NewtSoup

Members
  • Content Count

    435
  • Joined

  • Last visited

Community Reputation

319 Excellent

6 Followers

About NewtSoup

  • Rank
    Long Island Iced Kerbal

Profile Information

  • Location Leicester, UK
  • Interests Cycling, Computer Games, Acting, Swing Dance ( Lindy Hop & Charleston ), All sorts of Music.

Recent Profile Visitors

1,486 profile views
  1. I had indeed noticed that in the docs - "Yes, I can see the name of that, but what does it do?"
  2. Thank you. I suspected it might be something along those lines as the fairing appeared spontaneously. But there was nothing to indicated what was going on. In time I will get through the documentation. For now I'm happy I have the functionality I wanted. In time I will get the model I want ( the terrier was not specifically what I was after either ) and the particle effects I want.
  3. NewtSoup

    [1.4.1] kOS v1.1.5.2 : kOS Scriptable Autopilot System

    No, it's not guaranteed but I didn't want to over complicate the point and stuck with a simple example. Took me quite a time at first working out how to turn on an isru to make a specific resource. And yep code for one ship fell over in the same ship copied to a different save as the part and module orders changed
  4. NewtSoup

    [1.4.1] kOS v1.1.5.2 : kOS Scriptable Autopilot System

    Your mistake is a KOSProcessor is not a part it's a part module if you make a simple ship and tag your kOS part (kal9000 in this case) with the tag "brain" the following will work: print ship:partsTagged("brain")[0]:getModuleByIndex(0):volume:freespace.
  5. Hi Snark, I can't get this to work. Been working out the kinks in a tanker I was building and hitting save every time I launch. Every time I revert and hit launch again it forgets my crew assignment and the crew compartment is empty once again. Not even Jeb has managed to sneak in. Which I guess is a small bonus. It's just made a liar of me. Tested again and it works.. yet for several hours I've been wondering why it wasn't working.
  6. Well, this works. It doesn't look quite how I want regards model and thrust plumes but it works how I want and has the power. PART { name = liquidEngine3r module = Part author = C. Jenkins & R. Moreton mesh = model.mu scale = 1 rescaleFactor = 5 node_attach = 0.0, 0.0 , 0.0, 0.0, -1.0, 0.0 //No Effect Yet //fx_exhaustFlame_blue_small = 0.0, -21.0, 0.0, 0.0, 1.0, 0.0, running //fx_exhaustLight_blue = 0.0, -21.0, 0.0, 0.0, 0.0, 1.0, running //fx_smokeTrail_light = 0.0, -21.0, 0.0, 0.0, 1.0, 0.0, running //sound_vent_medium = engage //sound_rocket_hard = running //sound_vent_soft = disengage //sound_explosion_low = flameout TechRequired = advFlightControl entryCost = 4200 cost = 1280 category = Control subcategory = 0 title = Place-Anywhere 35 "Chihuahua" Liquid Fuel Engine manufacturer = Reaction Systems Ltd description = The 909-R model was created after an engineer misread the plans for a place anywhere thruster port and scaled it up by a factor of five. It was decided to convert the engines to run on Liquid Fuel and Oxidezer using the insides of a "borrowed" Terrier engine and see what happened. attachRules = 0,1,0,1,1 mass = 0.5 heatConductivity = 0.06 // half default skinInternalConductionMult = 4.0 emissiveConstant = 0.8 // engine nozzles are good at radiating. dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2600 // = 3400 fuelCrossFeed = True PhysicsSignificance = 1 bulkheadProfiles = srf tags = #autoLOC_500896 //#autoLOC_500896 = control dock maneuver manoeuvre react rendezvous rotate stab steer thruster translate MODULE { name = ModuleRCSFX stagingEnabled = False thrusterTransformName = RCSthruster exhaustDamage = True ignitionThreshold = 0.1 heatProduction = 80 fxOffset = 0, 0, 0.21 EngineType = LiquidFuel exhaustDamageDistanceOffset = 0.34 thrusterPower = 60 resourceName = LiquidFuel resourceFlowMode = STAGE_PRIORITY_FLOW runningEffectName = running PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True resourceFlowMode = STAGE_PRIORITY_FLOW } PROPELLANT { name = Oxidizer ratio = 1.1 resourceFlowMode = STAGE_PRIORITY_FLOW } atmosphereCurve { key = 0 345 key = 1 85 key = 3 0.001 } } } Ideally I'd like it to have the exhaust from the terrier and a model of my own design eventually. It has allowed me to build a tanker using the largest fuel tank in the game which will service Rura Penthe Holiday Centre and Minmus Orbital.
  7. ok so setting scale = 1 rescaleFactor = 5 for the rcs place anywhere thruster model gives an acceptable size. Why can't I use the terrier model though? According to the wiki : https://wiki.kerbalspaceprogram.com/wiki/Tutorial:Making_an_asset_from_start_to_finish there appears to be no functionality tied to a model. But perhaps there is.
