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Stoney3K

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Everything posted by Stoney3K

  1. Well, you can stand on a craft when it's airborne, even on low-gravity moons, so I suspect there's more to it than that. If you just apply a force anti-normal to your target surface (much like the gravity on a celestial body would do), there is little chance that a Kerbal will stand, most probably, it will just face-plant flat. It may very well be possible that a Kerbal's feet have a different collider which the game checks to see if it is "standing" on something. Basically, when the underside of a Kerbal's feet are flush with the collider of the part that it's supposed to stand on, it would be standing instead of floating/crawling. Try forcing the rotation of your EVA Kerbal to always be normal to the part you're sticking it to, and see if that has any effects.
  2. Nice work Nertea, I was searching for a TB2 style craft just this week and it's amazing how the MK4 system turned out. These parts deserve to be stock. I was also toying with an "MK3 widebody" similar to your parts set as a modeling excercise, but I may change that into a compatible parts set that is able to handle oversized payloads. The biggest challenge I see with these parts is the sheer size. If you have an MK4 cockpit, which is almost 6m wide, there is a lot of empty and unused space. You would be able to fit a dozen Kerbals in there comfortably and allow them to sleep, eat and do science, and still have room to spare. An idea here would be to have the cockpit occupy the top section of the module, and have a service section or cargo bay underneath. You could even think of "drive-through" roll-on, roll off cargo bay designs through that. Alternatively, a smaller bridge or cockpit module that can snap into a slot in the top section of the fuselage may be an option. OTOH, with the enormous size, it's now legit to have nuke engines, refineries and fusion reactors that would fit inside the fuselage, for nice-looking interplanetary craft.
  3. Is there any way to make components like fuel cells work as a single unit when welded? I have a station with trusses which have fuel cells attached to them in an array, but when I weld the truss, I can only add up to 1 fuel cell until the whole lot stops working (the "Start Fuel Cell" action is no longer available). It would be nice to have "similar" components (which use the same module and action) work together as a single unit with increased capacity. Also, I found out something peculiar when it comes to attachment nodes, which causes my Kerbals to magically defy gravity: I suspect this wasn't supposed to happen. The Girder Segments above were welded together with the ladder pieces to form one unit, leaving a nice girder-sized gap between the truss piece and the attachment node. The collider was formed properly, since I can walk straight through the gap.
  4. Strictly speaking, your entry's speed is zero, because you started from a pair of launch clamps and dropped the craft from the air.
  5. The Space Shuttle has both APUs and fuel cells, both of which serve a different purpose, actually. The APUs are more meant to keep the mechanical systems on the orbiter going, like the fuel and cooling pumps and all of the hydraulics that make the engine gimbals move, while the fuel cells are purely an electrical power source. When the SSME's are running, the hydraulics and pumps run off the engine turbo pumps, with the APU's being backup. When on the pad, the ship is powered off APU until liftoff. Fuel cells are only used in orbit. With the stock fuel cells that run off LF/OX, there's no real necessity for an APU that produces nothing but ElectricCharge. However, it could be a valuable addition to the game dynamics if auxilliary systems like cooling and control are added (I can think of resources like CoolantPressure or HydraulicPressure that could do that, losing either would cause the engine to overheat or the gimbals to fail, for example).
  6. Something I've been missing on US: Batteries. I build a lot of US setups inside cargo/service bays to keep my utility racks clean and organised, and I always need to stow my batteries somewhere else. Also, I always wondered why there are no APU's in the entire game. Making a converter that eats MonoPropellant and spits out ElectricCharge shoudldn't be that difficult.
  7. Speeding up isn't really the problem, stopping without leaving the runway definitely is. Only rockets allowed to slow down? No jets, airbrakes or chutes? In that case I don't expect the numbers to be tremendous.
  8. I can see a good reason why we do *not* want to implement this: EVAs. Kerbals on EVA can sometimes spin out of control, especially when you bounce, trip or fall on a low gravity moon such as Mun or Minmus. Land *just* wrong, and you have no way of even moving your Kerbal around or activating RCS, where a slight whiff off RCS would *stop* your Kerbal from rotating everywhere. Right now, you have the option of waiting it out and seeing your Kerbal get launched all over the place or bounce off a hill (and into an untimely and possibly evitable death), or punch Time Warp and stop rotation, provided you have enough altitude.
  9. Kerbal Inventory System (1.1.5) / Kerbal Attachment System (0.5.2) Mod is reported as 'Compatible' under CKAN 1.10.0 / KSP 1.0.4. When run, the mods report incompatible KSP version and only KSP 1.0.2 is supported. Toolbar (1.7.9) Same issue as KIS/KAS. Version for 1.0.2 is incorrectly listed as 'Compatible' with KSP version 1.0.4.
  10. KAS/KIS doesn't seem to be compatible with 1.0.4 yet, at least not according to the loading message. Wait for it to support 1.0.4 or downgrade to 1.0.2 for the time being.
  11. Is there any way to flag mod files offered on KerbalStuff as incompatible, not found or not working? Since KSP 1.0.4 I get a lot of mods that are not compatible with that version but claim to be compatible in CKAN, and a few mod files that end up 404 when I try to download them.
  12. Important note: CKAN 1.8 requires .NET framework 4.5 or higher to work. The System.Runtime.CompilerServices.IASyncStateMachine class has been moved from the core framework assembiles into mscorlib.dll in version 4.5. CKAN will start on 4.0, but throw an exception when you try to install mods. There is a developer-side workaround though: http://stackoverflow.com/questions/13748055/could-not-load-type-system-runtime-compilerservices-extensionattribute-from-as Maybe pjf may want to look into that, or refuse to start CKAN if the required framework version is not installed.
  13. I'm getting errors here as well, reporting a missing assembly (maybe there is a dependency on a .NET component that wasn't there before). Whenever I try to mark a mod for install or upgrade, I get a very nice exception in my face: Does not seem to be mod dependent (happens when I select any mod).
  14. Too bad, libcurl3 is already installed properly here. CKAN 1.6.5 *did* work before, probably because KS updated their encryption mechanisms recently. There is no option to specify alternative download locations for mod packages, at least not in the GUI. I may be able to edit the metadata repositories manually, but that means I would have to edit every individual mod which is hosted on KS to download from somewhere else. Trying with libcurl4-openssl-dev throws an exception: System.IndexOutOfRangeException: Array index is out of range. at CKAN.AutoUpdate.FetchLatestCkanVersionReleaseNotes () [0x00000] in <filename unknown>:0 at CKAN.Main.Main_Load (System.Object sender, System.EventArgs e) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Form.OnLoad (System.EventArgs e) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Form.OnLoadInternal (System.EventArgs e) [0x00000] in <filename unknown>:0
  15. This did not seem to work in my case. Running CKAN on Ubuntu 14.04, and when downloading from KerbalStuff, I still get the same error message as with the release version of CKAN: 83141 [1] ERROR CKAN.ErrorDialog (null) - Failed to download "https://kerbalstuff.com/mod/249/SCANsat/download/v10.0" - error: Error: SendFailure (Error writing headers) Trying to retrieve the same URL through either Firefox or simple wget seems to work fine. Would it be a suggestion to use HTTP instead of HTTPS or fall back to the Github repository (if that's specified in the metadata) if a certain server fails to download?
  16. KerbalStuff seems to have intermittent downtime again. Works fine for me in the browser, but downloading mods through CKAN results in downloads timing out. If I try to access the same URLs through wget or my browser (Firefox) there seems to be no problem. Both CKAN and browser are connecting through SSL.
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