  2. In rome total war (1, not 2) this was possible as well as in half life (1 and 2)! No one thought it was ever a problem back then.
  3. I have started them all. But the formula in the VAB also doesn't include "scout habitation timer" or the other habitation timer from settings, just the months.
  4. I was doing a routine supply mission with my freighter. Just using mechjeb to create an encounter and kill relative velocities ("match velocity at closest approach"). Fully working from map view as why would I watch the craft. Then I went into craft view for docking and I was greeted by this: ouch, that's close for comfort. About 10 meter distance.
  5. Because updates. In a world with ckan (or from more experience: linux patches) it's best to write "patches" instead of directly modifying the module itself. CKAN/snappy/apt will otherwise overwrite the settings, and while with high profile mods this is quickly remedied it's a general idea I try to uphold with anything. (IE if stationpartredux was an implied mod by another mod it might update if I update that other mod, without me actually directly noticing).
  6. Well for inside another mod: StationPartsRedux has a subfolder called "patches". This contains patches for the station parts for several popular lifesupport mods (ie adding a USI habitat module). Now I wish to "modify" this, as the patch is giving way to high habitat numbers compared to vanilla USI, outshining them by a factor 10. So I wish to run *after* the patch of stationpartredux, which has a part patch defined like: @PART[sspx-habitation-125-1]:NEEDS[USILifeSupport] Inside the folder gamedate/stationpartredux/patches
  7. I've a question about the syntax: Can one put multiple after statements in a row? Or multiple "needs"? Also is it possible to work by sub folder? IE, after `gamedate/myMod/somepatch`?
  8. How is habitation calculated? I have a craft with 6 "potholes" (from station part redux), which give an habitation multiplier of 0.7 and have a single crew + a central hitchhiker module. I fill that up with 5 kerbals (mission is to recover 2 in orbit around Minmus). Now the vab calculation gives me the following calculation number (0.25 * 7) * (1 + 6 * 0.7) / 5 = 1.82 months. However when I fly the craft I am greeted (after activating all habitation modules at start) by "just" 19 days of habitation, both for "hab" and "home". How is this actually calculated?
  9. And then you have a "docking port" from kis which isn't under "kis" tab, but rather under a "construction tab", a personal tab. - Even while the docking ports normally are under docking/connection.. And all squad construction items are under "utility". And worse: that tab icon just falls off the page so I often forget it is there. Or look at the cyrogenic tanks: the model for the 2.5m version looks almost equal to the 1.25m, in the part selector the item cannot be made apart, other than hovering and reading text, or knowing which button is which.
  10. Categorization as a menas to organize things is something that is never truly scalable. Once you grow past the 200 or so parts it's getting a mess anyways with parts looking quite similar from thumbnails. In that case tiered selection is better "I place a tank, select which of the 5 radii, select one of the n sizes", and can quickly change later. Basically able to "switch parts" without removing and replacing.
  11. Yes I'm using procedural fairings, and that part is from that mod. The problem is that I can't seem to find any topic regarding procedural fairings, only very old topics.
  12. Well I'm trying to streamline my rockets a bit, by adding a fairing around the payload. In the vab I notice that the fairing has blue lines, as shown below. However when I go to flight nothing shows up.
  13. Hmm I notice with kct that whenever I recover a ship all parachutes stay in the "spent" stage. - I can "fix" this by removing the parachutes and reattaching "new ones", since the difference is 0% the construction time is 0 seconds. It's hence just a major annoyance when parachutes don't repack themselves, and not really logical (should be part of the recovery procedure).
  14. Did I suddenly warp into reddit? At least make a post we can talk about without having to get sucked into the coorperate ignorance of privacy that is google.
  15. When you buy something you should never take into account what "might come" and people "might do". Experience has shown that companies always make promises and quickly ignore those promises and say "we didn't say that", or "well it's not exactly how we said it, if you read the words carefully....". Don't overpay just because you're a "fan", pay for what is -- now.
  16. Procedural would be too easy. It's hard as it should be to make "nice looking" ships. Function over form, and in real life you also have a scrape by using refurbished models. Not every tank should be available in every form: that's illogical.
  17. They're (apart from atmospheric entry) not "determined in game" - they are calculated.
  18. Well categories are annoying of itself: it's just as hard to find something there. ("hmm is this part under containers or utility, or did this mod add an even more obscure category"). What could be done is much better "selection", for (say) tanks you select a tank, then when you have it selected you can select the adapter size (1.25m 2.5 etc) and finally the height. Not quite procedural as there are only a limited amount of sizes and adapters available. But you don't have to look into the items and guess which tank is which size.
  19. Is there a version working for 1.7.3? Or will this be only for 1.6.9 and 1.8.x? CKan doesn't let met install any version
  20. hmm I just connected it to my kerbal, went eva and flew a few hundred meters... No warning or anything. I had to go back in save files though: upon time warping forward a few hours the connection was even "further", and if I went out of warp suddenly the whole base spun out of control and explosions galore.
  21. This is only because ksp "makes it so", if you use something more realistic like FAR it will be highly unstable in that direction. Of course center of lift behind center of gravity isn't telling the full story, at all. More important is the lifting moment, and the corresponding neutral point, the neutral point should be behind the center of gravity.
  22. I'd love stock (non exploding) robot arms alike kas, for easier and stronger docking. Especially if the arm could "extend and rotate around joints", and thus move the crafts. (moving relative to the main ship, as due to physics obviously the center of mass of the total ship stays in the same spot).
  23. That's what the topic is about: I do not know how to get the correct orientation using the navball. - I can do it if I would allow myself to rotate both crafts, but if I limit myself to only rotate the incoming craft, getting the alignment right is near impossible. In the image the alignment is actually off by 70 degrees, as (in the dark, so I flew only by navball) apparently the main station rotated around it's "prograde" axis. I "fixed" above by rotating the station so the port was facing the docking ship, this technique easily works. However in the future when things grow larger I shouldn't do this.
  24. There is the saying "limitations breeds creativity". This holds very much true to lego-like games; being limited in the amount of parts will give design constraints you have to work with either aesthetically or physically. In reality you also don't have just "any form and shape" of tank, always at hand, there also plumbing etc limits how tanks look. I do agree that the options for the "offsize" rockets are just an annoyance, and I never understood why the extra diameter rockets were added.
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