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Everything posted by shimmy00

  1. Hi. While I've only been here a relatively short time compared to others, I want to say there's been some important (but not bad!) life changes that mean I will not be able to play or mod Kerbal Space Program - at all - in at least the next year or so (so hopefully KSP2 will be ready then! ). I am going to be moving to a different city, starting graduate school, and most importantly, am changing to a different kind of desktop computer that is incapable of running the KSP program. As a result, I was going to donate to you the source code for various half-baked and seed projects related to this game that I had made. In particular I have both the never-completed Cochrane warp drive mod and SmartResources resource manager source code and model files (it really needs some good texture work & I do not like working with GIMP - but the basic warp drive functionality actually works for the most part including warp at time warp, though it's feature limited and no cool FX), and a cheap Unity based project titled "OpenKSP" which is right now a very tiny stub of nothing that so far does nothing but load a certain .mu file into Unity and render it. Thought I'd just give you that stuff so anyone who wants to play with it can when I am gone. I might do something with one or more of them tomorrow but that's about it, I'll post 'em to my github, then I'm off. Thanks!
  2. I've noticed a time warp issue with the electrical systems in the quad pack of mods consisting of this, Dynamic Battery Storage, System Heat, and Far Future Technologies in that if the NFE reactors (the SystemHeat versions) are put in with enough power draw and modest battery storage there will be power cut outs at high timewarp (10000x or more) which in one case are universally causing the FFT antimatter tanks to detonate and ruining the craft. The only workaround that seems to work is manually boosting the generation rate on the reactor, i.e. it seems to have to do with automatic throttle-down and I'm guessing electricity is transiently depleted before DBS can kick in and buffer it. Could this be fixed somehow? I am not sure where to ask this because I run all 4 mods together, but I figured this thread looks more active than the DBS one.
  3. It seems there is still a bug present where that, when the game tries to autosave, it results in a sudden and momentary depletion of electricity while at timewarp. This is annoying on some vessels, but downright catastrophic when something like antimatter tanks are included (i.e. vessel goes boom!). (ADD: Note this could be either this mod or it could be the related but different Near Future Electrical - I'm not sure.)
  4. ADD: Wanted to say that not only is this not dead, I'm going to have a first test release soon! It took much longer than I anticipated because I got very sidetracked into developing an outgrowth of this mod that basically resulted from being fed up with KSP's stock glitchy resource management system, in particular that it behaves badly at timewarp - and as a result I ended up spinning off a second, System Heat-like mod project (it's part of this warp drive mod now but the aim is to make it fully separate) to revamp and replace the stock resource handling system (in particular, this new resource system does not suffer from the infamous "time warp and have the batteries run dry" problem, and also tries to provide a decent interface for background processing, all in one). More on this if you want.
  5. Update (2022-05-11) IT GLOWS! Thumb up if you think this looks cool And I've also managed to get some ability for traveling at warp speed in time warp too. It is not yet proof good though because only goes up to 10x timewarp before it glitches and the ship blows away -- but still, that was useful enough to make a test trip to a GU star in about a couple hours of real time.
  6. Hmm. Would be interesting to see what they came up with. Does it parse star catalogs too, or is it just a .CFG generator?
  7. Not yet, but it's something I have planned to build, perhaps after Cochrane is at least at a working level and useful to cruise with. But yes, that's the idea - to generate .CFG from standardized astronomical data sets, though there's quite a few details to work out.
  8. Update: Have gotten some edges filed in the code, and you can select your warp speed now. For your viewing pleasure, 3195 "G" from Kerbol, after certifying the drive to reach warp 1.5:
  9. Damn, this is great! I'd also had the similar idea, though it was to write my own procedural planet generator algorithms and then use them to do another GU-style planet pack but more complete, particularly in regard to more thoroughly mapping the systems around our Sun at a similar 1/100 scale distance, given that GU's author seems to have taken toward the direction of making a small "galaxy" with its systems, whereas what I wanted was to feed actual astronomical data through to systematically generate all stars and all known exoplanets out to, say, 10 light years (which then shrinks to become 10 000 "T" in-game) uniform in every direction. I believe there's something like 100-150 stars in that range. I did not manage to get around to this though (though may pick it up again after seeing this.). What are you using for the procedural generation, may I ask? It's a really tricky thing I've wondered about for a long time because I remember a long time ago - before KSP existed, in fact - when I had tried to create my own planet textures for a different purpose. They are a rather difficult thing to do by hand particularly when it comes to the fact that typical graphics editors work on the presumption of a flat surface geometry only and so do not naturally produce the necessary distortion in the texture map to ensure proper scale near the poles, requiring one to guesstimate the required distortion by hand vs. being mathematically precise. (And you are really lucky by the way to be able to have other people teach you how to do KSP modding - I've had to figure all this stuff out entirely on my own, including rediscovering the various quirks of the game engine.)
