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mikerl

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Everything posted by mikerl

  1. Came by to see if the textures on the new fuel tank were noted, glad to see it's an easy fix so I may start to use it anyway. Idea for switchable containers, check out Roverdude's Kontainers that ship with MKS, they can switch between several different resources, and have different labels for each one.
  2. After playing around with the tow bar and other towing mechanisms the things that gave the best stability are: 1 Undocked vessels 2 Single pivoting joint 3 No friction on front trailer wheels (or no front axle) Docked vessels caused the CoM to shift, changing the steering on the towing vehicle, while undocked vessels have no change to steering despite the link. A single pivot joint does not let the trailer move as much as having two joints or a winch cable. Decreasing the friction on the front axle of the trailer to zero, or removing those wheels altogether, gave better stability than increasing the friction on the towing vehicle. Trailers irl do not have a front axle for this reason, so I do understand letting the second joint have some motion in the one axis to cover this possibility. Using the winch gave me the ability to choose whether the two vessels were docked or undocked, allowing control over the trailer. In docked I could change the brakes, steering, etc., and undocked worked best to move since it would not change the steering. Anyway liking it so far, will have to keep an eye on this.
  3. yes science taken from any highland crater will count as the same biome, and there will be only one entry in the science archives for it. The Mun Lowlands have four category entries in the biome selection box. I flew a mission there today, and found that the science gathered from one lowlands area does indeed show up under all four entries with one gather. The multiple entries confused me into thinking there might be four different biomes with the same name. I'm glad it's just an error in the science archives showing duplicate biome categories for lowlands. Since I run a mod game perhaps someone else can try to land in lowlands, gather science and confirm the duplicate entries in the science building.
  4. I've read this thread and I do hope the devs work on this, I'm going to try to say this from a player's view with a dev's in mind. I think we can consider the problem of the flicker as a matter of time, the more mods the longer it lasts, therefore in an absolute pure stock install, the flicker is too short to give much appearance. This could be a result of the garbage collector and, in more modded installs, would run longer and more frequently than in stock. If in the VAB the player selects a cubic octagonal strut as the root part, let's say this single part represents stock. Now for every mod installed add another until the number equals mods +1. Grab the root part and delete all the parts together. A hundred parts will take much longer to remove than just the single part. In our modded installs this flicker is similar to removing that many parts at once, we can time it. Trying to find this flicker in vanilla KSP is like trying to time how long it takes to remove a single part. It's so short that we need a tool to measure it which would then create a modded install invalidating the test. tl;dr Players tested mods, now devs test stock Edit: Saw TriggerAU's post after making mine, but basically players have done enough testing, let's let the devs figure it out.
  5. That wold be exactly how it works for something like highland craters. It would be listed under the same entry, no matter which crater it was taken from. But there are 4 entries for lowlands in the archives. On Minmus, for example, if I select flats, Flats, Great Flats, Greater Flats, and Lesser Flats are all shown yet each have their own independent Science value. That is, a surface sample taken from Great Flats, shows up but I still need one from Flats which is a separate biome. I'm not saying that each location is a different biome, in fact that is how Highland Craters works. I'm saying there are four different biomes all given the name Lowlands.
  6. Has anyone else noticed this? Today i updated x science, and started checking to see which places i needed to revisit, during a flight to the southern ice shelf. It listed 4 different lowlands on the mun. Back at ksc, my science archives also had four different lowlands in the biome filter. I thought it was just my save, but, the wiki page for the mun has Lowlands (4x). Does this mean there really are four different lowland areas on the mun?, I haven't been there yet, but how would we know the difference between them?
  7. I had a problem in some of the structural parts would not load in 1.2. Under author's name the particular parts had module = Strut, while other parts had module=Part, after making this change they loaded fine.
  8. The stock alternator module could help zero out the ec consumption, if its set to generate the same as consumed. It varies by throttle and only works if the engine is on. As far as a minimum goes, take a look at module reourceconverter or module generator, both can be toggled and can be set to consume resources. Resource converter, can be "throttled" separately from main ships throttle. Not sure how to tie these in to engine activation though. Other modules can be used to consume ec like module radiator.
