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Robin Patenall

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Everything posted by Robin Patenall

  1. Due to a quirk of timing, I had to work with two vessel going to both of the extremes of the solar system today. The first was performing the inclination burn for my Moho science / SCANSat satellite, the "Hi-Ho Mo-Ho". I had launched it at 'a' Moho transfer window, but not a great one, and doing so from Kerbin polar orbit where it was finishing off doing a Hi-Res resource scan was an exercise in planning. I had to do a burn of >1000m/s anti-normal with a single Dawn Ion engine followed by setting maneuver nodes so that I can do most of the >3000m/s capture burn outside Moho's SOI and not pretending to be a bullet when I reach it. The second was sending my common Commnet relay / Science / SCANSat satellite off to Plock / Karen, something made difficult by the pusher stage only having a single Nerv. Doing a 13min burn (I'd even already done 750m/s during periapsis kicks) made significant errors in the orbit at >600GM. I had to add a load of radial out to get everything to line up with the projected orbit. Now I just have to wait 71 years for it to arrive. Next on my list to do is to send off my multipart Eve / Gilly mission.
  2. Just as an "is it possible" question. I've recently noticed that Engine Plates have a huge, fixed, volume. I assume that this is based on the maximum dimension of the difference variant lengths but it is a bit annoying that I can't fit a short EP-18 engine plate into a cargo inventory slot that I can fit a whole Bobcat engine into (I'm using Sandcastle, which has some large Cargo Storage Units, to recycle spent hardware in orbit). Is there anyway that the difference variants can have different volumes? or is that something that just is not possible?
  3. Hi @Angel-125 I've just started actually using this in my game but I've noticed some issues with the Recycler UI: It looks like the part selection menu, when there's nothing in the queue, jumps back to the top every few seconds. I have lots of parts in cargo storage and it's difficult to select parts that are at the bottom as when I scroll down, the scroll resets quickly to the top of the window. Several times I've recycled the wrong part because the window jumped just before I clicked on the part. I'm assuming that this is some sort of periodic refresh. Steps to reproduce: Have a vessel with a print shop (the large one) and a SEQ-24 cargo container. Have parts in the cargo containers, enough to make the recycler part selection window have a scrollbar (24 EAS-4 struts + 24 OX-STAT Photovoltaic Panels) Open the recycler UI Have nothing in the recycler queue Scroll the parts window to the bottom After a couple of seconds, the window's scroll will jump to the top It is sometimes very difficult to identify which part is which (i,e. which of the 20 EAS-4 Struct Connectors in the window are which). I suppose that this isn't a major problem but I'd prefer to recycle the parts I've just pulled off the spent stage I've docked rather than from my neatly arranged stores. Ideally, the parts window would be split up by container, but if that is difficult, could I suggest putting the parts in the inventory slots of the print shop(s) at the top of the parts list and have the rest visually separated from them? In this case possibly having the options to only show parts that are in the print shop inventory slots, and hiding the rest, might be good idea. This would also help with the window scroll reset as you could just put things you want to recycle in the print shop, which would always be at the top.
  4. I have officially reached where I was before I left off my last save, having sent stuff to Duna (this time at the beginning of the transfer window, rather than a week after the end) and having completed the ridiculous contract I was working on to build a 7.2Tm relay satellite in KEO (it's a combination of a number of mods interacting). I, at least , now have the capability to reach Plock with only a Communotron 88-88 on the vessel, but I'll probably move the relay into a maximal SOI grazing orbit (80Gm or so) rather than leave it in KEO. (If anybody else has this contract, yes I patched it to increase the amount of money a bit when it increased the power, it was ridiculous otherwise ) Unlike the last time, I build the relay in LKO and transferred it to KEO once complete. It took 10 launches (a core, a construction shack for the engineer and 8 x antenna modules) to complete, and here is it showing off all 16 of the beautiful JX2 Large Deployable Antennas it has from the JX2Antenna mod. I still have a contract to send a duplicate to 60-120 degrees ahead / behind Kerbin but I think I need a better pusher stage. A single Wolfhound took far to long to raise the orbit in one go and I had to spilt the maneuverer up.
