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novafire08

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Everything posted by novafire08

  1. I've run into an issue that's either a bug or a serious balance problem that may need addressing. I noticed that my Mun bases were struggling to make any Snacks using the Mobile Processing Lab's snack processor that converts Ore/Electric Charge to Snacks. So I set up a test and it took ~18000 Electric Charge to convert 2 Ore to 1 Snack over 10 minutes. That's not a typo. Eighteen thousand EC per snack. That seems like an absurdly high cost of 30EC/sec for such a slow production rate. In my test I compared it to the ISRU converter making LFO, and that was only sipping ~1.5 EC/sec and produced 1 LFO every 1min 45sec. Maybe 18000 EC per snack every 10 minutes works when you don't need to babysit each individual craft while it's making snacks, but right now it seems like a lot. 1000 EC per snack every 2 minutes seems much more reasonable so you don't need to overload on power generation and batteries when building a self-sufficient base or a Jool ship that won't be able to rely on solar panels. Combined with the bug where SnacksConverter does not work on unloaded vessels, and the bug where the simulator caps out at 1 Year 407 Days in the simulator, the mod is really hard to use for long-duration missions right now.
  2. It looks like 1.0 changed the techtree to use a cfg file. I'm trying to figure out how to create an entirely new techtree, but I haven't been able to. I tried using Nelien's Tech Tree Editor, but I haven't been able to get it to work with 1.0. What's the best way to mess with the tech tree? Is there a GUI I can use? Moving around nodes by using the coordinate system in notepad and then checking by booting up the game would be really time-consuming, and I wouldn't know how to move the parts to new nodes.
  3. I figured ModuleManager would be involved, but I'm not too encouraged by the example. One of the most frustrating things would be using the coordinate system to lay out the nodes as opposed to a visual editor. Wouldn't I have to stick a node at (-1519,1355) for example in the cfg and then boot the game to check where it is? Doing that with 50-100 nodes would be a huge pain. And that's before you get to moving around the 500+ stock and mod parts. Is there another option? Has someone developed a visual editor that works with 1.0?
  4. It looks like 1.0 changed the techtree to use a cfg file. I'm trying to figure out how to completely rearrange the techtree, but I haven't been able to. I tried using Nelien's Tech Tree Editor, but I haven't been able to get it to work with 1.0. What's the best way to mess with the tech tree? Is there a GUI I can use? Moving around nodes by using the coordinate system in notepad and then checking by booting up the game would be really time-consuming, and I wouldn't know how to move the parts.
  5. Today I've been revamping the mods I have installed and I hit a snag because I wanted RemoteTech and Kerbin-Side Tracking Stations to mesh together with the tracking stations actually working in RemoteTech. It took a few hours, but I think I worked everything out and I wanted to share. Paste the following into RemoteTech_Settings.cfg. It should put RemoteTech ground stations at the coordinates where the Kerbin-Side models are. STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc500 Name = Tracking Station 1 Latitude = 5.591029 Longitude = -61.303539 Height = 1409.33 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc501 Name = Tracking Station 2 Latitude = 78.608117 Longitude = 147.491623 Height = 2817.58 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc502 Name = Tracking Station 3 Latitude = 20.453920 Longitude = -78.093832 Height = 3684.54 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc503 Name = Tracking Station 4 Latitude = 20.986161 Longitude = -117.304872 Height = 4204.48 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc504 Name = Tracking Station 5 Latitude = 14.733632 Longitude = -127.017657 Height = 2999.19 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc505 Name = Tracking Station 6 Latitude = 16.043645 Longitude = -156.864196 Height = 4704.55 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc506 Name = Tracking Station 7 Latitude = 3.329209 Longitude = -37.145679 Height = 2230.51 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } } If you want to add more RemoteTech tracking stations to other Kerbin-Side sites, here's how you do it and get the coordinates right: ctrl-k to open the KerbTown editor, click 'show existing' to bring up the existing static assets list, click the KerbinSide location you want and the coordinates will come up when the view centers on the selected location. DO NOT use the coordinates as they are shown because KerbinSide and RemoteTech use different settings. The first coordinate (Latitude) will be correct, positive is north and negative is south. With Longitude, you'll want to take the number given and subtract 180. So 118.696461 becomes -61.303539 as an example. You'll also want to write down the 'Radial Offset (Alt)' Then, go to RemoteTech_Settings.cfg and make a new STATION entry (copy-paste the original to give you the format) and change the relevant info. You'll also want to change Guid just a little bit to give a unique number. The original Guid is 5105f5a9-d628-41c6-ad4b-21154e8fc488, so changing it to 5105f5a9-d628-41c6-ad4b-21154e8fc489 would work. Then change the name to whatever you want, enter in the latitude and longitude you came up with, and the altitude.
  6. Awesome. Eventually will you be updating this to use the new stock toolbar buttons?
  7. Couldn't you replace the RCS thruster with a power generator module? Think of it as including a small fuel cell. You could even use the RTG settings, but cut the power generation in half so it isn't too OP.
  8. Hey, I'm loving this mod, but I had a quick question about the Spica engines, the 'CV-4C engine block' part. Are the engines supposed to be dual mode LFO and MonoProp? Seems kind of weird when you can forward thrust using RCS only and having the big engines also use RCS is kind of overkill. Or maybe there's some historical precedent that I'm not getting. Anyway, nice work so far! Stockalike parts are awesome and I'd love to see this pack keep growing. EDIT: I also just noticed that the Tantares Soyuz replica also had an RCS thruster in its engine system, the 'TST Orbital Manouvering System'. I'm guessing it's intentional though, so was there a reason you did it this way? I kinda like that the Tantares version is just a small thruster for the MonoProp thrust, but on the CV-4C it still seems weird to have RCS shooting out the same four big engines that are used for LFO thrust.