  8. I added the ModuleJettison in an attempt to get rid of the engine shroud. Also I disabled the engine shroud in the SPH but it still appears. Ideally I'd make my own model I guess but I have no skills at all in that yet.
  9. Hi there, Just for a bit of fun, I've plagiarised the specs for both the place anywhere RCS thruster and the Terrier Engine and created an abomination call the LV-909-R "Chihuaha". It's basically a place anywhere modification of the Terrier tied into the RCS controls to use with heavier ships. I've run into problems though. First I started with a terrier and tried to copy the code from the vernor engine to make the terrier work as an RCS engine. That didn't work. The Terrier appeared shrouded and although it positioned correctly it did not repsond to RCS controls despite it's context menu containing the correct RCS related options. Then I went to the place anywhere thruster and started over. First of all I converted the thruster to work on Lf and OX, increased it's thrust and changed it's specific impulse profile to match that of the terrier. This works. The thruster though it still the same size and model as the place anywhere. I can live with this so I'll just set the scale accordingly. No dice. Seems changing "scale =" has no effect. Ok then I thought, I shall just change the model to that of the terrier. the engine works. I can just swap the mesh over and change the node attach so the engine is the right way up. No dice. once again, with the terrier model the engine is shrouded and doesn't respond to RCS controls I'm completely new to this kind of hack and missing some key piece of information. Can anyone tell me what it is? PART { name = liquidEngine3r module = Part author = C. Jenkins mesh = model.mu scale = 10 //rcs thruster model node_attach = 0.0, 0.0 , 0.0, 0.0, -1.0, 0.0 //terrier model //node_attach = 0.0, 0.0 , 0.0, 0.0, 1.0, 0.0 TechRequired = advFlightControl entryCost = 4200 cost = 280 category = Control subcategory = 0 title = LV-909-R "Chihuahua" Liquid Fuel Engine manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = The 909-R model was created after an engineer misread the plans and welded a standard Terrier onto the side of a rocket. It was decided to link the engines to the RCS controls and see what happens. attachRules = 0,1,0,1,1 attachRules = 0,1,0,1,1 mass = 0.5 dragModelType = default maximum_drag = 0.01 minimum_drag = 0.01 angularDrag = 0.1 crashTolerance = 50 breakingForce = 50 breakingTorque = 50 maxTemp = 2600 // = 3400 fuelCrossFeed = True PhysicsSignificance = 1 bulkheadProfiles = srf tags = #autoLOC_500896 //#autoLOC_500896 = control dock maneuver manoeuvre react rendezvous rotate stab steer thruster translate EFFECTS { running { AUDIO { channel = Ship clip = sound_rocket_mini volume = 0.0 0.0 volume = 0.02 0.2 volume = 0.5 0.2 volume = 1.0 0.2 pitch = 0.0 0.75 pitch = 1.0 1.5 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/Monoprop_small transformName = RCSthruster emission = 0.0 0.0 emission = 0.1 0.0 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 localRotation = -90, 0, 0 } } } MODULE { name = ModuleRCSFX stagingEnabled = False thrusterTransformName = RCSthruster thrusterPower = 60 resourceName = LiquidFuel resourceFlowMode = STAGE_PRIORITY_FLOW runningEffectName = running PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True resourceFlowMode = STAGE_PRIORITY_FLOW } PROPELLANT { name = Oxidizer ratio = 1.1 resourceFlowMode = STAGE_PRIORITY_FLOW } atmosphereCurve { key = 0 345 key = 1 345 key = 3 0.001 } } MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } }
  10. NewtSoup

    Going Mostlywhere

    After is was pointed out to the design team that the Covertotron 125 worked badly on fuel cells in the outer reaches of the system the MVL was redesigned yet again. The original design has been abandoned for something sleeker and heavier. In fact the dry weight is only 3.5 tons more than the Mk III but the Wet Weight is more than 50% heavier. That's the cost of getting the extra 3 tons of ISRU into orbit!. Behold, the MVL-Mk IV. Attached to the nose of the HOK. The MK III cast aside in the background like and old shoe. A shoe made of rocket motors, fuel tanks and mining drills and probably quite uncomfortable which is why it was cast aside really. It has not gone unremarked that if the Lander gets any bigger we may as well just redesign The Heart of Kerbin to land on Planets. Those remarkees have been put on MRE Rations until their mouths are a little less smart.
  11. NewtSoup