  10. This has been on my backburner for a little while mostly b/c of the awkwardness of blender, but that changed when I took recently to really trying to finish it. The idea for this mod was born after I saw another here called "TrekDrive" that introduced the concept of bringing a Star Trek-style warp drive to Kerbal Space Program, and I tried it but found it sadly to be in a rather incomplete and buggy state (although I note recently that the author thereof has posted about it and suggests they will be revisiting the mod in the future). Nonetheless, I couldn't help but think this was a really cool idea, and wanted to have a complete and working one. Moreover, I noted the author of that mod was trying to bring a set of complete Star Trek ships into the game and while I'm not at all saying that's not a good idea, I was hoping for something a bit more bare-bones and that would integrate more nicely and directly with the Kerbal vessels and parts I was used to playing with. And given I'd already been dabbling in other directions with KSP modding, I thought I'd try and roll another. Hence, I present: "Cochrane". In this take, the Star Trek-style nacelles-and-core design is employed, but it's been shrunk and modified to fit more nicely and integratedly onto a Kerbal rocket stack, as shown in this picture - note that I do not yet have texturing done on the parts shown here (you can only see the nacelles - though the default colors I find work nice enough for such a preview screenie at least, and likely suggest that the final texture will aim to produce similar colors but with proper shading and also suitably glowy bits), it's just a rough illustration so far (hence WIP). The warp core in this one accepts a 1.25m connection to the rest of the stack, and in the testing rig pictured here is sandwiched between Nertea's damn fine parts, with a LqdDeuterium tank below and Antimatter containment above. The nacelles are surface-mount so you can place them wherever you please, and are made to project a little so there's some clearance to fit a bit of a wider stack between them than just the one to which they are attached. But what I really wanted to do here was get a consistent and methodically created mechanics, both in making it polished as well as more "realistic" for suitably accommodating values of that term. In particular, just like ST and TrekDrive it uses Warp Plasma as the energy conducting medium, but it does so with more refined calculations: namely, we take that each U of WarpPlasma stands for a certain amount of actual energy in joules (here I use 1 U = 1 GJ), and we provide proper and full integration with the Community Resource Pack by using the actual density values prescribed for the LqdDeuterium and Antimatter resources to calculate how annihilation aimed at a "sensible" amount of power generation (okay: 1.21 GW to break through Warp 1) will proceed in terms of consumption and generate the right amount of WarpPlasma accordingly. There will also be thermal effects: in particular a modest amount (relative to power consumed, given that we presume the phenomenal temperature of the plasma tap of an antimatter generator should make for theoretically ultra high efficiency) of waste heat to be dumped by radiators, though in the above screenshot and as of now that mechanic is not yet implemented - the radiators you see are for the bootstrapping reactor only. I plan to use Nertea's SystemHeat for the heat management because I find it much better than the stock CoreHeat system, in particular am a big fan of the "heat loop" mechanic which makes you think about the plumbing in your vessel a bit more. Also, this mod is not meant to be stand-alone: it is only meant to provide the coils (nacelles) and warpcores - there are no antimatter or deuterium tanks or heat management facilities provided because those things are already well-provided for with other mods, I think. Finally one more screenshot from testing, showing the craft above after having flown at warp 1 for some time, at first having aimed toward the Galaxies Unbound star Surr 128, now flipped around and going back to Kerbin (That's still Kerbol there, by the way, in the distance - it would have taken much longer to reach the destination and right now the timewarp is not working when warp flight is in progress):
  11. Uh oh ... I just tried another game (same install as before) and on reload a craft dropped from a height again. This is in OPM, no interstellar range. So the drop from height still does not appear to be fixed. Just maybe a bit?
  12. True. I don't need a fix "right now" in bold though; just wanted to know if this was brought to your attention and/or to bring it if it wasn't. But also to add my observation that whatever bug seemed to be causing the unmasking was also unmasking other orbits that should be invisible too - for mods like GU this both ruins the immersion and makes the map an eyesore - in case that was not already known.