  5. Yes, there's some rather nasty inventory bugs with Kerbals entering / leaving command pods. As far as I remember the inventory shown in the command pod's action window doesn't always synchronize with the Kerbal's actual inventory when they enter or leave the command pod. So when a Kerbal re-enters the command pod, the pod's copy of their inventory doesn't reflect any changes in the Kerbal's inventory while on EVA, so it is best to ensure that you re-enter the pod with the same equipment that you leave with otherwise you can, as you found out, duplicate items or even worse have items vanish. I believe that the KSP Community Fixes mod fixes this (among many other things), but I've not used it myself
  6. I agree with everybody else, abort to orbit so long as you are certain that you can get back into a stable orbit. If you can't and you try, your pilot is going to have a Bad Day. Use any remaining fuel to circularise and reduce you inclination, in that order. A circular orbit which is a bit inclined will be easier to rendezvous with than a perfectly equatorial, but elliptical, orbit for a beginner. Assuming you don't have docking ports, grabbing units, RCS or resource transfer, but do that EVA, the quickest thing I can think of is: Strip anything you need to land out of your current ship design Add a couple of FL-T100 fuel tanks on the outside (radially attached with the top to you rocket's side and with nothing attached to them) and disable them. Have them near you capsule. Send it up with you other pilot and Bill Rendezvous with the stricken vessel in Munar orbit, as close as you can. Almost touching if possible. Have bill move the fuel tanks to the stricken vessel using EVA construction Have both ships return to Kerbin and have another go.
  7. I've just rechecked this on my clean install to check that it still works. I have a few library mods, B9PartSwitch, CommunityResourcePack and the DLC (It did occur to me that ModuleGroundPart might be Breaking Ground only, but I tried it without SquadExpansion and it still works) Here's the relevant section of NSSC's KerbalInventorySystem.cfg: @PART[ELSurveyStake]:NEEDS[!KIS]:FOR[NotSoSimpleConstruction] { // Move the CoM to underground so the stake stays upright %CoMOffset = 0.0, -0.5, 0.0 -MODULE[ModuleKISItem] { } MODULE { name = ModuleGroundPart fxGroupDeploy = deploy // Name of the FXGroup to Play when the part is being deployed placementAllowXRotation = true // Determines if the Part can be rotated in the X Axis when in ground placement mode, before being placed on the ground. placementAllowYRotation = false // Determines if the Part can be rotated in the Y Axis when in ground placement mode, before being placed on the ground. placementAllowZRotation = true // Determines if the Part can be rotated in the Z Axis when in ground placement mode, before being placed on the ground. inventoryTooltip = "" packedVolume = 0 //f // The space this part occupies when packed inside an inventory container kinematicDelay = 3 // f // Delay before rivotiing, any value < 1 defaults to 3 // Make this large so that stake will always rivot placementMaxRivotVelocity = 1 // f // This is the velocity the part must be travelling less than before it will be rivoted to the ground. reinitResourcesOnStoreInVessel = false // Set to true when the parts resources should be "filled" magically when the part is stored in a vessel. stackableQuantity = 10 // The number of parts of the same kind and variant that can be stacked in a single inventory slot } } I did lower the palcementMaxRivotVelocity and I did try to remove the Y axis rotation during placement but this doesn't appear to work. To deploy the stake you use the same method that you use to deploy surface science. In my test I did the following: Launched Jeb in a Mk1-3 command pod to the Launchpad with 3 survey stakes in the pod's inventory I EVA'd Jeb to the launch pad Swapped Jeb's parachute with a survey stake Clicked the deploy button for the stake (bottom right of the inventory slot) Got the deploy UI ([Space]: to place the part, etc) Hit Space With out the above changes, the survey stake slowly falls over and rolls along the ground With the above changes, the survey stake stays upright and becomes riveted to the ground. I can even sometimes get a "[f] to climb" prompt and climb up it. The more obvious test is to rotate the survey stake slightly with H or N before placing he part so that it isn't vertical, with the above changes, it will wobble but not completely fall down (the further that it is away from upright, the more it is pulled vertical) and more obviously freeze after 3 seconds. I uploaded a demo of this working (hopefully this works) I did have some issues related to picking the stakes back up sometimes, but I do not think that this is related to the changes above.
