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Runescope

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Everything posted by Runescope

  1. I don't suppose there broadcast got archived at all so it can be watched now that it's over? It happened in the middle of my workday.
  2. Ummm, unless something has changed since I've done this, you can grab then entire crate and pack it over to the other side of the station. 80 parts, one trip.
  3. OMG! I think this means that I'll be able to build my monorail! WOOOOOOOOOOOOOO!
  4. Well bugger. That's not going to work. Oh well, thanks for letting me know. I'll have to figure out some other way to build my monorail. :-/
  5. So ... I'm messing about with KAS and I'm having a bit of trouble getting things to attach to other things the way I want. I was hoping someone might be able to help me. I want to be able to attach a thing to another thing using the node it uses in the SPH/VAB. I've gotten it to attach to the Kerbal using that node, but when I try to attach it to anything else, it uses the center of mass or something. An image to illustrate. Here's the part cfg if it helps: PART { name = MMK7-TS module = Part author = UbioZurWeldingLtd rescaleFactor = 1 PhysicsSignificance = -1 node_stack_toptrussPiece1x24 = 5E-05,2.55299,-0.23106,0,1,0,1 node_stack_bottomtrussPiece1x0 = 5E-05,-2.56557,-0.23106,0,1,0,1 node_attach = 0,-0.55927,0,0,-1,0,1 CrewCapacity = 0 TechRequired = start entryCost = 165000 cost = 1655 category = Structural subcategory = 0 title = MMK7-TS manufacturer = UbioZur Welding Ltd description = Warranty void during re-entry. attachRules = 1,1,1,1,0,0,0 mass = 0.355 dragModelType = default maximum_drag = 0.15 minimum_drag = 0.175 angularDrag = 1 crashTolerance = 75.94039 breakingForce = 192.459 breakingTorque = 192.459 maxTemp = 2900 fuelCrossFeed = True MODEL { model = Squad/Parts/Structural/trussGirderL/model position = 5E-05,-2.00629,-0.23106 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Structural/trussGirderL/model position = 5E-05,-2.00629,-0.83106 scale = 1,1,1 rotation = 0,180,0 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = -0.49995,-2.00629,-0.53106 scale = 1,1,1 rotation = 270,180,0 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = 0.50005,-2.00629,-0.53106 scale = 1,1,1 rotation = 90,0,0 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = -0.29995,-2.00629,-0.53106 scale = 1,1,1 rotation = 360,180,90.00001 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = 0.30005,-2.00629,-0.53106 scale = 1,1,1 rotation = 360,3E-05,90.00001 } MODEL { model = Squad/Parts/Structural/trussGirderL/model position = 5E-05,-1.00629,-0.23106 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Structural/trussGirderL/model position = 5E-05,-1.00629,-0.83106 scale = 1,1,1 rotation = 0,180,0 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = -0.49995,-1.00629,-0.53106 scale = 1,1,1 rotation = 270,180,0 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = 0.50005,-1.00629,-0.53106 scale = 1,1,1 rotation = 90,0,0 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = -0.29995,-1.00629,-0.53106 scale = 1,1,1 rotation = 360,180,90.00001 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = 0.30005,-1.00629,-0.53106 scale = 1,1,1 rotation = 360,3E-05,90.00001 } MODEL { model = Squad/Parts/Structural/trussGirderL/model position = 5E-05,-0.00629,-0.23106 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Structural/trussGirderL/model position = 5E-05,-0.00629,-0.83106 scale = 1,1,1 rotation = 0,180,0 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = -0.49995,-0.00629,-0.53106 scale = 1,1,1 rotation = 270,180,0 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = 0.50005,-0.00629,-0.53106 scale = 1,1,1 rotation = 90,0,0 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = -0.29995,-0.00629,-0.53106 