  9. One request that has been asked before is for a smart part to trigger on atmospheric density, similar to parachutes. Of course it used to only be good for solar panels, but could now be useful for radiators, and after 1.2 antennas. The idea is a part that can be used to control them via action group when entering/exiting an atmosphere. Consider a launch from Kerbin, aerobrake at Jool, and land at Laythe, could then be done with one part controlling the deployables keeping them safe. Yes one altimeter works great for Kerbin, can be used for Kerbin-Duna or Kerbin-Eve, but Kerbin-Jool is such a great difference that it takes at least two, and the Kerbin Altimeter would deactivate after use and only reactivate it upon return to Kerbin SOI. It doesn't even have to be a new part, but an additional capability of the altimeter.
  10. One more thing to consider is wet landing vs dry and refine. Either take fuel or mine and refine it on the surface. Your current craft is 102 tons in the pic and about 80 tons worth of fuel in it, so consider bringing detachable ISRU equipment. Detach anything not used in ascent, parachutes, ladders, and landing legs to name a few. inflatable heat shield should help landing that, but is that enough parachutes? To save parts on ladders, i have seen people use a pod near the base and then transfer the kerbal to the main pod, then detach the landing pod.
  11. I knew your mod could do that, should've guessed it wouldn't be as easy as put one on the tank. I wanted to do this to help with fuel flow tracking, although i think 1.2 might help with this. Great mod though, really does so much under the hood.
  12. Wow, looks like the next version might be the "fwiffo edition." Multiple science experiments in the same part is pretty rare, perhaps Dmagic's Orbital Science can help as it includes parts with 2 identical and parts with 2 different experiments. This may help in testing that functionality. I was messing around with changing the color on the BL-01 in the VAB when i realized I was changing the color of it when off. I noticed that I could then give it two different colors based on on\off. Not sure if this is intended, but it gave me an idea for a simple fuel indicator that could be green when on. and red when off when the tank is empty. I'm not sure if the BL-01 can be set up to do this.
  13. Is Squad aware of this? They have acted against certain sites before, and could get the word out to more players than just those on the forums. Those that click in the game go directly to curseforge and almost every mod on the forums links directly to spacedock. I say get the word out and let everyone know since modders can do something. There is a suggestion about readmes having an "If you paid for this..." clause over in the spacedock thread as well as supported hosting services.
  14. From the poll on this thread, it is clear that views on this are 'conflicted' and there is no majority view. This topic does come up so often that Squad has to consider it. If they do, I'm certain it will have options and be able to be configured including off. I think it will eventually be added, even if it is just mod support with the mechanics in the game, but no user access. I think some of the maybes could become one of the others depending on implementation. It seems a discussion on options would be good. LS could have options going from off, simple EC-only, single resource (i.e. Snacks), dual resource (i.e. USI-LS), or multi resource (i.e TAC-LS). It would also need options for punishment ranging from a warning, reduced control, no control, or death. Another thing to consider is the use of cryogenics for long term travel. Do you want none and travel between planets like in The Martian, or use it like in Interstellar? I suppose I'd like a discussion on what life support we want to see, since it would allow more viewpoints. Squad will have to implement one with options similar to what they did with heating.
  15. As for the Bumper I've been using this MM patch for a long time: @PART[ASET_PRC_Bumper]:AFTER[ASET] { @node_stack_ToPlatform = 0.0, -0.02101165, -0.230, 0.0, 0.0, -1.0, 0 } That might help figure out how to fix its node.
  16. Admittedly, Yes Roverdude is super busy with Squad and all the mods he maintains, and he is making another one, he does sometimes stop and offer advice to other people. I'd say ask anyway and don't take it personally if he does not respond. It could give him a break from the other work he does. I don't know how familiar he is with alex's work, but he does make mods too. The motor on the Karibou wheel runs in both positions, while the one on the Malemute is disabled when retracted, so it might be a better example. I asked about colliders because the rover in the video used the rovemate instead of the body, and blocked wheels don't work. If you want something hilarious to add to your video, you could show what happens if using the wheels without any changes. Since it is a demo video, I didn't expect it to be awesome at all. It shows the performance capabilities you've fixed, and could be an alpha release since there are major bugs to be worked out, but useable.
  17. @Deimos Rast, I watched the vid and that's a whole lot better than current behaviour. You might have a look at Roverdude's mods Karibou or Malemute as they both have deploying wheels. The karibou does not lock the motor, and the malemute one does. Roverdude might even be able to help sort this. I still have this mod installed, but have only been using the seat since 1.1, seriously this is the only mod with a folding command seat. I would love to see it working again. Did any other parts have collider issues?
