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Loren Pechtel

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Posts posted by Loren Pechtel

  1. How do I rescue my Kerbal?

    I gave him enough supplies and habitation, the homesick timer expired.  He's in a rover on Minmus--while the rover can be controlled (he wasn't driving it in the first place) it has no rockets.  The booster that brought it is on Minmus but there's no way to reattach the rover and it has no crew capability.  It has the fuel to take off but it can't come home.
     

    Landing a rocket next to him doesn't work, he saw it but that didn't do anything about being homesick.  (Hey, you're homesick, that's your ride home, you won't go over to it?!)

    If I claw him will he change seats into the vehicle that clawed him?  And then from that into something sane to make the return voyage?  Do I have to make some sort of insane contraption to bring his whole rover back?

    Note that his habitation timer will almost certainly expire before anything else can reach him.  He's got plenty of power and plenty to eat, though.

     

    I would like to see a change to habitation and homesickness--higher level Kerbals (this guy is a level 5 scientist) should be more tolerant of the conditions of spaceflight.

  2. 4 hours ago, linuxgurugamer said:

    It never showed the amount of fuel, just the value.

    Speaks someone who doesn't know coding.  Yes, it's very useful information.  Trivial  it's not.  

    Let me explain a little bit:

    Recovered stages are, by definition, not in physics range.

    Let me explain a bit:

    First, the mod uses a stock KSP function to get the values.  As it turns out, it does NOT subtract the amount of fuel which would have burned up, so the value of what you see is actually too high.  Consider THAT a bug.

    Second, even if the KSP had the ability to return the amount of fuel remaining, since the fuel is not actually burned it would still be inaccurate

    I took a look at the code to answer your question.  While it's doable with a little work, it's not 5 minutes work.  Now, do you want to know the amount of oxidizer, or the amount of liquid fuel remaining?  What about RealFuels, which uses different types of fuel?  What about jet-assisted landings?

    The mod does, in fact, have some of this information available internally, but to get it available in the output is going to take a little while

     

    Actually, I do know coding.

    If the mod didn't already know the fuel left it couldn't figure out of there was enough to do the landing burn.  While in theory it could be working with delta-v rather than units of fuel it is reporting the amount burned in units.  Since the fuel is almost certainly in a locked tank the game core isn't going to tell the truth about it, the mod must be doing it.

  3. 4 hours ago, 5thHorseman said:

    Can you not flip it upside down, and build the fairing down that way?

    Maybe there's something in doing sky cranes that I don't know about, but I've built plenty of upside down fairings and they work fine.

    Why did I never think of turning a fairing upside-down???  Somehow I was stuck on the idea that the fairing builder would only go up.

    1 hour ago, MajorTomtom said:

    Afterwards, you can roam the surface with your rover and realize how empty It is and that you should have made a simple lander :)

    When you equip a rover with a Bon Voyage controller you can use a single launch to gather science from all over everywhere except Eve and Laythe.

  4. 20 minutes ago, BlackHat said:

    I am not positive (its been too long since I really looked at the numbers), but I believe the parts breakdown of what parts landed safely (and the refunded part value), also include what fuel was refunded. 

    I'm finding the parts that were recovered but no fuel listed.  The value of the fuel is listed, not the amount.  I do feel like an older version did list the amount of fuel.

    1 hour ago, linuxgurugamer said:

    Fixed?  That implies something is broken.

     

    It's a very useful piece of information and trivial to display.  I consider it's absence to be broken.

  5. 4 minutes ago, pincushionman said:

    Could you please explain what you mean by this, with pictures maybe? Fairings are usually built up from below.

    Exactly--they're built up from below.  Skycranes connect to the top of the cargo.  (Think of how Curiosity landed on Mars--the rockets were above the payload.)

    7 minutes ago, Gargamel said:

    Moved to Gameplay Q's. 

    Now the gameplay forum shows up.  It wasn't showing up when I posted the question.

  6. I have long since given up on trying to incorporate a rover with a full science package into something that can fly within a normal rocket body.  I center it under a skycrane and accept the horrible drag penalties from getting such an abomination into orbit.  (And generally launch straight up until I'm well up into the atmosphere.)  1.4 seems much harsher to anything without perfect aerodynamics and I have yet to get my current abomination into orbit.  Since I can't actually balance the aerodynamics I decided to try a fairing--nope, no way to build it down.

    I'm currently redesigning the rocket with a big procedural heat shield (with zero ablator) on top of it, this will keep the wind off it but since it's still exposed on the underside it will still mess with the flight somewhat.

    Any better solutions?

     

    (And I can't find the gameplay forum, hence this is here instead.)

