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Snillum101

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Everything posted by Snillum101

  1. This mod is fantastic! It's really breathed new life into my latest playthrough. I'm actually spending time testing and re-testing my rockets to make sure they are safe for my Kerbals A couple of questions/suggestions if I may: - I'm a little confused about the difference between "Flight Experience" and "Quality" does one effect the other? I've not seen any way to check how much flight experience a particular part has. - Using the test bench I'm able to get some of my often used parts to well over 100 quality (Some have 250+ ) Is this intentional? At the moment it quite possible to make a craft that uses a bunch of untested parts but because it has one part with very high quality the overall reliability of the craft is decent. - I saw in the manual that quality checks are called whenever a part is used/throttled up etc. Might I suggest adding a short cooldown to those checks to prevent message spam? I'm seeing a lot of messages saying Jeb managed to jury rigg reaction wheels and RCS ports whenever I turn my ship anywhere. Again thanks for your work on a great mod
  2. Yeah . It surprises me this has not been changed by Squad yet. It seems from the wiki link that this feature has been disabled for quite some time
  3. Ahh OK right. So the text is just a bit misleading. I'm about to launch my first space station so I'll be sure to put a science lab on it Thanks for the replies!
  4. Just returned to the game after a long break, decided to start a new career with a few mods (mostly engineer and contract configurator). I habitually take a scientist on most missions as their description says they boost science return on the vessel they are in. As an experiment I decided to work out how much extra science it was making from my typical Mun mission with and without a scientist. To my surprise I found that my level 1 scientist (its early game OK! ) was not boosting the science return of my vessels by the advertised amount (5%) and the science return was the same no matter my crew composition. I have already tried the same test in a new un-modded save with the same result. Have I misunderstood the scientist description text or am I doing something wrong? Cheers.
  5. I'd like to update my signature with new badges but I'm having difficulty finding where to change it. Can't see any way to do that in my profile... I must be being a noob. Edit: I was. Found it.
  6. One of my must have mods. Glad to see it updated in time for my 1.3 playthrough!
  7. Fingers crossed that this all works out for the best
  8. Question. Is this designed to be a complete replacement for the contracts system, or just used along side it? Just wondering if it would be completely unbalanced if I used this with the Mission Controller mod. Thanks for the great mod regardless!
  9. That's a shame. I too got the impression from the announcement post that there would be a way to plan/customize missions for career mode from within the game (which would be AWESOME! ). Just wishful thinking I guess Regardless I'll still keep a close eye on the forums for more info closer to release.
  10. I'm also getting this behaviour when launching and when exiting the VAB. Not 100% of the time but often enough to cause issues. Really like the premise of this mod though.
  11. Does this work with Real Fuels any more? I've got a weird problem whereby the tanks will be OK to fill up with the real fuels propellant, however the tanks then automatically fill up with stock LF + Ox when I change scene. Is there any way around this? Cheers.
  12. This is definitely one of my must have part mods. Looking forward to the update
  13. Sorry to hear that Ted. Maybe this move to Unity 5 will be a chance to fix some of those long standing bugs in the game? Looking forward to 1.1!
  14. Thanks! worked like a charm. that method is definitely going to come in handy.
  15. I've been having a lot of fun writing my own launch script for this plugin My goal has been to be able to write a script that works for all rockets of all shapes and sizes without having to input different numbers to the code. I want to be able to just run the launch program and go. Everything works well. I even managed to get it to detect solid fuel boosters and stage accordingly (see script below). Full disclosure, this is heavily based off of the first tutorial script on the KOS documentation site as well as a few other scripts I found on the web. My problem is that no matter what I try I can't figure out how to get the script to recognise if the ship has any liquid fuelled boosters. I thought I could write something to work out when the first stage lost some thrust but I could not get it to work. Bearing in mind