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Gordon Dry

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Everything posted by Gordon Dry

  1. I use JNSQ, JNSQ 10x, GPP, GPP 10x and GPP secondary with scatterer 0.0828 without issues - at least when tabbing through all celestial bodies in the Tracking Station I don't see anything weird. Is it different when "really" being in orbit of those affected celestial bodies?
  2. @PART[*]:HAS[@MODULE[ModuleDataTransmitter*]:HAS[#antennaType[INTERNAL]]]:FINAL { @MODULE[ModuleDataTransmitter*]:HAS[#antennaType[INTERNAL]] { @antennaType = DIRECT } }
  3. Could you please alleviate the strictness of allowed science parts to fulfill the requirements, for example more magnetometer boom parts than just the one "dmmagBoom" etc?
  4. Main issue: It's not possible to build a US core + fairing + wedges when building from bottom to top in VAB, it has to be built from top to bottom. Try placing a US core above another part - it's not possible anymore to attach the fairing. Even flipping parts 180° and trying to build upside-down is impossible - it seems to be restricted by the US code.
  5. From Github? Then they're responsible for slow speed and sometimes this happens, could be a DDoS, could be a DNS issue, like as normal nowadays. Or a server room employee slave stumbled upon a cable jack. Now, 12 hours after your post, I downloaded with max. speed (250 Mbit/s in my case) without an issue. Edit: And you know what? Sometimes stopping a slow download and restarting it fixes the issue.
  6. Altering variables' values can not be an issue regarding licensing. ~[snip]~ If anybody ever would disallow other people using patches on top of their configs this would just be *bruh* and *facepalm* and nothing else. Then the whole purpose of ModuleManager and the modding API would be in question.
  7. Some of the orbital parameters came up to the protocol papers after the launch was done, written down by a protocolist - so it's easy to put those into contract configs, but nearly impossible in some cases to recreate them. Only parameters that have already been set before the launch should be in contracts.
  8. @Shizen For scaling stuff to fit to planet packs I use a template like this: scalefactor = 1 @scalefactor:NEEDS[SigDim] = #[email protected]/Rescale$ @scalefactor:NEEDS[!SigDim,RealSolarSystem] = 10.10625 @scalefactor:NEEDS[!SigDim,JNSQ] = 2.7 @scalefactor:NEEDS[!SigDim,GPP_Rescale_10x] = 10 @scalefactor:NEEDS[!SigDim,JNSQ_Rescale_10x] = 10 scalesqrt = #$scalefactor$ @scalesqrt != 0.5 and then from within a patch node I refer to #$/scalesqrt$ to for example multiply with it. In some cases I even use #$/scalefactor$ if I need the bigger number. In a later patch I remove those temporary variables to unclutter the MM cache.
  9. GameData\QuickMods\QuickSearch\QuickSearch.version { "NAME": "QuickSearch", "URL": "http://ksp.spacetux.net/avc/QuickSearch", "CHANGE_LOG_URL": "https://raw.githubusercontent.com/linuxgurugamer/QuickMods/master/QuickSearch/README.md", "DOWNLOAD": "http://spacedock.info/mod/101/QuickSearch", "GITHUB": { "USERNAME": "linuxgurugamer", "REPOSITORY": "QuickMods" }, "VERSION": { "MAJOR": 3, "MINOR": 3, "PATCH": 0, "BUILD": 9 }, "KSP_VERSION_MIN": { "MAJOR": 1, "MINOR": 8, "PATCH": 0 } } http://ksp.spacetux.net/avc/QuickSearch: { "NAME": "QuickSearch", "URL": "http://ksp.spacetux.net/avc/QuickSearch", "CHANGE_LOG_URL": "https://raw.githubusercontent.com/linuxgurugamer/QuickMods/master/QuickSearch/README.md", "DOWNLOAD": "http://spacedock.info/mod/101/QuickSearch", "GITHUB": { "USERNAME": "linuxgurugamer", "REPOSITORY": "QuickMods" }, "VERSION": { "MAJOR": 3, "MINOR": 3, "PATCH": 0, "BUILD": 11 }, "KSP_VERSION": { "MAJOR": 1, "MINOR": 12, "PATCH": 2 }, "KSP_VERSION_MIN": { "MAJOR": 1, "MINOR": 12, "PATCH": 0 } } 3.3.0.9 vs. 3.3.1.1 vs. 3.3.1 (as previous post says). Confuzizous!
  10. This is a personal zFinal patch that limits the minThrust to 25% and could be edited accordingly. It only looks for entries without minThrust or with a minThrust = 0, so any already existing custom value is not affected: @Kwebib DO NOT USE THAT PATCH This patch is not working in this way as it needs code (which would be Realism Overhaul). Just with this patch an engine never can throttle down. Sorry for the confusion.