  13. Thanks. Actually now I just finished reinstalling and fired up an OPM mission - it worked! No terrain bugs. However, there appears to be another bug - which I actually saw earlier and thought it was due to how I'd installed things, and that's what prompted me reinstalling so I could test that possibility - and that is that after escaping Kerbin, the Watchdog seemed to actually become visible in the map view, and not only that but also the orbits of the Galaxies Unbound stars became visible too (neither of these things should be visible!). Worse, the Watchdog not only seemed visible but was orbiting Kerbol (what?!). Hmm. Also note that I have yet to test this newest version at interstellar ranges. But given the terrain bugs were showing up at all ranges, I think it should be okay there too, but I still wanna try out an interstellar shot. (i also noticed before my reinstall, the last interstellar attempt I made had the Watchdog appearing visibly orbiting around one of the GU stars, again with hidden orbits becoming visible too and cluttering the heck out of the map. Both of these things seem perfectly correlated, btw.)
  14. Yes. Right now I'm still experimenting. I just upgraded to the newest version - I was actually using an older build - though I had to refresh my KSP install, and will have to build and fly another mission. It seems that in the new version the bug may be fixed; but I will have to finish my testing rounds.
  15. Um, I've just discovered that this this bug is happening when I use a much closer planet pack - Outer Planets Mod (though I do also have GU still installed, but I'm not that far out now, only 123 Gm). The height seems similar in both cases - a few meters above the ground; a noticeable >1 second of falling, landing legs can take it but not other crafts.
  16. @R-T-B, I just finished another try again with the watchdog config installed. Now the base was not below ground, but it dropped from a height (not enough to destroy it, but quite visibly nonetheless of several meters up). Not sure though if this was due to the patch, or just due to landing at a different location on the planet.
  17. I note that you're talking more here about improper craft displacement on loading and want to report that I had a quite severe bug that seems related to this issue with the crafts sinking. A base that I had set up on a planet in the Galaxies Unbound pack that's at about 413 000 Gm (interstellar range) from Kerbol materialized on reload and entry from the Tracking Station somewhere fully beneath the ground, fell for a while, then exploded. Not sure if this is related to these issues but I thought I'd say it here. This is for KSP 1.12.3.
  18. Good news! I just discovered that the latest version of the standalone Persistent Thrust (1.7.5) mod works with this combo and was able to use it to fly the mission. Thanks for your pointers, though.
  19. Thanks. I also was thinking of multiple vessels (esp. if one is trying to send more than just a crew, e.g. sending rovers and bases and the like - have a separate ship for each element). to minimize the per-vessel payload mass. I further just discovered that topping the stack with a regular probe core (RC-001S RGU) actually gives enough fully autonomous control to at least thaw and freeze a Kerbal; not sure if that's a bug or a feature but it seems logical enough so I'll take it. However, the thrust bit is a difficult one. Right now it's gonna take me what looks like about 1 Ms (~11.6 Days) real life time to thrust up to 1000 km/s and I can't physics warp much without the craft destabilizing due to lag. Really making me miss KSP IE's persistent thrust. I might fuss with the salt water engine; not sure. It looks like this set of mods requires a different play attitude; maybe less thinking about sending Kerbals back and more about one-way trips and base establishment.
  20. First off, I wanna say I'm a big fan of @StarCrusher96's Galaxies Unbound universe and have played it for a while now mostly using the KSP Interstellar Extended suite of engines to send my craft across this particular kerbiverse. However, after discovering @Nertea's equally beautiful, drop-dead gorgeous ReStock mod for spacecraft parts, I couldn't help but want something a bit more artistically coherent, both with that and internally, and that led me to discover he'd also made two other mods - Near Future and Far Future Technologies, with the latter providing some engines close to the highest-performing fusion engines in Interstellar Extended (one engine has an Isp of 1 050 000 s, while Interstellar has 1 500 000 s.). And I was instantly made a fan, too - the mechanics are much more realistic (especially the thermal mechanics) and less quirky/buggy as well as cleaner (e.g. everything is powered with, perhaps large, amounts of ElectricCharge, instead of having odd redundant types of electric power like "Megajoules" and "Kilowatt Hour" which are just ways to denominate larger amounts of energy), though unfortunately his seems to be missing a Persistent Thrust analogue for very long burns using the fusion engines. This leads me to on the overall right now be using the following combination: KSP v1.12.3 Galaxies Unbound and dependencies (i.e. Kopernicus) ReStock and ReStock Plus (those 5 m parts are indispensable for building huge craft) Near Future and Far Future Technologies System Heat TAC Life Support DeepFreeze KAS (to bolt the massive vessels together in orbit) I included the last two because I also wanted even moar realism, and that gets me to the following interesting quandary. To keep things realistic, I wanted to throw a ship at a star system that will take 40 years or more to get there, and that means putting those Kerbals explicitly on ice (I