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Tonas1997

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Everything posted by Tonas1997

  1. Okay, I'm pretty sure this is just me not understanding how the tool/orbital mechanics work, but let's say I want to compute a multi-flyby mission without knowing some ejection orbit parameters in advance (inclination, right ascension and RAAN). The optimal solution yields me these results for the initial hyperbolic departure orbit: Semi-major Axis = -8471.8584 km Eccentricity = 1.997895273 Inclination = 24.0891 deg Right Ascension of AN = 338.1836 deg Argument of Periapse = 348.4356 deg If I then tweak my initial orbital info to match these, I should be able to get an even better solution... right?
  2. I see, thanks! Just to be sure, are nodes like these @PART[kerbalism-ISRU]:AFTER[RationalResources] { RRConverter = Set RRPower = 1 RRSlots = 2 !MODULE[Configure] {} !MODULE[ProcessController],* {} } enough to add the new processes to any ISRU part and clean up messy configs like the ones I came across in my previous post?
  3. I'm trying to use the latest version with a RSS/RO install and most of the converters have weird PAWs: Kerbalism's ISRU seems to have a proper configuration module, whereas the stock Convert-O-Tron 250 and the Chemical Plant have a gigantic PAW since all processes are listed and lack a configuration module I don't expect you to add custom compatibility to Kerbalism's RO profile, but how could I solve this with a couple of :FINAL patches? Here's the cache of the Convert-O-Tron: P.S.: I don't know how Kerbalism's processes work that well, but AFAIK my problem exists because ISRU parts are left with ProcessController modules vs. all processes being contained inside a Configure module. Am I correct?
  4. Is the new version only compatible with KSP 1.12.2?
  5. Quick question: wouldn't the "Srf_Silica" template fit the Moon better?
  6. Oh, that's unfortunate I saw your post on Kerbalism's Discord a few days ago, so I'd also recommend the KSP-RO server. People over there are extremely helpful and there's also a dedicated channel for Kerbalism-related questions. Besides, since you're working on ISRU for RealFuels you might get a lot of people interested!
  7. Thanks! By the way, what happens if I uncap the budgets? Does the remainder get redistributed according to the next budget allocation percentages, or does it stay in its respective department?
  8. Hey, just wanted to say I've been having a blast with this mod! Who knew budgeting a space program could be fun? Quick question: if I want for funds to be more meaningful (e.g. I have some incentive to build cheaper/reusable rockets), what should I do? Disable budget caps and decrease rep rewards to compensate?
  9. I'm playing with this mod in 1.10 and I can't change the grass color of the launchpads. I mean, I can edit it and save my changes in game - and they are persisted on the instance node - but they always revert back to the default, bright green color
  10. I'm on vacation and just came across your mod(s), truly amazing stuff! I will add them ASAP to my modpack once I'm back on the big city One quick question: I play with RSS/RO, so I'm really excited for RealFuel support. I've been checking the work-in-progress and I'm not sure I understand the diagram you uploaded here. Correct me if I'm wrong, but I imagine the following process would be feasible on the Moon, as the Srf_Alumina template contains Hydrates: Hydrates -> split into Water and other products -> split into Hydrogen, Oxygen and Deuterium -> freeze into LqdHydrogen and LqdOxygen -> get fuel to power, say, an RL-10 engine -> profit!
  11. Dunno why, but I can't launch from the alternate 39A... while 39B and the rest of the pads work just fine
  12. Hello! Sorry if the question has been answered before, but I play on RSS and I'm a bit wary of using PRE to recover stages. I did a trial run with a small Castor 120 rocket that successfully parachuted to the ocean while the second stage was about 5,000km away (range set to 10,000km). This is very promising for what I intend on doing with the mod, but what would happen if a space station with a lot of parts flies overhead and enters the physics bubble? I reckon it would be subjected to float-point errors/jitter/kraken, so is it possible to only apply extended physics range to one vessel (via their control point, for instance)? Thanks in advance
  13. This mod has been integrated with ROCapsules... but it suffers from that old "service module instantly decouples" issue. @VoidCosmos how did you originally fixed this?
  14. That will definitely be possible, since we'll have multiple star systems. The crucial part is making it meaningful - KSP1's Sun has an infinite SOI, so there's no "advantage" or sense of progress in going interstellar from a gameplay perspective.
  15. As we all know, KSP2 strives to improve upon the first game not only in terms of graphics, progression, customization, etc., but also in how well the game should perform - vessel physics, for instance, are an outstanding problem. However, I haven't seen much discussiom around memory usage and loading times. As many others, I play(ed) KSP with RO/RSS, a couple of other realism mods and a metric ton of part and gameplay modifications that both filled the tech tree and added near-future stuff. As such, I stopped playing once loading times went past 20 minutes. It was an incredibly frustrating experience because, while I couldn't really complain about FPS or ships blowing apart, I just didn't have enough free time to spend in waiting half-hour for the game to load. Essencially, KSP is quite moddable in its own right... but it doesn't scale well for large modpacks. This has been blamed on both Unity limitations and some infamous bugs. ModManager managed (heh) to optimize loading times to a degree, but this issue runs deeper than that. Same thing happens with RAM usage. Will/could this be dramatically improve(d) in KSP2?