  9. Excellent! If you continue developing this, I have a couple requests: different size CritterCrawler bases, and a base that does not have an engine or fuel tank in it. Anyway, thanks! This part is going to be a lot of fun.
  10. Thanks! I'm guessing it was fixed in the latest update too. I love this mod, thanks for keeping it updated.
  11. Hey Blizzy, I'm having problems with the 'Space Dunk' achievement triggering when it shouldn't. For some reason it likes to trigger whenever I go on an EVA. Doesn't matter if I'm orbiting Kerbin, sitting on the Mun or wherever, it triggers. It should really only be possible on Gilly, right?
  12. A couple suggestions for the development of this idea. 1. Community moderation. Rather than a rating system based on stars or whatever, my idea is a binary yes/no system of "Is this the mod you were looking for?" that would help categorize searches. So if the results spit out 50 results for "kethane", but the official Kethane mod has the highest ranking for searches of "kethane", then that mod gets put at the first result, and so on. 2. Future planned features. The first iteration of ReplacementPort will probably not be the final version. Deciding what goes in version 0.1 while allowing for additional features that will come with version 0.7 is important. 3. Purpose of the site. Also fits with future features, but I noticed that Majiir specifically referred to this as a mod repository, while Spaceport also allows for .crafts. If .crafts will be allowed on the site should be decided upon very quickly, and if they are, there should be a completely separate section for them. It should be very clear what section you're in, with no crossover in the search functions, so .crafts with Kethane parts don't get thrown into the results when you're looking for the Kethane mod.
  13. Ok, I'm probably wrong then. If you can go into more detail though, how does the duration matter in this case? The force is going to apply 250,000 newtons, so how does shortening the duration affect how much of that is applied? Decouplers in KSP pretty much provide an instantaneous change in velocity (or 0.01 seconds if you're right), so how does it end up applying only 1/100th of the potential 250,000 newton force contained in the decoupler? I'm probably not phrasing that the best, let me know if I should clarify.
  14. I just restarted career mode, and in launching my first satellites, I was making them Sputnik-style with no engines on the satellite and just sticking them on top of a decoupler at the top of my rocket. After a couple launches, I was curious about how I could get a circular orbit using a decoupler because it always fires my satellite off into an elliptical orbit once my final stage circularizes at apoapsis. In the VAB, the TR-18A decouplers (the first decoupler you get) say they have an 'ejection force' of 250. I went hunting around and found that the ejection force is in kilonewtons, or 250,000 newtons. However, my satellite (a Stayputnik and 3 antennas) weighs 0.065 according to the game, or 65 kilograms, so an ejection force of 250,000 newtons would be able to add 3,846.2 m/s of delta-v (250,000 kg*m/s divided by 65 kg = 3,846.2 m/s) or enough to escape the solar system from low Kerbin orbit. After a bit of experimenting, I figured out that the decoupler adds 38.5 m/s of delta-v, or 2,500 newtons (2,500 kg*m/s divided by 65 kg = 38.462 m/s). This means that the ejection force of the decoupler is in decanewtons, a somewhat awkward unit and one that the game never mentions. I'd like to ask that Squad double-check the decouplers so that everything lines up. This could mean the ejection force is now written as 2.5 kN with the current units but a corrected number, 250 daN as it is now but with the proper units, or 2500 N with the base unit and a corrected number. It's just a bit confusing when the units don't line up with what they say they are. This could especially be a problem with the KerbalEdu program, because while I haven't used it, I'd imagine it's much more math-intensive and correct units become much more important in the classroom.
  15. I'm trying to set up a few specialized satellites, as well as expand my orbit skillset. Some of the orbits I want to learn how to do are: * Sun-synchronous. I'm not sure if there's a polar and non-polar sun-synch orbit, but basically it's an orbit where it passes over the same spot on the ground once a day at noon. * Orbit 'rotation'. I don't know what this one is called exactly. Suppose you have a 100km circular orbit at 30° inclination that crosses the equator at 0°E and 180°E and you want to change it to a 100km circular orbit at 30° inclination that crosses the equator at 50°W and 130°E. Basically, you're 'rotating' the orbit around the planet by 50°. How do you set up that orbital maneuver? * Molniya orbit. I might be able to guess how to do one from the wiki article, but I want to know if there's any special steps needed to convert it to KerbalPhysicsâ„¢. It's basically a little brother to the geo-synch orbit where it spends most, but not all of it's orbit above one part of the planet. It's highly elliptical with a low periapsis to accomplish this. * Munar slingshotting/slingshotting in general. I want to be able to do this consistently to get a boost out of the system instead of relying on blind luck. I've also seen orbits where when you're coming in from Kerbol orbit to Duna, and Ike slingshots you into a very nice orbit around the planet without much ÃŽâ€V spent. * Free-return trajectory. It's what the Apollo missions used. I can get to the Mun without even thinking about it now, but I can't figure out where/how much to burn to get that nice slingshot back into a Kerbin orbit with a periapsis below 70km. If you know how to do these, or could point me towards a tutorial that explains, I'd appreciate it.
  16. I\'m looking for 3 or 4 fantastic mods that people highly recommend. Whenever I look through the mod section I can never really tell which ones are well-done and which ones are barebones and random. Looking for part expansions mostly, but if there\'s something awesome you know of, please share it.
  17. I know that and I\'ve found flatish areas in craters, but I haven\'t found any completely flat areas.
  18. I\'m looking for the coordinates of a perfectly flat area on the Mun. I\'m trying to set up a MunBase, but I want to put it on a flat area and I can\'t find one. If you know where one is, please let me know!
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