  11. Those patch manager patches do FINAL and just overwrite any previous mod specific settings.
  12. I got a similar reaction wheel nerf in my personal zFinal folder: @PART[*]:HAS[@MODULE[ModuleReactionWheel]]:NEEDS[!RWSaturatable,!MandatoryRCS,!SETIrebalanceReactionWheels,!UnmannedTech]:FINAL { @MODULE[ModuleReactionWheel] { @PitchTorque *= 0.05 @YawTorque *= 0.05 @RollTorque *= 0.05 @RESOURCE[ElectricCharge] { @rate *= 0.5 } } } @PART[*]:HAS[@MODULE[ModuleReactionWheel],@MODULE[ModuleCommand]]:NEEDS[!RWSaturatable,!MandatoryRCS,!SETIrebalanceReactionWheels,!UnmannedTech]:FINAL { @MODULE[ModuleReactionWheel] { @PitchTorque *= 0.2 @YawTorque *= 0.2 @RollTorque *= 0.2 @RESOURCE[ElectricCharge] { @rate *= 0.5 } } } @PART[*]:HAS[@MODULE[ModuleReactionWheel]:HAS[@UPGRADES]]:NEEDS[!RWSaturatable,!MandatoryRCS,!SETIrebalanceReactionWheels,!UnmannedTech]:FINAL { @MODULE[ModuleReactionWheel] { @UPGRADES { @UPGRADE,*:HAS[#PitchTorque] { @PitchTorque *= 0.05 } @UPGRADE,*:HAS[#YawTorque] { @YawTorque *= 0.05 } @UPGRADE,*:HAS[#RollTorque] { @RollTorque *= 0.05 } } } } @PART[*]:HAS[@MODULE[ModuleReactionWheel]:HAS[@UPGRADES],@MODULE[ModuleCommand]]:NEEDS[!RWSaturatable,!MandatoryRCS,!SETIrebalanceReactionWheels,!UnmannedTech]:FINAL { @MODULE[ModuleReactionWheel] { @UPGRADES { @UPGRADE,*:HAS[#PitchTorque] { @PitchTorque *= 0.2 } @UPGRADE,*:HAS[#YawTorque] { @YawTorque *= 0.2 } @UPGRADE,*:HAS[#RollTorque] { @RollTorque *= 0.2 } } } } @PART[*]:HAS[@MODULE[ModuleReactionWheel],#mass[>1]]:NEEDS[!RWSaturatable,!MandatoryRCS,!SETIrebalanceReactionWheels,!UnmannedTech]:FINAL { @MODULE[ModuleReactionWheel] { @PitchTorque *= #$/mass$ @YawTorque *= #$/mass$ @RollTorque *= #$/mass$ @RESOURCE[ElectricCharge] { @rate *= #$/mass$ } } } @PART[*]:HAS[@MODULE[ModuleReactionWheel]:HAS[@UPGRADES],#mass[>1]]:NEEDS[!RWSaturatable,!MandatoryRCS,!SETIrebalanceReactionWheels,!UnmannedTech]:FINAL { @MODULE[ModuleReactionWheel] { @UPGRADES { @UPGRADE,*:HAS[#PitchTorque] { @PitchTorque *= #$/mass$ } @UPGRADE,*:HAS[#YawTorque] { @YawTorque *= #$/mass$ } @UPGRADE,*:HAS[#RollTorque] { @RollTorque *= #$/mass$ } } } } You even could make it subject of a tier upgrade in one or two more tiers for a slightly less EC/s in the first and a slightly more torque in the 2nd upgrade.
  13. I remember there was something about MM not applying patches inside the GameData\KerbalismConfig\Settings.cfg so it has to be calculated manually and entered into the Settings.cfg. Just after the line DataRateDampingExponentRT = 6 // same as above, but for RemoteTech like this unfortunately does not work: scalefactor = 1 @scalefactor:NEEDS[SigDim] = #[email protected]/Rescale$ @scalefactor:NEEDS[!SigDim,RealSolarSystem] = 10.10625 @scalefactor:NEEDS[!SigDim,JNSQ] = 2.7 @scalefactor:NEEDS[!SigDim,GPP_Rescale_10x] = 10 @scalefactor:NEEDS[!SigDim,JNSQ_Rescale_10x] = 10 scalesqrt = #$scalefactor$ @scalesqrt != 0.5 @DataRateDampingExponent /= scalesqrt @DataRateDampingExponentRT /= scalesqrt -scalesqrt = delete -scalefactor = delete RSS would be 1.887 JNSQ/GPP 10x would be 1.897 JNSQ default would be 3.652 But this is a rule of thumb, just take the sqrt of the scale, divide 6 by that factor.
  14. A tankMass of 0 is allowed? And I suggest a different boiloff config for LqdMethane compared to LqdHydrogen, there are configs circulating with proper values.
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