  16. The SRBs on the current version seem to have invariable costs, regardless of diameter or length. Also (and sorry for repeating this question), do the different heatshield weights affect max peak heating, or do they only change the shield's ablator resource amount?
  17. I've just launched my RealAgencies mod and someone brought to my attention a possible problem with the agent parser in CC version 1.28.2 (1.28.1 seems to work fine): Here are two logs for the same contract but on different versions of Contract Configurator. I took the liberty of highlighting the relevant lines: 1.28.1 (works fine) 1.28.2 (not working): As you can see, the "agent" line on the data nodes for the secong log file appears as null. P.S. the problem with the incoherent HasResource nodes I mentioned on the previous page keeps happening; the configs I posted there should help with diagnosing the bug. The contract itself has these two lines: minQuantity = Round((Pow(Random(0.5,1.5) * (0.3 + UnlockedTech().Count() / 100),2)*2500)/2,100) * 8 title = Have a ComSatPayload of at least @minQuantity units on the craft In what situation could minQuantity present different values on these two lines? Now that I think of it, I only ever saw this happening on contracts with more than one simultaneous instance...
  18. Real Agencies Introduction This mod adds 100+ real-life agencies to the game, split between telecommunications satellite operators, space weather institutions, navigation satellite projects and actual space agencies. Simple as that. I decided to create this pack as a response to two personal issues - which you might have previously come across as well: 1- Contracts of the "launch satellite X" type are boring and nigh indistiguishable from eachother. Having to fly payloads for real-life agencies brings the whole "space program" shtick closer to reality and allows you to (kinda) roleplay as your favourite launch service provider - be it Arianespace, SpaceX, RocketLab... 2- Naming satellites and probes is hard. Instead of dabbling on the nickname of your 35th geostationary satellite for half an hour (which is the hardest part of the game ) you can just name it after the agency that contracted you! With this pack, you can now litter your skies with Intelsats-4Bs, Al-Yah 3s, AMOS-6, Thaicom Demo and so on. Mod compatibility There isn't a set of hard requirements to use the pack, but it was made with two mods in mind: Contract Configurator - As of version 1.28.1* for KSP 1.8.x, CC supports randomized agencies for contracts (thanks, @nightingale!). AFAIK, this feature will carry over to future versions as well, so Real Agencies should be forward-compatible with any future CC releases. As for the contracts themselves, RealAgencies includes a config file for RP-1 which, while not being that historically accurate (ViaSat might ask you to launch your first satellite during the 50's!...), it should still add more flavour to the career mode; nevertheless, I'm open to suggestions to add more agencies and more realism to those contracts, even though I might not have much time to work on this mod for the near future. Even if you don't play with RP-1, you can still read the config file to learn how to implement randomized agencies for your own contracts. Conformal Decals - What's the point of having a bunch of pretty logos if you can't slap them on your rocket? Bad illumination aside, this launch included two GEO birds for RRSat and Iridium communications. ARE YOU FEELING THE IMMERSION??? The pack also includes compatibility with ConformalDecals. Each agency logo has two versions: either with a white or a transparent background, depending on your preference. You just need to use the "CDL-F Flag Decal" part and search through the flag menu. I've also included a couple of extra decals for ULA, Arianespace, SpaceX, Northrop Grumman and RocketLab. Download Github Final notes The telecommunications agencies were based off Wikipedia's list of communication satellite companies. Please keep in mind that some of these might not even exist anymore, in which case I either added their parent company as an agency or just didn't add them to the pack. Agencies for which I couldn't find a high-res logo weren't included as well. As far as I know (and I searched this thoroughly) using corporation logos doesn't constitute trademark infringement, as I'm not profiting off this mod or adding any sort of agent mentalities that could imply anything about their operations or affect their public image. If anyone can provide me with more detailed information on this subject just leave a comment on this thread An image of my colourful and logo-ridden Mission Control screen: Agency list: Have fun! * for now I suggest using 1.28.1, as I got a report that suggests 1.28.2 could have problems with the agent parser (confirmed via testing).
  19. Disregard my previous post. I had a duplicate ContractConfigurator folder in my GameData
  20. That problem striked yet again. Here is an example of a contract with incoherent resource requirements. I took the liberty of highlighting the relevant sections. This is an instance of the problematic contract, as found on the persist.sfs file: And here's the contract root config: Perhaps this is caused by some race condition when CC parses the minQuantity expression...?
  21. Gotcha! So if I make my own decal files on, say, GIMP and save the file, it will appear flipped?
  22. @cineboxandrew, why are the .dds files flipped vertically? Is that a requirement?
  23. Weirdly enough, neither could I. It seems like a quite random glitch, appearing and disappearing regardless of contract. Don't worry about that
  24. Anyone else getting a "Cannot clone model 'ConformalDecals/Assets/decal-blank' as model does not exist" error? It's keeping any parts from being loaded into the game. EDIT: found the problem: [WRN 18:45:58.497] File 'C:\Jogos\KSP 1.8.1 [Sandbox]\GameData\ConformalDecals\Assets\decal-blank.mu' is an incorrect type. [WRN 18:45:58.497] Model load error in 'C:\Jogos\KSP 1.8.1 [Sandbox]\GameData\ConformalDecals\Assets\decal-blank.mu' This is version 0.1.3 for KSP 1.8.1.
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