scale = 1,1,1 rotation = 360,180,90.00001 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = 0.30005,-0.00629,-0.53106 scale = 1,1,1 rotation = 360,3E-05,90.00001 } MODEL { model = Squad/Parts/Structural/trussGirderL/model position = 5E-05,0.99371,-0.23106 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Structural/trussGirderL/model position = 5E-05,0.99371,-0.83106 scale = 1,1,1 rotation = 0,180,0 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = -0.49995,0.99371,-0.53106 scale = 1,1,1 rotation = 270,180,0 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = 0.50005,0.99371,-0.53106 scale = 1,1,1 rotation = 90,0,0 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = -0.29995,0.99371,-0.53106 scale = 1,1,1 rotation = 360,180,90.00001 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = 0.30005,0.99371,-0.53106 scale = 1,1,1 rotation = 360,3E-05,90.00001 } MODEL { model = Squad/Parts/Structural/trussGirderL/model position = 5E-05,1.99371,-0.23106 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Structural/trussGirderL/model position = 5E-05,1.99371,-0.83106 scale = 1,1,1 rotation = 0,180,0 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = -0.49995,1.99371,-0.53106 scale = 1,1,1 rotation = 270,180,0 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = 0.50005,1.99371,-0.53106 scale = 1,1,1 rotation = 90,0,0 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = -0.29995,1.99371,-0.53106 scale = 1,1,1 rotation = 360,180,90.00001 } MODEL { model = Squad/Parts/Structural/structuralPanel1x1/model position = 0.30005,1.99371,-0.53106 scale = 1,1,1 rotation = 360,3E-05,90.00001 } MODEL { model = Squad/Parts/Structural/structuralIBeam200/model position = 5E-05,0.02859,1.69182 scale = 1,1,1 rotation = 90,0,0 } MODEL { model = Squad/Parts/Structural/adapterSmallMiniTall/model position = 5E-05,0.02859,3.6026 scale = 1,1,1 rotation = 270,0,0 } MODEL { model = Squad/Parts/Utility/largeAdapterShort/model position = 5E-05,0.02859,4.16682 scale = 1,1,1 rotation = 90,0,0 } MODEL { model = Squad/Parts/Aero/standardNoseCone/model position = -0.0015,0.0286,3.12509 scale = 1.25,1.25,1.25 rotation = 270,0,0 } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.10, -0.15) evaPartDir = (0,0,-1) attachNodeName = bottomtrussPiece1x0 storable = true storedSize = 1 attachMaxDist = 30 attachOnPart = True attachOnEva = True attachOnStatic = True customGroundPos = true dropPartPos = (0.0, -0.2, -0.7) dropPartRot = (-10.0, 0.0, 0.0) } }
  6. Allllllrighty then! After various iterations of both track and car, I think this is the final version that I'm going to stick with. I give you the Mk7 KSP Monorail! I've gotten it up to 35m/s (126km/hr or 78Miles/hr) which is highway speeds, so that's pretty good. It usually sits between 20 and 30 going around corners with the throttle wide open. But I HAVE limited the thrust to 35%. Even now it will shove the track sideways a bit at every corner lol. It's all stock with the exception of the UbioZur Welding mod (http://forum.kerbalspaceprogram.com/threads/107273-0-90-UbioZur-Welding-Ltd-Continued-2-1-1-%282015-01-14%29) to save on the part count. My next thing to try is to get the tracks selectable in the Kerbal Attachment System so that I can build tracks outside of the SPH. Maybe even get one over 2.5km long! Enjoy!
  7. Well, if you want the craft files, ok. But they're literally just four struts stacked on top of each other. lol Oh, I tried it out in the VAB, just for schmidts and giggles and got the same result. I figured I would, but tested it just in case. More data never hurt when trying to solve a problem. Here are the craft files. TestPart1 https://app.box.com/s/jpscuy7m3s6qrx08r1hdsprhb2sntseh TestPart2 https://app.box.com/s/vu36d4gz7wzib6ophohswc65kua1idom Good luck! I hope you can figure it out!