  7. 43 minutes ago, Lucas Kerman said:

    I absolutely love the functionality of this mod, but I do keep running into a problem. Whenever I switch back to a vehicle that has completed its voyage, it bounces into the air (or space) and flips over. One or more components typically explode. Has anyone else encountered this problem or know what might be causing it? To me it looks like the vehicle is clipping into the ground on load.

    Known issue--the rover isn't being rotated to the local terrain.  Fixed in the latest version (see the post two above yours for the link), it can also be handled with the world stabilizer mod (links in the thread I just mentioned) if you aren't running a KSP version that supports the latest version.  While I have yet to test it I suspect world stabilizer will fail if you go too far around a world in a single trip.  (Not possible on Kerbin, I would worry on a small moon.)

  8. 17 minutes ago, Moostic said:

    I was doing a Kerbal rescue mission today. I rendezvoused with the stranded craft, and it was a lone viewing cupola. But since viewing cupolas don't have hatches you can enter and exit from, I couldn't get the stranded Kerbal out, and was unable to rescue him.

    Is there some way to omit rescue contracts from using things like viewing ports? Or could it be modified so that cupolas can be directly entered and exited from?

    There's a mod that precludes unsuitable things but I forget what it's called.

    If you want to get complex you can rescue the guy--grab the part with the claw and reenter gently.

  9. 42 minutes ago, Terwin said:

    The drills don't do 'conversions' the bit with the two resources with an arrow between them is for switching the harvest/production type.  The same interface is used to change the production type of other parts as well.  

    The one on the left is current, and the one on the right is what you get if you change it(it costs resources to swap, so you want to make sure you only need to do it once)

    The Smelt-O-Matic, Industrial Refinery, and Material Processing Units are what you can use to turn metal ore into metals(depending on which resource each bay is set to refine).

    The Assembly Plant and Workshop are used to turn those refined resources into useful materials(like material kits or Machinery).

     

    So, to produce metals, you would want your Drill set to metallic ore, and your smelter/refinery/mpu set to Metals to consume metallic ore and produce metals.

    For example, to produce material kits, you would need Minerals, Metallic Ore, and Substrate produced from your drills, which in turn would be fed to a refinery to produce Chemicals, Metal, and Polymers, which you could then feed into your assembly plant to make material kits.

    Sifters can also produce all of the raw materials at the same time(from Dirt) but at a greatly reduced rate.

     

     

    Ok, that makes a **lot** more sense.  It's a very confusing interface, though!

  10. What am I missing in attempting to configure the industrial and assembly plants?

    I'm looking at the chart in the documentation that shows the resource flow.  For example, the putting it together page shows the industrial plant converting metallic ore into metals.  However, I can't find any setting on the industrial bays that takes an input of metallic ore and most of the conversions I can find don't make sense.

    (The drill also lists conversions rather than just what it's harvesting but in that case it still seems to harvest what was on the left, the conversion doesn't seem to mean anything.)

    KSP 1.4.5

  11. 5 hours ago, Tonka Crash said:

    Since you're already using USI mods, you should have the USI Tools that includes a handy ground tether function. I use the following patch to add it to all command modules. This adds a right click option to toggle the tether on or off. This solved my problems with bases moving around on their own and rovers sliding down hills. Just remember to toggle it off before trying to drive a rover, it won't go anywhere with it engaged. Rockets can break free of it, but it helps to disengage it before trying to launch.

    
    //
    // Add USI-Tools Ground Tether option to command modules
    @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[USI_InertialDampener]]:FINAL
    {
        MODULE
        {
    	name = USI_InertialDampener
        }
    }

    I'll give it a try.

  12. 16 hours ago, bewing said:

    You can't do it from a ladder. You line up the craft prograde and then bump yourself against the engine bell until you slide off. It doesn't work very well.

    You don't circularize. You just lower your Ap enough to make a rendezvous practical.

     

    I haven't tried it with an engine bell, just against the rear of the capsule (I had already dropped the empty booster so there would be a minimum weight to try to push.)  It didn't work.  It's been a long time since I've tried it, though.

  13. 14 hours ago, Laie said:

    AFAIK there is no such thing as "level" ground. I found that while looking for a good landing site on another world, eventually getting deep into config files and how ground is defined.

    The only truly level spots are made flat by definition. That's exceptional sites like the plain around KSC, where the ordinary functions for ground wavyness are overridden. Everywhere else, there will always be a slope, however small.

    That said.... I take it your parking brake doesn't work?

    The parking brake worked fine when I parked it there, when I came back it wasn't enough to hold against a big tank of fuel.

    I'm thinking perhaps what I need to do is redesign it with a truss sticking down with the wheels and then take the wheels off when it's in position.  I can't simply take the wheels off the current design, it would roll away.

  14. How does the get out and push bit work, anyway?  In my experience the Kerbal's jetpack turns off when you try it.

    And while a Kerbal's jetpack is capable of putting them on a return trajectory from Mun orbit it's not capable of circularizing once it's there, no picking them up from low Kerbin orbit unless you do a careful aerobrake (no heat shield and he's going to hit at 3000 m/s, considerable caution is advised!)