  18. As a long time user of both this mod and Roverdude's mods, reading the last few pages gives quite a lot to respond to. First, use cases: KPBS +... 1. USI-LS 2.USI-LS + UKS 3. USI-LS + MKS Lite (not mentioned) Balancing between the first two cases is where the discussion started, I want to add the third. Having the algae farm use ore to make fertilizer works best for case 1. MKS Lite adds Dirt, so it then could use that instead, and the ore drill could mine it too. The algae could also require water, but that could also have better efficiency. Second Greenhouse Nils Greenhouse differs from RD's in one major way, it has occupation space. Kerbals can be in it, and it has lots of windows so having a hab multiplier is feasible, unless you think those plants are obstructing the view. I suggest use either a multiplier, or hab time, but not both. It can have a recycler, 25% for 5 or so, since plants do recycle air and air is part of the abstraction for "supplies," RD does use it in the Ag Module. It has not been mentioned, but the highest recycler gets used first, once that crew capacity is exceeded, then the next and so on. A small recycler would likely not be used, but could still be on the part, and would allow the base to support guests. Third UKS support The discussion for that does seem to lean toward a separate addition mod with its own dedicated thread. it seems to have grown (or could grow) large enough for this and since Nils is not the lead on it, although he does support it, would most likely link to it from this mod. MM patches that add the UKS resource distribution modules to KPBS could be compatible with MKS Lite if it points to Kolonization which is the shared assets folder between the two. These patches could also become part of KPBS. In my opinion, I think it would be best if the standard parts in KPBS function more similarly to MKS lite, while additional parts be a part of UKS support. In addition an idea for rec room could be to use the greenhouse model, take out the plants and add in chairs in front of the windows, and possibly treadmill or other knick-knacks. I love this mod for my bases, MKS lite fits nicely with it.
  19. Hey Rover, I had an idea regarding inflatables with crew capacity, but no hatch and rescue contracts. As an example the mk1 crew cabin, no hatch, but kerbals can eva from it even its the only part after a typical kerbal landing. It has a crew hatch on the attachment node that allows the kerbal to eva from it. Hope it helps.
  20. The Malemute front piece actually does have a front attachment node. The problem is its sunk too far in to see, unless you grab something big like a fuel tank. I found it when trying to compare it to a mk3 cargo bay.
  21. The goal my project is to allow an existing space program to transition from using LF nukes to using Hydrogen NTRs. The benefit is that existing craft will still function, while allowing the launch of new NTR based craft which means both may be used together. A simpler approach would be to simply duplicate each part. I decided to make the engine a dual mode engine meaning that it could be switched between fuel types like the rapier, this can be switched in flight preventing existing craft from using the wrong fuel. The configs for the hydrogen versions also change the mass, so i wrote up a tank switcher to account for that. Unfortunately it is not tied to the engine mode so it requires the player match it to the mode used. It can only be switched in the editor. Here is the code i've got so far: // MM Configs for changing various NTRs to use LqdHydrogen // LV-N (stock) +PART[nuclearEngine] { @name = nuclearEngineDM EFFECTS { engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = thrustTransform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } fx-sc-lh2-core { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = KerbalAtomics/FX/fx-sc-lh2-125-core transformName = thrustTransform emission = 0.0 0.0 emission = 0.01 0.1 emission = 0.075 0.25 emission = 1.0 1.0 speed = 0.0 0.35 speed = 1.0 1.0 } } fx-sc-lh2-plume { MODEL_MULTI_PARTICLE { modelName =KerbalAtomics/FX/fx-sc-lh2-125-plume transformName = thrustTransform emission = 0.0 0.0 emission = 0.01 0.1 emission = 0.075 0.25 emission = 1.0 1.0 speed = 0.0 0.35 speed = 1.0 1.0 } } } MODULE { name = MultiModeEngine primaryEngineID = Regular secondaryEngineID = Hydrogen } MODULE { name = ModuleEnginesFX engineID = Hydrogen runningEffectName = fx-sc-lh2-core powerEffectName = fx-sc-lh2-plume thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 60 heatProduction = 250 fxOffset = 0, 0, 1.6 EngineType = Nuclear exhaustDamageDistanceOffset = 1.86 PROPELLANT { name = LqdHydrogen ratio = 1.0 } !atmosphereCurve {} atmosphereCurve { key = 0 900 key = 1 400 key = 2 50 key = 10 1 } } @MODULE[ModuleEngines] { @name = ModuleEnginesFX runningEffectName = fx-sc-lh2-core powerEffectName = fx-sc-lh2-plume engineID = Regular } } @PART[nuclearEngineDM]:FINAL { MODULE { name = InterstellarFuelSwitch resourceNames = LiquidFuel;Hydrogen resourceGui = Liquid Fuel;Hydrogen resourceAmounts = 0;0 basePartMass = 3 tankMass = 0;-0.5 displayCurrentTankCost = false hasGUI = true availableInFlight = false availableInEditor = true showInfo = false } } For testing I have it create a duplicate so I can see if everything is normal on the LF side of the engine. The fuel switcher is IFS, I may create a b9 version eventually. It does make it have two modes, using the same FX, and with the correct values for mass. It works, but its not exactly pretty. Looking at the LANTRN engine from Atomic Age, I want to ask, is it possible for an engine to have more than two modes?
