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Firov

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Everything posted by Firov

  1. The fuel sensor will detect whatever resources are in the tank it is directly attached to. So if you attach it to a liquid fuel only tank, you won't have the option to monitor oxidizer, since the tank it's attached to lacks oxidizer, for example. However, the sensor is capable of monitoring just about any resource, including real fuels and even TAC life support resources. Just attach it to the tank with those resources. If you wish to monitor Xenon gas, attach it directly to the Xenon gas tank. If you run into an issue where it's not doing that, send me a craft file and I'll take a look at it.
  2. I actually really like this idea, and I've thought of several ways to implement it. I'll likely end up rolling both functions, docking and proximity detection, into a single part for increased versatility. Expect to see this in the next release. Unfortunately, I'm not that familiar with the exact module manager syntax, but I think it will look something like this. I've not actually tested it, but that should be right. Good idea though.
  3. Hey Sinsis. While it is a game limitation that prevents the radio from being used on unloaded vessels, you might still have a few options. The first one I'd suggest looking at is this. Flight Manager for Reusable Stages I've not actually used it myself, but in theory it will allow you to manually control all of the rocket stages. So you initially do your launch, dropping stages as expected along the way. However, once you get your payload into orbit you use that mod to go back to the stage separation points and manually control each dropped stage until you get it on the ground and then move on to the next stage. In theory it's a great idea, and if it works in practice then that will allow you to do exactly what you're aiming for. As far as the radio's ~2km limit, there actually is no range limit on the radio. So if you could get the game not to unload/pack vessels beyond 2km, you could theoretically use the radio to control vessels from a much longer range. I know TouhouTorpedo made a mod that massively pushed out the vessel unloading range to around ~500km, but unfortunately it's no longer developed or supported. Still, there may be other mods out there that do something similar that I simply don't know about. Here's the thread for TT's mod. TT NeverUnload - Vessel Unloading Preventer
  4. True, the barge is only a temporary solution for the Falcon 9R, but with the Falcon9R Heavy, they're going to have to retrieve the first stage core on a barge, as they're doing here, because it's going to be too far down range to effectively fly back to land. Also, while the plan was never to recover/reuse the earlier first stages that landed in the sea, they are absolutely trying to retrieve the ones that set down on the barge, and possibly even reuse them as a proof of concept.
  5. This seems like a reasonable explanation, and is one of the problems with attempting to land at sea. Though it seems they could get around this issue by installing a hydraulic lift system on the barge which, when combined with gyros and wave action sensors, could effectively prevent the barge's vertical movement, both rotation and translation, from affecting the landing pad. There would be limitations to the maximum sea state they system could compensate for, of course, but I doubt they would attempt a landing in extremely heavy seas anyway.
  6. Truthfully, I wasn't even aware of CKAN until you mentioned it here. I have no idea how it's even attempting to index my mod, much less how it's deriving the version. I can look into it, but this seems like something they're going to have to fix on their end.
  7. Excellent question. This is the reason I decided to remove the Klockheed Martian branding. Far too much confusion. As for the answer, for SmartParts to function, no, you don't require either of those. Everything you need for Smart Parts is in the SmartParts folder. The km_gimbal dll is (or was) used by dtobi's space shuttle engines mod, which is now being maintained by Sarbian, so I would go to his release thread and download his latest version. That should allow you to delete the remaining Klockheed Martian folders.
  8. Update Ahoy! This update adds full support (hopefully) for two commonly requested mods, KSP Add-on Version Checker as well as Action Groups Extended. I have to admit, I wasn't originally planning on adding AGX compatibility with this version, but when Diazo reached out and offered to write all of the compatibility code himself, how could I say no? Thanks again, Diazo! Anyway, if you're running AGX you'll notice that the SmartParts UI has been slightly altered to support it. Rather than having AG1-10 as an option on the action slider you'll simply have an "Action" option available, which will display another slider that allows you to select the actual action group. If you don't use AGX, then nothing will change and SmartParts will continue to work as it has. Additionally, SmartParts should now check for updates directly from my GitHub account and let you know if there's a new update ready for download. If there is it will link you right to my Releases page. If you don't have KSP-AVC, it does include Mini-AVC which will require that you opt into the version checking on first run. Some of you may have noticed that the version numbering has actually regressed somewhat. Unfortunately, in order to get my versioning system to be compatible with AVC I had to make a few alterations. I apologize for the confusion that may cause, but things should be straightforward from here on out. Finally, since dtobi's mods were split amongst many different mod authors, many of whom are now releasing updates on a regular basis for their mods, I've removed the Klockheed Martian "branding" from Smart Parts and changed the folder structure slightly. This was just to ensure that other mods wouldn't share the Smart Parts folder, which could cause serious compatibility issues down the line. As a result of this, please delete the Klockheed_Martin_SmartParts folder before installing SmartParts v1.5.1. Grab the latest release from my GitHub repo, and as always, let me know if you experience problems or have suggestions! v1.5.1 - Added support for KSP-AVC, AGX, and changed "brand"/folder name Added support for KSP-AVC Changed "brand" from Klockheed Martian to prevent mod incompatibilities Please delete old Smart Parts folder before installing v1.5.1 SmartParts Release Page
  9. I've looked into it, and it could definitely be useful. I'll add this into the next release. In the meantime, has anyone experienced any issues? Especially with the timer? I'm 99% sure I fixed all possible situations that could lead to it firing on loading a saved craft, or switching scenes. I'd just like to confirm.