  8. Actually I had a brain wave last night and managed to test it but didn't get around to posting. I set the "placementMaxRivotVelocity" in the ModuleGroundPart of the stake to something very large (100, but I was going to test lower values) to ensure that the stake riveted to the ground no matter what happened and then set a CoMOffset to move CoM below the bottom of the stake model so that it would be balanced when vertical (I used %CoMOffset = 0.0, -0.5, 0.0). I was going to do a bit more testing tonight, to refine the values, before suggesting the fix but it seemed to be a promising workaround. The correct fix of setting the ModuleGroundPart kinematicDelay value to 0, doesn't work as it seems to ignore values < 1. (This is of course all in the @PART[ELSurveyStake]:NEEDS[!KIS]:FOR[NotSoSimpleConstruction] patch in KerbalInventorySystem.cfg)
  9. Edit: Oops, just seen the line of text under the release about the issue with this. Does anybody know how to get the Survey Stakes to work properly with the stock inventory? Every time I go to deploy them, they fall over. To be clear: I have a Kerbal with Survey Stakes in inventory on the ground (I've tried the launchpad, runway and just off the runway on the grass) I deploy the stake by clicking on the down arrow in the bottom right of the inventory slot I get the stake floating in mid air in front of the Kerbal and the deploy UI ([Space] to to place the part, [J,L,H,N,I,K] to rotate ) just like deploying science experiments I hit space The Survey Stake falls over It isn't riveted to the ground like normal and I can kick them around, but they still actually work when building craft . I've used the cones from Sandcastle which do the same thing as Survey Stakes and they deploy (and rivet to the ground) fine. Is it because the stake wouldn't stay steady long enough? It's just that I don't want the boundaries / axis of my "things may magically appear here" area to go wandering off if a Kerbal walks over it.
  10. I was looking at swapping out EPL with SimpleConstruction but it does look like there are compatibility issues with Sandcastle. Mostly because there is no MetalOre or ScrapMetal in SimpleConstruction which causes issues with B9PartSwitch. There are also issues with the densities of some on the resources which means that the simplest changes (changing MetalOre to Ore and dropping ScrapMetal) caused the RocketParts container to act like a Tardis and the Smelter to behave oddly.
  11. Lots, and lots, of math, but I let my PC do it. I wrote a python script the would check each Lat / Long / Altitude to see if that point had an unobstructed line of sight to any of the ground stations. There was some optimisation that would stop at the lowest height that had CommNet coverage as I believe (but didn't prove rigorously =) that if there is a connection at a given height then there is always a connection above that. It wasn't that efficient, but it never took that long to run and I worked with smaller map images while debugging before using the high resolution maps for release. I found a list of the Lat / Log of the ground stations but had to get the altitude with the WayPoint Manager mod. I assume that they broadcast from terrain ground level (mostly as I know there are actual objects there) and this does appear to match up with the tests I made in game but I'm always open to be proved wrong. I had to make a reasonable assumptions about how KSP calculates CommNet occlusion (i.e. the occluding object is a sphere with radius = Planet Radius * Occlusion Modifier) but this matches what others have said in this forum and does appear to be correct. Edit: DarthGently is right, CommNet appears to ignore terrain, I've seen active connections pass through mountains even when the Occlusion Modifier is 1. The altitudes on the maps are above sea level and yes if land on high terrain you may get a signal where are you might not in the same position at sea level. In fact one of my reasons for building the maps was my loss of signal just before landing in the waters East of the KSC near the Island airstrip. The KSC is about 70m above sea level and you don't need to go far to lose signal just before impact (important for powered landing) The minimum height ALS for connection at the Island airfield is about 450-500m
  12. I got annoyed at losing control of my unkerbaled vessels when I was using hard mode as Kerbin does not have full coverage when the CommNet occlusion modifier is 1.0, so I generated maps which show where you have a CommNet signal vs altitude. I've put a post in the Tutorial forum as I thought that others might find the maps useful, which also includes lower altitudes (10m to 60km) for people trying to do powered landings
