dunadirect

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About dunadirect

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  1. Playing 1.1.3, it seems to kick in when my target craft reaches about 200m away from the active vessel. the target's semi-major axis was unchanging until i got within that distance. originally my station was in ~25km x 25km around mun, but it's drifted all the way to 43km x 19km as i've tried unsuccessfully to dock. it seems better with orbital drift correction off (i can at least dock now). see distance & semi-major axis in this series of KER screenshots: http://imgur.com/a/iZM7T hard to verify whether it exists on 1.2 as i don't have KER and stock doesn't display target semi-major axis anywhere, but it did seem like my active vessel picked up a torque.
  2. dunadirect

    [1.4.0] Old School Fairings

    I switched to KW for my new 1.1 career, and am 2 game years in when i finally realized... the fairings do nothing! so i searched around and found this and... of course it's from bob fitch (a big fan!). If you haven't tried it with 1.1 it seems to work OK after a rebuild. thanks for doing this!
  3. Ah, I hadn't installed the update. Good call!
  4. I happened to glance at my logs and noticed repeated exceptions being logged: MissingFieldException: Field 'FinePrint.Contracts.Parameters.SpecificOrbitParameter.targetBody' not found. i reproduced this on a clean install of 1.0.5.1028 by installing the Asteroid Day mod. Removing the mod from my regular install fixes it. here's the opening portion of my logs, although i assume it's not relevant: Kerbal Space Program - 1.0.5.1028 (WindowsPlayer) OS: Windows 8.1 (6.3.9600) 64bit CPU: Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz (8) RAM: 32709 GPU: AMD RADEON R9 M295X (3072MB) SM: 30 (OpenGL 4.5 [4.5.13407 Compatibility Profile Context 15.201.2001.0]) RT Formats: ARGB32, Depth, ARGBHalf, RGB565, ARGB4444, ARGB1555, Default, DefaultHDR, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8 Log started: Fri, Dec 11, 2015 18:16:17 can anyone reproduce?
  5. [quote name='Yemo'][SIZE=5][URL="https://kerbalstuff.com/mod/1198"][B][COLOR=#800080]Unmanned before Manned[/COLOR][COLOR=#000000] 1.0.0[/COLOR][/B][/URL][/SIZE] (for [B]KSP 1.0.5[/B]) [B]Tech Tree changes[/B] [LIST] [*]Stability node cheaper @12 science instead of 18 [*]Aviation and flightControl nodes cheaper @30 science instead of 45 [*]Earlier Fairings [*]Earlier 1.25m non-small fuel tanks [*]Earlier structural fuselage [*]Earlier launch clamps [*]Earlier small landing gear [*]Earlier multi-adapters [*]Girders, Beams and Panels to generalConstruction [/LIST] [/QUOTE] so i was excited to see this had been split out from the rebalance mod, as i didn't really want any of the other rebalances, but these changes are a bit beyond "No part rebalances except for early probe cores." I respect your choice to maintain the mod however you want, but wanted to provide this as feedback. Also, my career hasn't been going long, but I didn't see a need for SETIcontracts anymore, except for stuff like recycling station and colonizing, since those features aren't in the stock game. Cheers!
  6. Thanks, I'll be getting out an update soon. If you'd like to be put on the beta list, DM me an email address you use as an Apple ID.
  7. dunadirect