always "imagined" them to in my head when you use "time warp" but this mod combo I like because it makes that more explicit) via the DeepFreeze for the duration. The trick, though, is that once you freeze them all, there is nothing left in control of the craft and so it is impossible to start the engines, particularly at the far end where you have to flip the craft around to brake, which at 413 000 Gm(!) is far beyond any communication antenna's range to even send a signal to thaw the crew, much less perform the braking maneuver, and "daisy chaining" satellites into the void between the two stars would be intolerably lengthy, if even possible at all (even at 100 Gm intervals, which might be possible with some of the biggest antennas, that's 4130 satellites!). In Interstellar, this was handled via the "IHAL", which I've seen some challenged as an "overpowered" piece of kit, but to me it seems its "robotic crew member" functionality is just what you need to do this - you need "someone" to wake the crew at least, much less begin the deceleration process. So what I'm wondering about is: how can one pull this off? It seems I'd need an extra mod, but short of trying to rip the IHAL out of Interstellar, is there some other that might work, and perhaps be "cleaner"? Secondarily, I wonder if there is a Persistent Thrust-type implementation for @Nertea's engines, because even with max physics warp I estimated it will take multiple real-life days to accelerate the large craft to the required 1 000 000 m/s cruising speed and I don't feel like having KSP running in the bkg of my computer for that long in case I wanna do something else that needs a reboot and might lead to loss of the game due to forgetting it was running. Thanks. (Oh yeah and if you say "warp drives" - I've thought about them; I just wanna see if a "slow boat" mission is possible. Also I'm not sure what the most aesthetic and mechanically clean warp drive mod available is since there seem to be several competing ones.) (P.S. BTW @Nertea you are the BEST parts builder, even though I see you've "retired" apparently I just felt I needed to say that!)
  21. I'm not sure - because there's like 94 pages on this thread - that this has not been said before but I felt like saying it: it's amazing how much playing Our Favorite Game has ruined most sci-fi stuff, especially all this pop stuff, for me. Almost having a physics degree did some of it, but there's a difference between learning the stuff on paper, and having a real hands-on simulator (that even, itself, is not 100% accurate, but still is vastly more accurate than virtually every, if not really "every", pulp Sci-Fi movie that has ever been made) to play with and see how all the little things work in and of themselves. I can't stand to see a spaceship that is mostly crew space, and not propulsion-related equipment, particularly fuel tanks, and with no radiators on it (not seen so much in the stock game, but try the half-decent nuke power mods and ...). That really rubs me especially when they go to the trouble of putting rocket-like "thrusters" on the back yet seem to ignore where all the stuff they "thrust" with comes from. Also, if we are going to talk a specific sci-fi program, I can't help but think of my old fave: Stargate SG-1, and where they talked about how that "recreating a nervous system on the molecular level ... I know it defies the uncertainty principle!" when referring to how that the titular team's minds got copied and "uploaded" into robot bodies. Besides the obvious shades of Heisenberg Compensators(tm), the real problem here is that the uncertainty principle doesn't really get to apply to begin with. If you are making a digital system to mimick a nervous system, you don't care about "replicating it down to the molecular level" because that would literally mean making organic, biological "wetware" and you are making a computer. You need functional, not physical, replication, e.g. a suitably-advanced neuromorphic chip, though to be fair that show was made around 1998 I believe (But even then, while we may not have had at least first-generation commercialized ones, it wouldn't have taken any science not then already known to know what a "molecular level reconstruction" entailed and why that was not the same as a robotic reconstruction.). (And even if you were, on the scale of whole molecules at least, thermal fluctuations that inevitably occur anyway mean that UP-related effects aren't really relevant to viability so again, it still wouldn't matter.) But that episode actually wasn't the biggest casualty for me - the biggest ones were ones that tried to at least give a "shout out" to realistic physics. For example, there was one where they had a craft accelerate using the typical magic engines to some huge velocity, likely a few percent of "c", on a "slow boat" course out of the Solar System to its creator's home world. For some reason, the path the craft was on happened to take it right past Jupiter which - while admittedly not at all impossible, depending on the relative positioning of the "home" star, is just unlikely - then lead the rescue team to attempt a "slingshot" by trying to use some little missiles attached to the craft (the magic engines were apparently disabled and booby trapped so they could not be used to simply reverse the initial maneuver). Yet at, say, 10% of c, the delta-v you can get from that is utterly pointless that they should have immediately discounted the option and just told him "hey, you'll get to see Jupiter at least". (At the end, they managed to rescue using another magic craft. But the butchering of non-magic physics in an attempt to try and get it better really gets me now.)
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