  13. Having played with KSP on hard mode, I found it quite annoying that you don't get full CommNet coverage of Kerbin when you are in orbit unless you are very high. I kept losing control of vessels with only probe cores when I was launching or attempting to do a re-entry burns, so I thought that I'd create a map so I could see the altitude you need to have CommNet a signal when in hard mode (or when you've set the Occlusion Modifier to 1.0). I ended up creating two, one for orbital heights (75km to 250km) and one for surface heights (10m to 60km). Each colour patch indicates where there is no CommNet signal at a given altitude. The most interesting bit is that there is a large CommNet blackspot East of the KSC, just about the place that you might be attempting to circularise and it goes very high, this means that launching a vessel with just probe cores onboard really needs a relay satellite to be in place first. Looking at the map, it looks like an initial relay satellite might be best launched into a polar orbit giving you much more time (via North Station One) to circularise before you lose connection. I've done a bit of testing and it does seem to match the reality of the game. Hopefully these will be helpful to people Orbital Heights Large (4096 x 2048) and Small (1024 x 512) Surface Heights Large (4096 x 2048) and Small (1024 x 512)
  14. I thought that you'd be interested that your EMUV combined with a Clamp-O-Tron Jr and a 1.25m heatshield (with a small amount of ablator) gives a neat little Kerbal re-entry vehicle, so long as the Kerbal has a parachute. It can easily de-orbit on the RCS and you even keep the EMUV. I'd expect that the docking port / heatshield bits could be attached to a station, stacked even, so that the EMUVs could dock with them if they were needed rather being attached at all time.
  15. I have managed to get undeniable proof that the LY-01 Fixed Landing Gear isn't made of dynamite and doesn't have logic that makes it explode at any time it's within 1 meter of the ground. I actually managed to do a huge loop of KSC 09 to Island 09 to KSC 27 to KSC 09 to Island 09 to KSC 27 with out a single explosion, although I wouldn't want to do it without having NavUtilities Continued installed. When Squad added more support for flight, they really should have included some sort of ILS / VOR Do you think it's bad that I've only managed this after binge watching a YouTube channel that explained loads of historic aircraft disasters in great detail?
  16. One of my scientists expressed an interest in not passing above the Kermin line for a while due to a slight case of mind-numbing terror (being recused from a small pod, in Kerbin orbit, going round and round and round with nobody to talk to, and more importantly no snacks, will do that to you). So we found her something to do to assist the space program by doing Science from difficult to reach locations on Kerbin using an experimental vessel that uses lifting surfaces rather than thrust to keep it off the ground. The engines even use the atmosphere so the craft doesn't need to carry oxidizer, just liquid fuel. (One of the other research teams scoffed at this and said that they had an even better engines that didn't use oxidizer, only liquid fuel, but we've seen some of the materials they use glowing blue and being carried around using 5m long tongs, so we'd prefer that they kept themselves, and their lead lined overalls, to themselves) She managed to fly to the far North and collect Science from the Tundra, Northern Ice Shelf, and Ice Caps while flying, touched down and while splashed down (the R&D team did complain that she'd voided the warranty on the engine by running it underwater) . On the way back, she stopped off in the Desert to pick up a bit more (we think that she just wanted to warm up, something we don't blame her for) and even managed to get Science while splashed down (as an after thought we think, comparing that timestamps on the science with her social media posts shows that she was gloating about swimming in the desert lake for at least an hour before any science got done). She returned to the KSC with almost 360 science stored. She might be sent on more missions to the Southern Ice Shelf and the Badlands, but it depends on how much Bob get annoyed at her.