  8. So I checked and I did have allnodes turned off, but it didn't seem to care about the structural panels. No worries, it'd be nice if you could select which nodes you want, but I don't see how you're going to do that unless you build an entirely separate program just for welding things. Anyways, NEW PROBLEM! I was trying to weld a bunch of the small cubic struts and while it said it worked, when I went back in to use them, it was just blank and wouldn't load anything. So I did a test with four small cubic struts and then another one with four large struts. The four large worked perfectly fine, but the small ones again didn't appear. PART { name = TestPart1 module = Part author = UbioZurWeldingLtd rescaleFactor = 1 PhysicsSignificance = 1 node_stack_topstrutCube3 = NaN,NaN,NaN,0,1,0,0 node_attach = 0,-0.12873,0,0,-1,0,0 CrewCapacity = 0 TechRequired = composites entryCost = 23200 cost = 64 category = Structural subcategory = 0 title = TestPart1 manufacturer = UbioZur Welding Ltd description = Warranty void during re-entry. attachRules = 1,1,1,1,0,0,0 mass = 0 dragModelType = default maximum_drag = 0.1875 minimum_drag = 0.1875 angularDrag = 1.875 crashTolerance = 7 breakingForce = 22 breakingTorque = 22 maxTemp = 3000 fuelCrossFeed = True MODEL { model = Squad/Parts/Structural/strutCubicOcto/model position = NaN,NaN,NaN scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Structural/strutCubicOcto/model position = NaN,NaN,NaN scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Structural/strutCubicOcto/model position = NaN,NaN,NaN scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Structural/strutCubicOcto/model position = NaN,NaN,NaN scale = 1,1,1 rotation = 0,0,0 } } PART { name = Testpart2 module = Part author = UbioZurWeldingLtd rescaleFactor = 1 PhysicsSignificance = -1 node_stack_toptrussPiece1x3 = 0,2.23709,0,0,1,0,1 node_attach = 0,-0.55927,0,0,-1,0,1 CrewCapacity = 0 TechRequired = start entryCost = 0 cost = 100 category = Structural subcategory = 0 title = Testpart2 manufacturer = UbioZur Welding Ltd description = Warranty void during re-entry. attachRules = 1,1,1,1,0,0,0 mass = 0.5 dragModelType = default maximum_drag = 0.1875 minimum_drag = 0.1875 angularDrag = 0.9375 crashTolerance = 80 breakingForce = 200 breakingTorque = 200 maxTemp = 5000 fuelCrossFeed = True MODEL { model = Squad/Parts/Structural/trussGirderL/model position = 0,-1.67782,0 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Structural/trussGirderL/model position = 0,-0.55927,0 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Structural/trussGirderL/model position = 0,0.55927,0 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Structural/trussGirderL/model position = 0,1.67782,0 scale = 1,1,1 rotation = 0,0,0 } } You can see that the small one has a lot of NaNs. So something isn't measuring properly. Any ideas? Wait ... just had a thought. Is it because they're zeromass parts?
  9. Oh, so yes. You can go into the cfg files and remove the nodes. I'd recommend making a backup before you try though. The last node listed is actually the root node, which seems backwards to me, but okay. It helps to know the KSP part names of the individual pieces to weed out any that you don't want. I was able to remove all the structural panels right away, and the adapters, and the 3x truss. It was just finding out the 1x truss to keep that was hardest. Turned out for me, and this might not apply to anyone else, that all the 1x trusses had a 'top' and 'bottom', except for the root and last piece, so once I clued into that, it was easy to edit the rest of the pieces. This should GREATLY help with my editor lag! Love this mod.
  10. I think what you want right now is the Scansat Mod. http://forum.kerbalspaceprogram.com/threads/80369-0-90-SCANsat-v8-1-Real-Scanning-Real-Science-at-Warp-Speed!-Dec-19?highlight=scansat
  11. So I was wondering if it's possible to edit out some of the attachment nodes. I'll provide an example. This is my track for my monorail, and it works great welded together. ZERO problems. However, when I'm adding in another section of track, every little piece has an attachment node and I only need the ones on the end, as illustrated here. It's not to bad if I just build a small track, but as I get larger tracks going with 30+ sections of track, all those attachment nodes really bog down the editor. I know that the welder doesn't actually create new parts, just config files of the parts referencing the originals, is there something in the config files for nodes? Thank you for your time and attention to this request!
  12. I actually did that on one iteration of my design. Things bounced all over the place - - - Updated - - - THAT ... is a dang good idea. Though tricky to implement it would solve certain problems of inertia. - - - Updated - - - I will have to investigate Kerbal Konstructs, see if I can coax a useable design out of it.
  13. I'll give the struts a try, but as for the tan rover wheels, they don't get any traction on the parts. They were the first wheels I tried when building this. If you get a 6km one to work anywhere, I want to see that!
