samamstar
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Posts posted by samamstar
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Made a satellite constellation around Kerbin before figuring out that the commnet system is broken. But hey, it's there for when that feature gets added
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@JedTech Here's the simplest example: One spark engine and a small decoupler
If you're trying to get the butt of an engine to match its surface check out this thread I made on the topic
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Planets in the tracking station show gravity in G's but claim it's m/s^2 (i.e. Kerbin is at 1 m/s^2)
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It's a small detail: But the fairings on the engine parts actually slope properly to match what they connect to! Sloping a small engine to meet a medium tank etc.
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It's an open secret at this point that KSP2 is having a rocky launch to say the least. One problem that many of you have likely noticed is the lack of inter-stage fairing support, at least not as strong as in KSP1. But fret not! I have found a way to accomplish this that is (mostly) free from jank and wobbling nodes
The secret lies in 1 part: the engine mount. This humble beast, despite his total lack of configuration options or multi-engine connections (srsly, what!?), still lets us attach parts in a manner that resembles the inter-stage fairings of yore
A simple example. Note the decoupler below
A slightly more complex example with multiple parts inside the inter-stage
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A slightly more interesting example. Note that the interstage *widens* to the medium fuel tank! Cool!
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I found a fix for the orbital map. If you download an earlier version of the mod (like from the non-reborn thread) you can copy over the java script files in the ..\Telemachus\Plugins\PluginData\Telemachus\houston\assets folder. I don't know why the current version's are broken, but the originals seem ok
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On 12/17/2018 at 12:44 PM, ThatRedMelon said:
I know I've already started some bugs before but I've found another. When I click on the orbital map in Houston I get a black screen with the top of the Houston control panel barely visible.
I can confirm I am having this issue as well. I'm not super aware of how modding works, but it seems like whatever program drew that map has broken.
I have this text showing up in chromes dev console:
Uncaught ReferenceError: ResizeSensor is not defined at klass.buildSceneCameraAndRenderer (3dmap.js:11225) at klass.initialize (3dmap.js:11169) at new klass (3dmap.js:278) at HTMLDocument.<anonymous> (index.html:317) at HTMLDocument.<anonymous> (3dmap.js:7404) at fireEvent_DOM (3dmap.js:7264) at fire (3dmap.js:7253) at HTMLDocument._methodized [as fire] (3dmap.js:654) at HTMLDocument.fireContentLoadedEvent (3dmap.js:7439)
Seems like a problem with whatever program is drawing the 3D map
Edit: Should I submit an issue in github? what is the best way to accomplish this?
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I just named my save "Jeb's space adventure" And swore to send Jeb on every kerbaled mission. Just using the builtin flag for Jeb's junkyard
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A patch to add fueled versions of each structural adapter. I (hopefully) balanced it pretty well.
//this adds new fuel filled adapters for ksp. should be decently balanced //new 1.25 to 0.625 fueled adapter +PART[adapterSmallMiniTall]:FINAL { @name = adapterSmallMiniTallFueled @TechRequired = advFuelSystems @entryCost = 3000 @cost = 200 @category = FuelTank @title = FL-A10 Fuel Tank @description = We had some engineers installing a FL-A10 adapter when they came to the sudden realization that we were packing all that extra empty space for no reason! @mass = 0.70 RESOURCE { name = LiquidFuel amount = 45 maxAmount = 45 } RESOURCE { name = Oxidizer amount = 55 maxAmount = 55 } } //2.5 meter adapter fuel tank +PART[largeAdapter]:FINAL { @name = largeAdapterFueled @TechRequired = advFuelSystems @entryCost = 7000 @cost = 3500 @category = FuelTank @title = Rockomax Brand Adapter Fueled @manufacturer = Rockomax Conglomerate @description = When C7 designed an adapter for rockomax rocketry parts we immediately took legal action against them, but it is aparently perfectly legal to design periferals for someone else's product. So we beat them at their own game. @mass = 0.5 RESOURCE { name = LiquidFuel amount = 360 maxAmount = 360 } RESOURCE { name = Oxidizer amount = 440 maxAmount = 440 } } //3.75 meter adapter fuel tank +PART[Size3to2Adapter]:FINAL { @name = Size3to2AdapterFueled @TechRequired = highPerformanceFuelSystems @entryCost = 10000 @cost = 2750 @category = FuelTank @title = Kerbodyne ADTP-2-3 Fuel Tank @manufacturer = Kerbodyne @description = After Jeb's junkyard filled the FL-A10 adapter with fuel, some eggheads at kerbodyne came up with a great idea! Fill our adapter with fuel! @mass = 1.75 RESOURCE { name = LiquidFuel amount = 1296 maxAmount = 1296 } RESOURCE { name = Oxidizer amount = 1584 maxAmount = 1584 } }
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23 hours ago, Majorjim! said:
I think this deserves a rebuild. Someone contacted me recently-ish asking if they could try to remake it but said it was beyond their abilities so now i have finished my curiosity rebuild and video for it and with constellation nearing completion, it's about time!
I forgot how cute it was, thanks for reminding me @Cupcake...
Hell ya!