  17. Hi @linuxgurugamer, I think that the ModuleCargoPart module got left out of the new default configuration for the rover wheel, meaning that it can't be used with stock construction. It got added to the old default configuration in enkido's commit back in October, but not the originally disabled one. For anybody looking for a temporary fix add : MODULE { name = ModuleCargoPart packedVolume = 116.8 } just before the last close brace in "GameData\ASET\PRC\KRoverWheel-stock.cfg" (Copied from the old default configuration)
  18. My head canon is that the Not-Rockomax Micronode was made the wrong size, if it was double the size it would be perfect to connect the modular girder segments together. I've been working on a personal mod that creates (among other scaled parts) modular girders that are the same length but half the size in the other dimensions and the micronode fits them beautifully. In fact, I added a double sized micronode (a mininode if you will) just to be used with the normal sided girders. My vote for the most useless part is anything to do with planes. I still think that the ability to build, fly and land a plane without blowing up in KSP is actually some in-joke that experienced players keep telling the newbies and any purported sightings of planes (spaceplanes or otherwise) around the KSC are actually UFOs.
  19. That all looks good to me, thanks. Re: the cone explosion. I'd not used EL before (my brief dalliance with off Kerbin building was with Global Construction, which uses a significantly different method of targeting) and started with the simplest method to test, which is with a single origin marker. Without reading through the whole EL forum thread, I suspect that the reason you can use multiple markers to indicate the build location (an thus not have a marker directly under the vessel being built) was to prevent the issue I was having when building things that touch the ground at the centre. Using 2 (+X and -X) cones definitely solved the issue during my testing.
  20. Had a bit of a play with this and it all looks good apart from a couple of minor things. The part description of the Sandcaster 3D printer need fixing (it starts #LOC_SANDCASTLE....), I think you've missed a something in Sandcaster.cfg Is the any reason that the SurveyCone can't have ModuleGroundPart added if KIS isn't installed. I'm a bit annoyed that the EL survey stake just falls over if I don't have KIS and therefore I can't use it (and as far as I can see ONLY that), but making the Cone a ground part allows me to do surveyed stuff without KIS. I put a quick and dirty patch in (more of less copied from EL survey stake) and it all seems to work apart from the issue that the cone self destructed when the MK1 Cockpit I was building tried to occupy the same location but I don't know if this is an issue with what I did, Sandcastle or EL (it certainly stopped happening when I added legs to get the cockpit off the ground). (After having written this, I did test and I can drop the Survey cone with an engineer in EVA construction mode, so #2 isn't quite as important, but it would be useful for non-engineers)
  21. If you have Making History or Restock Plus, I think you can do this with Engine plates. Normally you put an engine plate at the bottom of your fuel tanks then attach the engines to it and then attach the next stage to the node that floats off the end, which will decouple when the engine plate is staged. I think that you should be able to turn one upside down, attach to the front of your rocket with a parachute where the engine(s) would go and your thing on the floating node. The only issue is I don't think that either Making History or Restock Plus have a 0.625m version, the smallest being 1.25m, so it might be a bit large for some configurations.
  22. Has anybody written a resource teleporter mod? I had a look but I couldn't see anything. I was thinking what would be the minimum extra game play needed for KSP2 over KSP1 and realised that (apart from multiplayer) you could mostly get away with something to grow Kerbals, something to allow orbit / off planet construction (like Global Construction) and some way of easily moving resource around (like Kerbal Space Transport System but more general). The Kerbal growing and construction mods seem to be available but none of the automated flight mods seem to be general enough and I realised that if it was reduced to resource teleportation it would be much easier. I am envisioning a teleporter container that holds a resource (FO / Fuel / Oxidizer / Xenon / Ore / Whatever is needed for construction) and allows the contents to be magically teleported to another teleport container that can hold some of the same resource at the expense of electric charge per unit mass (possibly at both ends). The teleport could have a maximum range or require more EC per unit mass depending on the distance. Possibly, this could be limited to teleporters in the same sphere of influence and the EC based on the required change in potential energy (gravitational and kinetic) This might be manually done (click teleport in PAW, select from the valid destination teleporters, and beam me up Scotty) or possibly have teleporters paired so that material automatically goes from a source teleport to a destination teleport as there is space to hold it and EC. This would make using something like Global Construction to build space infrastructure much less tiresome as you wouldn't need to keep moving resources around. You could put a construction yard in Minmus / Mun orbit with an ore harvester on the surface, teleport the ore into orbit and convert it into FO / Matpacks at the construction yard to build and launch large ships. Is there anything like this? Does it sound like it would be useful? Or is there a fundamental flaw with the idea?