  14. They called me CRAZY to try! They said I was MAD! Well, I'll show them, I'll show them ALL! So ... here's the thing I want to show you. Yes, that is a working monorail. It doesn't go fast, about 10m/sec (36km/hr or 22 Miles/hr) at maximum speed. Well, not exactly. It WILL go faster, but anything faster than 10m/sec and it doesn't corner well. You can see that at about the 3Min mark. lol I'd like to find a way to get a longer straight stretch so I can open up the throttle. Right now the entire track is assembled in the SPH. I've experimented with constructing a track section by section, but they keep blowing up for some reason as I link them together. To keep the part count down, I've used the UbioZur Welding Ltd. Continued Mod to make each track section. I ended up having to make a right-curving track and a left curving track because of how root parts attach. But it works fairly well.
  15. I wasn't aware you had deadlines for releases?!? I always thought releases happened when they happened. I know you probably want to get it out before the holidays, but I'd rather have a good release late than a buggy release at all. If it doesn't happen till after New Years ... well ... we're mature enough to not throw a fit over it. You do good, hard work getting things just right, and we know it and appreciate it it. Party on!
  16. With the two biggest additions feature-wise being the new spaceplane parts and the blowupable buildings I think it should be called: KSP 0.25: Plane Destructive Submitted that in the survey too.
  17. Kerbals get old? Mine usually don't live long enough for me to find out.
  18. Yup, I've used that, it's about 20% effective, as is the 'rotate it all the way around' trick, and 'move it off and back on' trick. I shouldn't have to fiddle with the part for five minutes to get it to latch on where it's supposed to be able to latch on. And yes, once you turn on part clipping it stays on for that game session, but I'm lazy and was hoping to avoid that. lol
  19. So, until they fix the problem of parts not attaching even though the mirrored part does, I'm always allowing part clipping in the SPH/VAB. Does anyone know if it's possible to enable that in one of the cfg files?
  20. With the successful addition of Spaceplane+ to 0.25 I would like to make a suggestion for the next mod to incorporate into the stock game. I would suggest Tweakscale as it would GREATLY reduce the number of parts in the game, while still keeping all of the possibilities that exist right now. For example: The Huge engine that came out with the asteroid mission can be resized down to the standard engine size with little difference between them. Another example is the fuel tanks. They scale VERY well. This would be a good way to promote conformity of part styles as well. You can have a few different styles of rockets/tanks/wings/structural beams/batteries/decouplers/etc. and they can be sized to fit any kind of rocket maintaining the same look and feel of the rest of the parts. I imagine this would also end up being less work for you as with fewer parts, I imagine there would be less code to worry about. (total non-informed guess on that though ) Well, that's my two-bits worth, I hope you consider this, but if you decide to not do it, oh well. I won't lose any sleep over it. lol Have a great day!
  21. I'm still having problems with the Kethane Converters. As you can see from the first picture below, I've setup 4 groups, each one toggles a different aspect of the Kethane Converter. Either Liquid Fuel, Oxidizer, Mono-propellant, or Xenon Gas. The names are all different, and they keep their settings as long as I stay in the VA/SPH. However when I launch, everything changes to the Liquid Fuel setting, and then retains that even when I go back to the VAB/SPH. I would surmise that it truncates the commands at the first sign of a space in the title of the command, rather than using the ENTIRE text of the title. Seems like a simple fix to me, just tell it to use the entire text of the command title. But I'm not familiar with the intricacies of the programming language you're using. Good luck! I really like this Mod, and I'll use it regardless, I'll just find ways around the problem for now.
  22. Huh, that is very weird. I have made sure my TweakScale is up to date, I've actually totally removed it and the Kethane and put them back in and the problem is still there. Could it be a conflict with the goodspeed part scaling?
  23. I've just recently tried out this mod, which I love BTW. One part in the list, but multiple sizes to choose from. This should be standard! On that note, I've got a problem with my Kethane Large Drills. They appear freakin GINORMOUS! I mean at scale zero, they take up almost the entire VAB. I looked through the previous messages, but I couldn't find a mention of this. Any ideas of how to get them down to their proper size? As far as I can tell, it's just the Large Drills. I've tried everything else, and that's the only things that appears out of proportion. cheers!
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