    [1.4.1] kOS v1.1.5.2 : kOS Scriptable Autopilot System

    I have no clue how to build a mod from scratch. I do want to make one though. I want to make some main engines that tie into Reaction Control System controls so that there's a more powerful Lf Ox alternative for bigger heavier craft. Vernor engines are great too.. but don't really cut it for what I have in mind. I figured that would be a half decent foray into mod making. Though it does require me to make models too. Not my forté.
  12. NewtSoup

    [1.4.1] kOS v1.1.5.2 : kOS Scriptable Autopilot System

    Keys - ahh.. I suppose I could try. I used to have a head for Java programming many years ago ( computer science undergrad). I've no idea what I'd be looking for though but sure. It would actually be an interesting thing to take a look even if I can't solve anything. Memory Bloat - with my favourite functional mods installed I spent a long time on the launch pad ( more than 2 hours) and the memory never went above 4.5gb. The only mods missing were the prettification ones - EVE, Stock Visuals, Stock Terrain, Kopernicus, Planetshine, Distant Objects. My main suspect now is EVE and the clouds causing the bloat. I don't usually sit on the Launchpad for 2 real time hours or more and I think that the clouds from SVE and EVE may have been causing the issue as one of the Logs had a ton of textures from those being dumped due to memory needs. I'll leave them out for now and put them back when I go to planets that would benefit from the visuals.
  13. NewtSoup

    [1.4.1] kOS v1.1.5.2 : kOS Scriptable Autopilot System

    Spotted the error.. Loop in a loop. I had the inner loop Lf and Ox leave conditions in the wrong place. They needed to be on the loop and on the wait. Looks inelegant now though. There must be a better way of doing it.
  14. NewtSoup

    [1.4.1] kOS v1.1.5.2 : kOS Scriptable Autopilot System

    Well this mostly works: The mining is automated switching between drills and isru. It monitors the electric charge because this was an issue and so if the charge drops low it will wait for the fuel cells to catch up. Half the time though charge is not an issue as the game glitches at warp an nothing seems to use charge so that's fine. However it never reaches it's exit conditions. The isru and drill both shut down because they meet their shutdown conditions but the loop which waits for LF and OX to be full never exits even though I've manually checked the conditions at the command line. Can anyone spot my logic error or is it just game glitchyness? Print "Initialising Mining Program". set mIRSU to ship:partsnamed("isru (mostlyversal lander mk iv)")[0]:getmodulebyindex(1). mIRSU:doaction("stop isru [lf+ox]",true). set fuelcells to false. set RADIATORS to false. wait(5). set DEPLOYDRILLS to true. set FUELCELLS to true. set RADIATORS to true. //wait for drill to fully deploy wait(7). until ship:liquidfuel > 4580 and ship:oxidizer > 5580 { if ship:ore < 299 { Print "Ore Not Full: Starting Drill". set DRILLS to true. wait until ship:ore >299. Print "Ore Full. Stopping Drill". set DRILLS to false. } else if ship:ore >299 { Print "Ore Full: Starting ISRU". mIRSU:doaction("start isru [lf+ox]",true). until (ship:ore < 1 ){ wait until ship:ore < 1 or ship:electriccharge <100 or (ship:liquidfuel >4580 and ship:oxidizer > 5580). if ship:electriccharge <100 { print "Power Low: Waiting on charge.". mIRSU:doaction("stop isru [lf+ox]",true). wait until ship:electriccharge >1399. Print "Power Restored: Restarting ISRU". mIRSU:doaction("start isru [lf+ox]",true). } } if ship:ore < 1 { Print "Ore Empty: Stopping ISRU". mIRSU:doaction("stop isru [lf+ox]",true). } } } Print "Fuel Tanks Full". Print "Shutting Down". mIRSU:doaction("stop isru [lf+ox]",true). set DEPLOYDRILLS to false. set fuelcells to false. set RADIATORS to false. wait(7). Print "Mining Program Ended". and yet on the launch pad with full tanks the loop exits right away and the program ends as expected!. crazy stuff
  15. NewtSoup

    [1.4.1] kOS v1.1.5.2 : kOS Scriptable Autopilot System

    There is just ONE bug in Linux with kOS. I have just kOS installed right now and using the internal editor for mining.ks the keys R, S and E still do not work. It's not an issue because I'll just write scripts in an external editor on my right hand monitor and copy them to the ship in game.