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Came up with another patch, this one adds new adapters filled with fuel:
//this adds new fuel filled adapters for ksp. should be decently balanced //new 1.25 to 0.625 fueled adapter +PART[adapterSmallMiniTall]:FINAL { @name = adapterSmallMiniTallFueled @TechRequired = advFuelSystems @entryCost = 3000 @cost = 200 @category = FuelTank @title = FL-A10 Fuel Tank @description = We had some engineers installing a FL-A10 adapter when they came to the sudden realization that we were packing all that extra empty space for no reason! @mass = 0.70 RESOURCE { name = LiquidFuel amount = 45 maxAmount = 45 } RESOURCE { name = Oxidizer amount = 55 maxAmount = 55 } } //2.5 meter adapter fuel tank +PART[largeAdapter]:FINAL { @name = largeAdapterFueled @TechRequired = advFuelSystems @entryCost = 7000 @cost = 3500 @category = FuelTank @title = Rockomax Brand Adapter @manufacturer = Rockomax Conglomerate @description = When C7 designed an adapter for rockomax rocketry parts we immediately took legal action against them, but it is aparently perfectly legal to design periferals for someone else's product. So we beat them at their own game. @mass = 0.5 RESOURCE { name = LiquidFuel amount = 360 maxAmount = 360 } RESOURCE { name = Oxidizer amount = 440 maxAmount = 440 } } //3.75 meter adapter fuel tank +PART[Size3to2Adapter]:FINAL { @name = Size3to2AdapterFueled @TechRequired = highPerformanceFuelSystems @entryCost = 10000 @cost = 2750 @category = FuelTank @title = Kerbodyne ADTP-2-3 Fuel Tank @manufacturer = Kerbodyne @description = After Jeb's junkyard filled the FL-A10 adapter with fuel, some eggheads at kerbodyne came up with a great idea! Fill our adapter with fuel! @mass = 1.75 RESOURCE { name = LiquidFuel amount = 1296 maxAmount = 1296 } RESOURCE { name = Oxidizer amount = 1584 maxAmount = 1584 } }
the highlighting makes it look like there is a giant string, but module manager doesn't recognize that in it's syntax
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On 11/3/2016 at 1:48 PM, samamstar said:
So I tried making a patch to make the atmospheric sensor smaller(Because its HUGE) but its not applying on load, any ideas why?
//this patch makes the atmopheric sensor smaller @PART[sensorAtmosphere]:FINAL { //set this factor bigger to make the part bigger, smaller to shrink it @rescaleFactor = 0.3 //I suggest 0.3, that puts it right around the scale of the thermometer & accelerometer }
and yes, I double checked its a .cfg file in my gamedata folder.
edit: OH YEAH 1.2.1! I guess it broke MM
edit2: nvm, sarbian said it works
Actually, it does work, I just wasn't making the cfg correctly
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2 hours ago, sarbian said:
I am not seeing the mods forum burring so I guess no
So if module manager didn't break in 1.2.1, then why doesn't this work?
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Did 1.2.1 break MM?
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So I tried making a patch to make the atmospheric sensor smaller(Because its HUGE) but its not applying on load, any ideas why?
//this patch makes the atmopheric sensor smaller @PART[sensorAtmosphere]:FINAL { //set this factor bigger to make the part bigger, smaller to shrink it @rescaleFactor = 0.3 //I suggest 0.3, that puts it right around the scale of the thermometer & accelerometer }
and yes, I double checked its a .cfg file in my gamedata folder.
edit: OH YEAH 1.2.1! I guess it broke MM
edit2: nvm, sarbian said it works
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Hey, Ive been trying to make a simple patch to make the atmospheric sensor smaller, but its not working. what have I done wrong?
@PART[sensorAtmosphere]:FINAL { //set this factor bigger to make the part bigger, smaller to shrink it @rescaleFactor = 0.3 //I sugget 0.3, that puts it right around the scale of the thermometer & accelerometer }
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translation for those of us who can't read morse code:
QuoteCT CT CT HI PHILFRED THIS IS KSC. TRACKING YOU SINCE SOL 25. WE ARE SUPRISED BUT HAPPY TO SEE YOU ALIVE. WHATS YOUR STATUS - HEALTH SUPPLIES EQUIPMENT? NXT MSG AT SOL 54 1 HOUR AFTER SUNRISE. REPEATING CT CT CT HI PHILFRED THIS IS KSC. TRACKING YOU SINCE SOL 25. WE ARE SUPRISED BUT HAPPY TO SEE YOU ALIVE. WHATS YOUR STATUS - HEALTH SUPPLIES EQUIPMENT? NXT MSG AT SOL 54 1 HOUR AFTER SUNRISE. SK
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On level 3:
I'm considering doing a mission where my lander fits 1 kerbal, but my mothership lands to refuel. Tylo and laythe would only have 1 kerbal land, but all 5 would land on Pol, Bop, and Val. Would this still qualify for level 3? Or would it only be level 2?
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wait, another 6 month wait for more? oh well, its still pretty funny.
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Wow, this is truly a really amazing mod. I've immediately installed it. That engine that melts itself is awesome
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I know I'm bringing a dead thread alive, but I found a solution to the issue. If you make the root part below the petal adapter and then attach the bottom node of the upper parts engine it will work. You can then use the nudge tool to stick the engine inside the fairing like normal.
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I think 1.0 broke it It cant even lift off the pad
Praise and things we like
in KSP2 Discussion
Posted
@JedTech Not that one specifically, but engine plates definitely will do what you want. Unfortunately it's at a 700 kilo cost...