I would have liked to make this a one size fits all script Cheers. //My First Launch Script //Initialise variables. set targetApoapsis to 100000. set targetPeriapsis to 100000. set TVAL to 1.0. set stageLF to 0. set stageLFBoost to 0. set actionInt to 0. set messageInt to 0. if SHIP:SOLIDFUEL > 1000 { set stageSF to 1. } else { set stageSF to 0. } if ship:altitude > 70000 { //Abort script if run in orbit/out of atmo. set runMode to 10. } //Prep ship for launch. clearScreen. wait 1. print "Launch sequence initialised, beginning systems check...". print " ". wait 1.5. SAS on. wait 1.5. SAS off. print "Guidance - GO.". print " ". wait 1.5. lock throttle to 0.0. print "LF Booster - GO.". print " ". if stageSF = 1 { wait 1.5. print "SF Booster - GO.". print " ". } wait 1.5. GEAR off. print "Landing - GO.". print " ". wait 1.5. lights on. print "Recovery - GO.". print " ". wait 2. print "We are GO for launch.". print " ". wait 3. clearScreen. print "T minus 10 seconds.". print " ". FROM {local countdown is 10.} UNTIL countdown = 3 STEP {SET countdown to countdown -1.} DO {PRINT "- " + countdown. wait 1. //Pauses the script here for 1 second } print "- 3". print " ". PRINT "Engine Ignition Sequence.". print " ". WAIT 1. PRINT "- 2". LOCK THROTTLE TO TVAL. //1.0 is the max, 0.0 is idle. LOCK STEERING TO HEADING (0,90). WAIT 1. PRINT "- 1". print " ". WAIT 1. //Give throttle time to adjust. STAGE. WAIT 1.5. PRINT "Lift-off!". print " ". set runMode to 1. set mecoInt to 0. until runMode = 0 { if runMode = 1 AND ship:altitude >= 500 { //Initial ascent & roll program. print "Beginning roll program.". print " ". lock steering to heading (90,90). set runMode to 2. } else if runMode = 2 { //start of gravity turn if SHIP:ALTITUDE >= 1500 { print "Beginning gravity turn.". print " ". set runMode to 3. } } else if runMode = 3 { set targetPitch to max(5, 90 * (1 - SHIP:ALTITUDE / 42000)). lock steering to heading (90,targetPitch). if SHIP:ALTITUDE >= 5000 AND stageLF = 0 { set TVAL to max(0.75, 1 * (1 - SHIP:ALTITUDE / 60000)). } if SHIP:ALTITUDE > 20000 AND stageLF = 0 { set TVAL to 0.75. } if SHIP:ALTITUDE > 32000 AND actionInt = 0 { AG1 on. print "Tower check!". print " ". set actionInt to 1. } if SHIP:APOAPSIS >= targetApoapsis { set runMode to 4. } } else if runMode = 4 { lock steering to heading (90,3). set TVAL to 0. if (SHIP:ALTITUDE > 70100) AND (ETA:APOAPSIS > 60) AND (VERTICALSPEED > 0) { if WARP = 0 { unlock steering. SAS on. wait 1.5. set WARPMODE to "RAILS". wait 0.5. set WARP to 3. set messageInt to 1. if messageInt = 1 { print "Warping to apoapsis.". print " ". set messageInt to 0. } } } else if ETA:APOAPSIS < 60 { set WARP to 0. SAS off. wait 0.5. lock steering to heading (90,3). set runMode to 5. } } else if runMode = 5 { if (ETA:APOAPSIS < 5) OR (VERTICALSPEED < 0) { set TVAL to 1. if messageInt = 2 { print "Beginning CIRC manoeuvre.". print " ". } } if (SHIP:PERIAPSIS > targetPeriapsis) OR (SHIP:PERIAPSIS > targetApoapsis * 0.95) { set TVAL to 0. set runMode to 10. } } else if runMode = 10 { set TVAL to 0. SAS on. unlock steering. wait 2. clearScreen. print "Orbit complete, systems released, manual control restored.". print " ". set runMode to 0. } //Staging & Throttle control. if stage:kerosene < 1.0 AND stageLF = 0 { wait 0.5. stage. print "First stage separation confirmed.". print " ". set TVAL to 1. wait 2.5. stage. set stageLF to 1. print "Second stage ignition.". print " ". } if stage:SOLIDFUEL < 1.0 and stageSF = 1 { wait 0.5. stage. print "Solid booster separation confirmed.". print " ". set stageSF to 2. } if TVAL = 0 AND mecoInt = 0 { PRINT "M.E.C.O.". print " ". set mecoInt to 1. } if TVAL > 0 AND mecoInt = 1 { set mecoInt to 0. } set finalTVAL to TVAL. lock throttle to finalTVAL. //wait 0.1. }
  16. A fix for the errors in the orbit calculations would be nice, to stop orbits changing themselves over time when not in atmo.
  17. Love the idea of this mod, makes stations actually useful. I just finished putting my first station in orbit of Kerbin. However I never seem to get any contracts for crew rotation, module repair etc. All I have are resupply contracts (TAC life support) and putting new stations in orbit of Mun/Minmus. I've time warped alot and it never seems to change. Is this working as intended or am I doing something wrong? Thanks.
  18. Maybe do what the do in real life with Martian probes. Burn retrograde at periapsis until you are no longer on escape trajectory, then dip your periapsis just into the top of the atmosphere. Over time your orbit will decay. Wait until its at the level you want and then circularize at your desired apoapsis. (Diagram if you want: http://en.wikipedia.org/wiki/2001_Mars_Odyssey#/media/File:Odyssey_summary_br.jpg This method is quite time consuming though
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