Xyphos

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About Xyphos

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    Sr. Spacecraft Engineer

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  1. it is often better and more satisfying to make your own parts rather than request them and wait for someone to make it, if anyone bothers at all. to do this, you will need to download a 3d modeling application such as Blender which is a free, open-source application. There are tons of YouTube Tutorials that will teach you the basics of 3d modeling as well as a few advanced techniques. once your part has been modeled, with colliders (very important) you need to import it into [Unity], which is the game engine that KSP uses. As of this post, you should use the one labeled: Unity 2019.2.21 10 Feb, 2020 which is what KSP 1.9.x is currently using. with your 3d model imported into Unity, you now need to export it into a .mu file that the game can load and use, but Unity can't do that on it's own; there are some custom Part Tools addons for Unity that the game developers created, use, maintain and publish for their use and ours. (Thanks Devs!) and finally, with your 3d model exported to a .mu file, KSP needs some additional information about the 3d model in order for it to be a usable part. so you need to fire up your favorite text editor such as Notepad++ and create the .cfg file that will describe your part to the game engine. [More info] Also, please note that DDS texture format is no longer supported beyond KSP 1.8 but DXT1 and DXT5 still work. good luck, have fun, safe landings! I would also like to point out that due to the way Iris mechanics work [Shown Here] the opening for the bay would be much smaller than 5m as the shutters have to move somewhere; matter just doesn't disappear at the press of a button. the smaller opening than the actual enclosure wouldn't be a very suitable as a service bay or cargo bay, but still might have other uses.
  2. last night, I attempted a gravity-assisted capture around Jool using Laythe, then fine-tuned my approach until I got a second encounter with Laythe and then this crash occured [EXC 19:25:02.910] StackOverflowException: The requested operation caused a stack overflow. Targeting+Sample.Create () (at <55ba45dc3a43403382024deac8dcd0be>:0) Smooth.Pools.Pool`1[T].Borrow () (at <55ba45dc3a43403382024deac8dcd0be>:0) Targeting+Sample.Borrow (Targeting+Conic o1, Targeting+Conic o2, System.Double v) (at <55ba45dc3a43403382024deac8dcd0be>:0) Targeting+Interval.Subdivide () (at <55ba45dc3a43403382024deac8dcd0be>:0) Targeting.add_crossing_subdivisions (System.Collections.Generic.List`1[T] intervals, Targeting+Interval ival, System.Boolean reversed) (at <55ba45dc3a43403382024deac8dcd0be>:0) Targeting.add_crossing_subdivisions (System.Collections.Generic.List`1[T] intervals, Targeting+Interval ival, System.Boolean reversed) (at <55ba45dc3a43403382024deac8dcd0be>:0) Targeting.add_crossing_subdivisions (System.Collections.Generic.List`1[T] intervals, Targeting+Interval ival, System.Boolean reversed) (at <55ba45dc3a43403382024deac8dcd0be>:0) Targeting.add_crossing_subdivisions (System.Collections.Generic.List`1[T] intervals, Targeting+Interval ival, System.Boolean reversed) (at <55ba45dc3a43403382024deac8dcd0be>:0) Targeting.add_crossing_subdivisions (System.Collections.Generic.List`1[T] intervals, Targeting+Interval ival, System.Boolean reversed) (at <55ba45dc3a43403382024deac8dcd0be>:0) Targeting.add_crossing_subdivisions (System.Collections.Generic.List`1[T] intervals, Targeting+Interval ival, System.Boolean reversed) (at <55ba45dc3a43403382024deac8dcd0be>:0) Targeting.add_crossing_subdivisions (System.Collections.Generic.List`1[T] intervals, Targeting+Interval ival, System.Boolean reversed) (at <55ba45dc3a43403382024deac8dcd0be>:0) Targeting.add_crossing_subdivisions (System.Collections.Generic.List`1[T] intervals, Targeting+Interval ival, System.Boolean reversed) (at <55ba45dc3a43403382024deac8dcd0be>:0) Targeting.add_crossing_subdivisions (System.Collections.Generic.List`1[T] intervals, Targeting+Interval ival, System.Boolean reversed) (at <55ba45dc3a43403382024deac8dcd0be>:0) Targeting.add_crossing_subdivisions (System.Collections.Generic.List`1[T] intervals, Targeting+Interval ival, System.Boolean reversed) (at <55ba45dc3a43403382024deac8dcd0be>:0) Targeting.add_crossing_subdivisions (System.Collections.Generic.List`1[T] intervals, Targeting+Interval ival, System.Boolean reversed) (at <55ba45dc3a43403382024deac8dcd0be>:0) Targeting.add_crossing_subdivisions (System.Collections.Generic.List`1[T] intervals, Targeting+Interval ival, System.Boolean reversed) (at <55ba45dc3a43403382024deac8dcd0be>:0) Targeting.add_crossing_subdivisions (System.Collections.Generic.List`1[T] intervals, Targeting+Interval ival, System.Boolean reversed) (at <55ba45dc3a43403382024deac8dcd0be>:0) Targeting.add_crossing_subdivisions (System.Collections.Generic.List`1[T] intervals, Targeting+Interval ival, System.Boolean reversed) (at <55ba45dc3a43403382024deac8dcd0be>:0) Targeting.add_crossing_subdivisions (System.Collections.Generic.List`1[T] intervals, Targeting+Interval ival, System.Boolean reversed) (at <55ba45dc3a43403382024deac8dcd0be>:0) Targeting.add_crossing_subdivisions (System.Collections.Generic.List`1[T] intervals, Targeting+Interval ival, System.Boolean reversed) (at <55ba45dc3a43403382024deac8dcd0be>:0) Targeting.add_crossing_subdivisions (System.Collections.Generic.List`1[T] intervals, Targeting+Interval ival, System.Boolean reversed) (at <55ba45dc3a43403382024deac8dcd0be>:0) Targeting.add_crossing_subdivisions (System.Collections.Generic.List`1[T] intervals, Targeting+Interval ival, System.Boolean reversed) (at <55ba45dc3a43403382024deac8dcd0be>:0) Targeting.add_crossing_subdivisions (System.Collections.Generic.List`1[T] intervals, Targeting+Interval ival, System.Boolean reversed) (at <55ba45dc3a43403382024deac8dcd0be>:0) those last few lines repeat until the crash occurs; apparently there's a non-breaking loop somewhere in the encounter code.
  3. aye, the increased drag from an open cargobay makes a world of difference when you're attempting an aerobrake/aerocapture. it just a weird bug I experienced, been playing since 0.90 and never had this happen before
  4. I solved the problem. Just as @Blaarkies said, the cargo bays were the major source of drag; for some unknown reason, the bays were closed and didn't have their deploy settings tampered with, but flew as if they were open. strange bug I guess? the solution was to rebuild the vessel with new cargo bays and it worked.
  5. Normally, I don't have trouble building and/or flying SSTO SpacePlanes, but ever since the update, I can't get one into orbit, including ones built in previous versions. while testing, I had a TWR of ~2.2 and still couldn't get past ~340 m/s with Rapier engines, which eventually decreased speed the higher I went up. so what gives?
  6. the EPA can sit on it, I use LV-N while still in the upper atmosphere.
  7. x is horizontal (left & right) y is vertical, height, altitude, etc. z is depth, distance, etc
  8. in old versions of the game, if you put a part on your vessel, it had drag effect no matter what, even if it was in a stack attachment, it behaved like it wasn't later, drag cubes where added and calculations were put in place to determine if the drag should be applied/multiplied, etc but this proved to be suboptimal and caused lag. fast forward to present, the last I heard, the drag cubes aren't used anymore, or at least don't behave as they used to. I haven't tested it, but I theorize that the drag is the surface area of the part like you said, and the drag cubes simply add a "tweaking" mechanic to the drag model. if you do some experimenting with the surface area formula and compare your results to other test cases, I'm sure you'll find some sort of pattern and/or formula.
  9. Today is April 8, 2020 and I have a very rare day off from work, so I'll be live-streaming for most of the day.
  10. I'm working on a partmodule and I want it to detect when the vessel's orbit changes eg, Ap/Pe modified, inclination changed, and SOI changed not sure how to implement such a thing
  11. @severedsolo Just to clarify, you won't find "Xyphos Aerospace" on CKAN because that folder is the "base folder" for all the mods I make. Examples: XyphosAerospace/SnapDock XyphosAerospace/FullAutoStrut XyphosAerospace/BuoyancyControl etc.... you will find the Author "Xyphos" on CKAN however.
  12. I want a UI button to do something for a specific celestial body being viewed in the tracking station. I have the UI code setup but scratching my head on how to determine which celestial body is being focused on in the tracking station. UPDATE: after a few days of trial and error, I've found the answer: var celestialBody = PlanetariumCamera.fetch.target.celestialBody; also worth noting that the target can be anything that the tracking station can focus on, so you need to make sure it's a celestial body (or any other type) var isCelestialBody = PlanetariumCamera.fetch.target.type == MapObject.ObjectType.CelestialBody
  13. no, but I should try that next time I need to attach the debugger. thanks
  14. G*D F*****G D*****T!! That's probably it then. I guess I'll have to add in a dirty kludge using nullable booleans
  15. progress update. I took a break from development over the holiday but today I've made some changes to the code. It's still too slow to scan actively, so the cache data generator is working from the tracking station, and the part module will use the cache data to provide near-instant results. The cache data is accurate within 20 square meters, I figure that should be a large enough area to quickly skip scanning over without greatly decreasing scan accuracy. As soon as the cache data is completed, I'll be ready to further develop the part module and waypoint code.