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DeltaDizzy

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Everything posted by DeltaDizzy

  1. tl;dr The loadmeta only has general stats, the actual craft is in the .craft file. No. The .loadmeta file only has these (along with a few others like the KSP version and save ID): The names of all the parts The names of all the partmodules the part count the stage count the cost the mass the length, width, and height the name the description The .craft is what actually gets loaded by KSP. and includes all that stuff in addition to the connections in-between parts and lots of more specific stuff.
  2. Yes there are problems. This just makes the surface of intersecting parts invisible. Think of the IVA overlay, because that is exactly the same thing, andrew has just applied to to regular parts. This only really works well for parts that have some internal volume that people can see yet not put things into. Things like solar panel containers and air intakes. It would take a ton more work to do the cargo bay thing, because it would have to essentially remodel the part it is attached to on the fly. (different sized parts and "cargo bays" along with the Offset and Rotate gizmos)
  3. Now I just want to know if I am blind or not, but I am trying to use the Multi-Flyby Maneuver Sequencer and I can't seem to find when the initial departure burn is supposed to be.
  4. KSP 1.7.0, KSPTOT 1.6.3, my ksptot.log file is empty. What I do is hop into a stock vessel on the launchpad, and then start up KSPTOT. I attempt to use the "Create new bodies file from KSP" button (I am playing in a pack that rescales and adds to the stock system.) It pops up a box saying that i need to be in the flight scene with KSPTOTConnect running, before prompting me to select a file.
  5. Has anyone ever reported any issues with the "Create Bodies file from KSP" option? Every time I try, it says I need to be in the flight scene with the KSPTOTConnect plugin active, which I am. The craft telemetry monitor thing works fine, so I know that the data is getting sent.
  6. The only issue is that its happening as part of a "Friday Night Movie" type thing.
  7. And two weeks from now I was going to sit down and watch Dune...
  8. The title images is one of my favorite parts. Regardless, this should make adding resources much easier for planet pack makers.
  9. Did you turn off Low Gravity when you were done testing RCS? If not, go back into the debug menu and try to turn it off.
  10. No, if you use the correct Kopernicus version. If you use scatterer 0.052 or higher though, you have to get the patch from the github repository.
  11. I upload them to discord and copy the link. It does it with imgur too if you use the "Direct Link". (It embeds if the link ends with a an image file extension.)
  12. One time I almost got slapped by a spent SRB while launching. Soon after, I almost smacked two cubesats.
  13. Wow I can't believe its been only 6 months! We have mostly been working on making this not a burning garbage fire, but we do have some new content to show, courtesy of @NickRoss120. Ithea We also have a texture for another gas planet called Nadus. See you all in December once Nadus gets finished!
  14. In a stunning coincidence, my exploits line up incredibly well with those of @purpleivan. (Even if only in setting) In what is neither stunning, nor a coincidence, I am once again posting this from a laptop with no KSP on it and using only screenshots I had uploaded earlier in the day. And yes. This is the default sub that comes with Buffalo. These things do take some getting used to, as I very quickly ended up either breaching the surface as a whale does, or hitting the bottom like a rock does (Just the nose though. The tail was sticking up and a rather high angle.) This is the first time in a while I have audibly said "I really should have brought more Lead."
  15. There is a value associated with each celestial body that forcibly shuts down/switches off the PQS at a certain altitude. (Though you most likely see it disappear a few 10s of kilometers before this, it can still be active in the background) The values for the stock bodies have been exported from the game via the Kopernicus and KittopiaTech mods. Moho: 115,000m Eve: 130, 000m Gilly: 180, 000m Kerbin: 160, 000m Mun: 120, 750m Minmus: 180, 000m Duna: 120, 000m Ike: 180, 000m Dres: 115, 000m Jool: Doesn't have PQS so this doesn't apply Laythe: 160, 000m Vall: 330, 000m Tylo: 330, 000m Bop: 180, 000m Pol: 180, 000m Eeloo: 120, 000m Please try the other or both options if one doesn't work though. (mine and/or FleshJeb's) I hope this helps!
  16. @VelocityPolaris After version 1.4 Squad moved output_log.txt to the location @Tonka Crash stated. I recommend either typing it into the File Explorer address bar or making a shortcut to the folder so you can get it easier if you ever need to again. To answer the second part of your question, yes it is generated every time the game runs, but it is copied into the crash folder if KSP crashes as it is very helpful in figuring them out.
  17. Continuing my trend of waiting to make these until I'm not at my computer, here is my attempt at sending a light cargo mission to the DSG. It began with someone daring me to put an Agena upper stage on an Athena lower. The payload is a pressurized cargo container containing some electric screwdrivers and 500 units of Snacks. I named it the Oresteia because Athena is a greek goddess and Orestes was the next person in the royal family to not get killed horribly after Agamemnon returned from Troy. Suffice to say it did not make orbit. After removing most of the Agena I got it into a 500km orbit instead. To send it all the way to the DSG I would need some more firepower. An Olympus 1411**** launched an Inon DT-F-2* named Falkirk into a rendezvous with the Oresteia. This rendezvous was one of the quickest and best ive ever done. The Oresteia and Falkirk docked in LRO**. On the way to Lua***. The results tomorrow. I really need a base on Lua*** for refuelling purposes don't I... ========================================================================================= *The naming scheme is Inon AB-C-X(pY). A and B are the name of the Centaur variant it is roughly based on. C corresponds to the function of this particular unit. F means Ferry, T means Tug, S means Satellite, P means Probe, ST means fuel storage. X is the diameter of the stage. 0 is 0.625m, 1 is 1.25m, 2 is 2.5m, 3 is 3.75m. pY is optional, and corresponds to steps within each size class above. Xp5 is the most common, meaning halfway between X and the next biggest size. **I am using the Beyond Home planet pack, so the home planet is Rhode. ***The first of Rhode's three moons is Lua. Similar to the Mun, but partially terraformed. It has a thin atmosphere, some lakes and splotches of greenery. ****The rocket naming scheme is XYZW, where X is the "series", Y is the number of engines used by the core, Z is the number of engines on the second stage, and W is the kind of engines on the second stage. The Olympus 1000 series consists of two AJ-260 SRBs and RS-68 core engines. The J-2X is a 1, RL10Bs are 2, RL10As are 3.
  18. "It's the DSG except it also isnt" PPE Launch: ESPRIT Launch: Pics around the Mun Lua coming soon!
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