  15. I am building a mining base out of rovers--USI logistics, they don't need to actually be connected.

    I thought I was on a flat piece of ground--but as rover #5 rolled up #2 came within physics range, now it has a bunch of fuel in it that it didn't have when I placed it--and it proceeds to start rolling down the hill.  (The drills happily working as it slid!)

    I have seen it suggested to use one of those big round containers to find the bottom of a dip--but when I dropped a 5m ball in the area it just sat there.  The survey rover I had used would roll and roll and roll despite the altitude remaining a constant 268 meters--it's much more sensitive than the kontainer but it doesn't roll in all directions.

    Is there perhaps a topographic mod out there--when turned on it would draw contour lines on the ground at specified intervals?

  16. 3 hours ago, Bombaatu said:

    I've noticed an odd bug where Kerbals become invisible. To recreate:

    1. Put a Kerbal on EVA.
    2. Equip the Screwdriver (have not tested with the wrench, but it may also cause the issue).
    3. Re-enter the vessel
    4. Go back on EVA
    5. Unequip the Screwdriver

    At this point the Kerbal will disappear. If you re-equip the screwdriver then it will appear but the Kerbal will not. The only way I've found to bring them back is to enter the ship WITHOUT the screwdriver equipped. When you exit the craft again, the Kerbal will be visible and equipping/unequipping the screwdriver will be normal. 

    NOTE: the bug also appears if you reload a quicksave where the Kerbal has an equipped screwdriver; unequipping it after loading a quicksave will cause the Kerbal to disappear. 

    Does their name also change to James Bond? :)

  17. 29 minutes ago, BlackHat said:

    I see 2 GPOSpeedFuelPump mods on CKAN.

    One by this author (hab136) is listed as out of date, its for KSP1.2.2 (v1.8.7) but links to this thread.

    One by the origional author (GPO) is for current KSP (v1.8.17) but links to old expired thread.

    It looks like they have been switched in CKAN,

    Maybe part of the problem is both mods have the same name in CKAN. Habs should probably be renamed to "GPOSpeedFuelPump Continued"

     

    Interesting, with the filter set to All I see only one:  GPOSpeedFuelPump  v 1.8.12 for KSP 1.4.2 and linking to the old thread.

    I do suspect that it's getting confused by having two mods of the same name.

  18. 1 hour ago, Tonka Crash said:

    @Nigel Cardozo Not with MechJeb. KSP has a limited physics range of around 2000m where things outside that range are no longer calculated. If they are in atmosphere they are destroyed when they pass out of range. Also, MechJeb seems to only control multiple craft if they are within 200m of each other, which is useful in docking to set the orientation on both your ship and the docking target.

     

    Nitpick.  Objects in atmosphere that go out of physics range are only destroyed if they go low enough in the atmosphere.  Many times I've discarded stuff specifically intended to be destroyed (so as to not clutter up the screen or the save file) that didn't go deep enough in the atmosphere and sat there on rails on a suborbital trajectory.  It's especially annoying if you accidentally switch to one of those while it's in atmosphere.  Since you're in atmosphere you can't switch away, you just have to stay with it until it's destroyed.  (Or even Alt-F4 because it was a phantom, it had no physics so it wouldn't burn or fall and it's apoapsis was also in the atmosphere.  I figure it was part of a booster jettisoned during re-entry, the real stuff burned before going out of physics range leaving only the ghost going round and round.)

  19. Feature request:  Burn until the closest approach distance is either minimal or below a specified value.

    This is a more general case of the specific example I have found myself making use of many times:  To intercept something not too far behind you in your orbit the best option is to burn radially out.  The right burn intercepts in half an orbit and if the distance isn't too great it uses less fuel than altering one's orbit to do a Hohmann transfer.  It has a more general use any time you know your orbits are coplanar or close to it.

    Also, the match velocities at closest approach would benefit from having a minimum distance--keep rockets from running into each other.

  20. 1 hour ago, Tonka Crash said:

    I'm not sure what you mean by this. I've used it to move entire ships before. The worst case was to put back together a ship after a Kraken attack with values of 50000 tons and 200m range and had no problems. Usually I leave it at 1 ton and 5 meters.

    With changed values, yes, you can put the ship back together.  I'm saying with the default values you simply can't grab a big part because it's too big to let you get close enough.

    1 hour ago, goldenpsp said:

    you don't "make it run".  It is just a config file.  module manager parses all of the config files it finds in the gamedata folder when you start KSP.

    Just because it's a scripting language doesn't mean it doesn't run.  It most certainly is being "run" by module manager and it has to be run after KIS has set itself up.

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