  22. I really enjoy this mod, and i have found one problem, the CTT patch has the incorrect tech name for the liberator engine. The patch has 'expNuclearPropulsion' when the others have 'advNuclearpropulsion'. I changed it in my game and the liberator shows up in science/career games. I had an idea on how to incorporate hydrogen ntrs into an existing save without breaking craft already using LF. I made a MM patch that changes the Nerva to a dual mode engine, with one mode LF and the other Hydrogen, has proper functionality, but needs tweaking. i'll post the code later if anyone would like to help. After reading the last post, it seems this could be helpful to some people.
  23. To those having trouble with TCA, are you using the karibou command pod or the radial probe for control? Something I noticed on the command pod for the karibou: the control direction is slightly off. Go to the VAB, pick the Karibou pod, then pick either a pod, probe core, or docking port and attach it to the front attachment node on the Karibou. Launch, and watch the Navball while changing the control from here option on the two. It is maybe about 1-2 degrees variation from normal. So slight it could be missed without knowing about it. Just a minor bug really, workaround would be to use another control point. It only affects flight and not driving around, but it is exaggerated when using an automatic piloting program.
  24. @smjjames The wheels: yes, I understand that is a stock issue, it's more me testing things out in ways unexpected and reporting back. Also it seems Squad is changing things in the next update and I am curious if that is something they intend to address. Glow strips (not sure what else to call them): On the Karibou some glow others don't. The Packrat has glowing strips on both the front and back sections, despite the front only having lights. I know its still in development, perhaps it will change once other more major parts are finished. RCS: I checked on that since I have Mechjeb and that turns out to be the problem. I don't use the smart rcs and usually my designs with rcs also have an engine. Thanks for your help on that. As far as smaller pods go, I'll test out the probe core and the MK-V command pod thingie this week. Probe core isn't showing in science games even though it has the same requirements as the other parts. I've been playing my science game lately, will try it out in sandbox.
  25. Great mod Roverdude! Been following this one for awhile now and thought i should mention something that hasn't been mentioned yet. On the Cargo Bay, the internal nodes are backwards (except the top one). Checked by attaching various parts to them including the AES structural beam. Is it strange that the first thing i wanted to put in it is the packrat rover? It's way too short tho. Anyway other bugs/features: -Rcs control block: when rcs is activated, one thruster is constantly powered (makes a good cruise control!) -Several parts have what appear to be light up emissive glow stripes, but only three parts actually do. Since these three also use the light module, B.U.L.B. allows the color to change on these. The passenger cab and Shelter change the stripes only while the 'internal' light does not change. The headlights on the crew cab change as do the stripes. Other 3rd party mod interaction: -Works great with Nertea's Mark4 Plane system (it's almost like it was designed for it) On wheels: - the deploying wheels animation works fine in vab/sph, but not in the field. In the editors, wheels have their suspension fully retracted, while in flight the suspension extends. On lighter vehicles (i.e. Packrat rover) the wheels can launch it when this happens, stock wheels are set so the vehicle 'floats' so as to settle on the wheels. -the fixed wheels have lower ground clearance which causes the Crew Cab to get stuck on slopes (noticeable on the crawlway). Suggestions: -regarding the fixed wheels, it would be nice to have a smaller/lighter crewed pod, the hatch could be the crew tunnel. possibly like the passenger pod, just meant for driving and fewer kerbals. -ramp for flatbed, if i cant put packrat in the cargo bay, maybe on a flatbed section. -possible second cargo bay would be one where the ramp opens on the tail end rather than the sides My favorite use for this mod: Heavy hauling rover -This mod is great for moving pieces or large sections of planetary bases. I like to use a sort of truck/trailer combo (regular clamp o tron on the lower nodes works great) which is where a smaller cab would help. I like the Karibou better than the Honeybadger!
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