  23. Love the look of the yard frames, I'm currently setting up a construction space and they'd be great to add to it. Just a question, is it possible to allow a Kerbal to grab onto them and move along them like ladders? I'd assume along the edges of the individual panels. One of the issues I have at the moment is that I've going to have to send up a rocket with loads of ladder segments so my engineers can grab my current structure in more places so that they are anchored while in EVA construction mode. I know I'd be able to do the same thing with the yard frames but having it built in would be much easier (for me at least, I don't know how easy it is to add to the part)
  24. Forgive me Bob, for I have sinned. I've just launched a Duna mission consisting of a flotilla of tiny probes as I didn't check the transfer window planner before I accepted the contract and I am 100 days past the best point. To prevent this from happening again, I checked all possible stock targets for upcoming windows and in 30 days or so I have a Dres window that a copy of my Duna science probe should be able to reach (which says more about my Duna mission than any potential Dres mission). Except, I realised that there was no way solar panels were going to cut it and I'd have to use RTGs, which I haven't researched yet. So the problem is I need 1300ish science in the next 30 days. I've sort of done Minmus, so I decided to sent a station with a mobile lab, lander, rover and lots of fuel to the Mun and do all the biomes, each experiment done three times, once for transmission, once for return and once for the science lab . I'll even pick up all the science in Kerbin orbit, which I've already collected, and load it into the science lab to kick the research off. First Sin. I thoroughly tested my rover around the KSC. This was absolutely not science farming and the fact the it gave me about half the science I needed was completely beside the point. (Actually, it did show up a design flaw in the rover, so it was useful) Second Sin. After absolutely not science farming the KSC once, I realised that I could add a mini-grabbing unit to the rover, repeat the grand tour of the KSC and then grab the launch clamp of the Mun rocket while it was on the pad to transfer the experiments to a experiment storage box I'd added to it. I could then put the experiments into the lab once I was in orbit and I'd get more data. I filled the lab up with about 60% of the experiments I collected. It felt.... dirty.
  25. I tested a rover design on simulated (i.e. Sandbox mode with cheat to orbit) Moho to check it didn't overheat and the design changes I made after testing it on the Mun. Things I learnt: A Probodobodyne RoveMate can control the landing stage, but it's not great. A CommNet relay needs a probe core, so just sticking a relay antenna on the lander section (controlled by the rover probe core) won't work when the rover detaches. A lander with a proper probe core is much easier to land. The rover design is nice and stable. The Bon Voyage set up now puts the rover on it's wheels not it's tail. The rover is not prone to flipping and can get up a 14 degree slope, stop and do science. The Mun test was useful, as I know not to go over blind ridges at 20m/s and accidently catch vacuum (not good for deployable solar panels) I need a ScanSat altimetry map before I drive around, especially over blind ridges because, Oh *****, that was the edge of a mountain. The fixed solar panels are much more robust. The reaction wheel in 'SAS Only' mode works well, once I turn it back on (need to set an action group as right clicking it while tumbling is not easy) The rover design can go down and across a 40-42 degree slope without flipping and in a controlled manner with careful use of the brakes, wheel controls and SAS. There are 1400m mountains on Moho. The rover design doesn't overheat on Moho
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