    Stock Fuel Switch

    I was about to write this mod today myself, but I still wanted the 9:11 LF:OX ratio... So I've added a config which is 9:1 LF:OX to pair with an OX-only tank to keep the right balance: // Cost 2 * LF + OX %mixLFCost2 = 0 %LF2 = #$LF$ @LF2 *= 2 @tempVar = #$LF2$ @tempVar *= 0.8 @mixLFCost2 += #$tempVar$ %OX2 = #$totalCap$ @OX2 -= #$LF2$ @tempVar = #$OX2$ @tempVar *= 0.18 @mixLFCost2 += #$tempVar$ ... resourceNames = LiquidFuel,Oxidizer;LiquidFuel,Oxidizer;LiquidFuel;Oxidizer resourceAmounts = #$../LF$,$../OX$;$../LF2$,$../OX2$;$../totalCap$;$../totalCap$ tankCost = #$../mixLFCost$;$../mixLFCost2$;$../LFCost$;$../OXCost$ Download the patched version. Cheers!
  8. A while back RoverDude asked if anyone could put together a spreadsheet for MKS base and station building. I had recently tried, but failed, but thought I could throw together a quick iOS app to do it in a couple of nights... it ended up taking a couple of weeks instead, but it's now available! UmbraCalc helps you understand what's going on in your MKS base or station. See how a more experienced engineer will improve efficiency, or how many agricultural modules are needed for sustainability, without having to build any test vessels or build spreadsheets. Add parts to a base or station Configure resource converters Assign crew Insights into how efficiency is calculated Plan initial supply and resupply missions with yearly resource use totals Download on the App Store! Bugs and/or feature requests! Screenshots! Based on and includes portions of Moduler Kolonization System by RoverDude https://github.com/BobPalmer/MKS/ This work is licensed under the Creative Commons Attribution-NonCommercial 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc/4.0/.
  9. So I'm fixing Soyuz 4 & 5, and I'm going to suggest that they be merged into a single contract. Consider the following scenario: You successfully dock and exchange crew, and successfully recover Soyuz 4, completing the contract. Unfortunately, the second vessel experiences an anomaly during re-entry that results in loss of mission. But since you already completed Soyuz 4, you can no longer complete Soyuz 5! I'm going to give it a shot and it'll be on my github if i get it working.
  10. some contracts won't be offered until some time after the previous one was completed (early on this is typically 10 days). that's not the case here; you may just have to decline a few contracts before the new ones will be offered (due to mechanics in ContractConfigurator). - - - Updated - - - i've started keeping my changes in GitHub, just so I can keep track of what I've fixed. Feel free to incorporate these fixes; I'll try not to push until I've actually verified the fixes work (which means I won't be updating RSS missions). Cheers.
  11. i've just been giving myself 60 science at the start of a career, and then doing the "get science from kerbin" stock contract for the last five to let me start off with probes. science can be pretty sparse, if you don't allow yourself EVAs until you do contracts with them. I'm midway through Gemini, and missions requiring 3 crew are also difficult w/o the larger capsule. playing with RemoteTech makes the early Eve missions nearly impossible w/o the stronger dish, and returning unmanned capsules can also be a challenge! I'm guessing once I reach Apollo and can do science from Mun i'll be ok science-wise.
  12. Finally tracked down why none of the duration requirements were showing up; it seems like they need to be outside the Orbit parameter, at the same level as VesselParameterGroup. If you had the source repo up somewhere i'd send you a patch This might get you partway there: $ find . -name \*.cfg -print0 | xargs -0 perl -000 -p -i.bak -e 's/(\s*PARAMETER[^{]*{[^{]*name = Duration[^}]*}\s*)}/}\n$1/gi' Gemini VII's objective says "title = Launch the Gemini-V" and not Gemini-VII.
  13. Gemini-II: You need to set disableOnStateChange = true on the suborbital parameter. That one's pretty tricky with RemoteTech.
  14. The Gemini-I has trait = Pilot, which requires a pilot on board (even though max crew is 0). This makes the contract pretty much impossible, afaict. i removed "trait = Pilot" and was able to complete the mission. also, did they not test parachute/recovery with this mission? the mission calls for destruction of vessel, but i'd feel more at ease sending kerbals up if this mission also tested recovery! Also, i think you have some fancy unicode emdashes instead of hyphens when denoting date ranges; at least on Windows these don't display so you just get "19581960." if you can't recall which missions those are, i can look them up. cheers!
  15. like i'm still doing mercury missions but i have 684 reputation.