  10. New update everyone! Mostly it's just a recompile to support KSPAPIExtension 1.7.2 and by extension, KSP .90. However, I also think I tracked down and fixed that annoying timer bug that could cause it to fire upon loading a save game or a scene change. Please let me know if you experience any more issues with it. Grab the latest release from my GitHub repo, and as always, let me know if you experience problems or have suggestions! v2.0.4 Updated KSPAPIExtension to add KSP 0.90 compatibility and bug fixes Compatibility update for KSP 0.90 Updated KSPAPIExtension to 1.7.2 Hopefully fixed bug affecting timer firing upon save load or scene change SmartParts Release Page
  11. Ah, yes. I see what's going on here. You're confusing "post-scarcity" with "communist", which is a word that itself is now so wrapped in jingoistic fear mongering, such as the kind that you're displaying here, that it is effectively useless. Also, no, there were no "solid arguments" that the Federation was basically the government of '1984'. Even DS9, the darkest of the Trek series, wouldn't give anyone that idea. Granted, the outer colonies weren't perfect, especially in areas like the Cardassian DMZ, but Earth was described, and shown, as a a Utopian paradise. Even in DS9, which attempted to "deconstruct" the ideal of the Federation utopia. I think Sisko says it best... So yes, while the outer colonies may be far from perfect, Earth itself, and the other Federation core worlds, are, for all intents and purposes, "paradise". This is a concept that is explored, in depth, by Deep Space 9, and as a result I would definitely recommend watching it. That said, I realize you're heavily tied into the current political party system, and so are incapable of viewing anything from outside of the allowed narrow confines of your preferred party, but I would suggest understanding that in the largely post-scarcity universe of Star Trek, terms like "communist" or "capitalist", "republican" or "democrat" have basically no meaning. And, since that's such a gigantic and sweeping statement, I'm betting you'll be happy to provide plenty of examples that we can discuss, right?
  12. Exactly right. Star Trek showed an optimistic future where humanity had largely evolved beyond greed, hatred, and shortsightedness. That's what made it Star Trek. There were still external threats, sure, (see Romulans, Dominion, Borg, etc), but Humanity met these threats as a united species, along with fellow Federation members. Even DS9 was mostly optimistic in that respect, and it was by far the darkest of the true Star Trek series. If you want dark and gritty sci-fi, then watch the new Battlestar Galactica, but that's not what Star Trek is, and it's not what it should strive to be.
  13. Hey, I never said it wasn't good! I love Star Trek, well, the real Star Trek anyway, namely TNG, DS9, and Voyager. In fact, DS9 and Voyager are probably tied as my favorite science-fiction shows. Naturally, the "reboot" is an abomination. A lens flare filled abomination. But let's be honest here, in many (most?) ways it's incredibly unrealistic, though it generally at least tries to "feel" realistic. Despite that, people don't really pan it due to it's many scientific inaccuracies. Likely because it's so unrealistic in the first place, which was my point about the scientific accuracy uncanny valley. The more realistic something is, the stronger the negative reaction is for those few things that are inaccurate. Also, on the subject of Star Trek, I'll just borrow this from a thread in general chat...
  14. On this subject... Lately I've become convinced that the "uncanny valley" also applies to scientific accuracy in sci-fi movies. The closer a movie comes to being scientifically accurate, the more people respond negatively to every detail that isn't exactly perfect. Consider, if you look at sci-fi movies like Star Wars or Star Trek, people rarely complain that they're horribly inaccurate. The most you get is people occasionally mumbling that, "lasers don't work like that", in an effort to look clever. However, these minor complaints never impact the reviews or ratings despite the fact that these movies are so scientifically inaccurate that a reasonably bright 2 year old could come up with a list of scientific flaws as long as my arm. Indeed, it's insulting to science to apply the "science-fiction" label to them at all. In comparison, movies like Gravity, which are vastly more accurate in every way, have professional scientists (thank you Neil deGrasse Tyson!), critics, and KSP players blasting it for comparatively minor orbital mechanics inaccuracies, which were acknowledged by the writer/director as being intentional to make the story work at all. Instead of simply accepting that certain liberties were taken to further the story, these people get absolutely stuck on these scientific inaccuracies, and actually start hating the entire movie, whatever other merits it might have. They literally can't see the forest for the trees, and they make sure that the world knows just how deeply flawed the movie is... every chance they get. Honestly, I expect that the "realistic" sci-fi genre will die off pretty soon as a result of this response, just as "realistic" animation all but vanished after the disastrous release of "Final Fantasy: The Spirits Within". As soon as film makers realize that they can't overcome the scientific uncanny valley in sci-fi movies, they'll go back to shoveling out more "sci-fi" garbage like Transformers or Prometheus... Yay...
  15. That's... not entirely accurate. The F-22 was always intended to be the pinnacle of 5th generation air superiority fighters, which meant sacrificing any and all other capabilities that might have interfered with that role, such as ground strike. Keep in mind, at the time it's requirements were drafted, in the early '80s, the Cold War was still ongoing, and the Soviets had just introduced two new high-end 4/4.5th generation air superiority fighters, in the form of the Mig-29 and the SU-27. The F-22 was designed specifically to counter that threat. However, in the process of designing the ultimate air superiority fighter, they sacrificed everything else, such as external stores (to maximize all aspect stealth), VTOL and STOL capability (to reduce weight and allow additional internal stores), self laser designation capability for ground attack (additional weight/complexity), etc. In the process, though, they made an extremely fast, extremely stealthy, extremely maneuverable air superiority fighter that was easily a match for anything the Soviets had at the time, and is arguably still the ultimate air superiority fighter. Unfortunately for them, by the time it finally flew, in 1996, the Soviet Union was little more than a memory. As such, the threat environment the F-22 was designed to fight in no longer existed. Instead, the US now mainly faces small regional opponents with limited, if any, A2A capability. That's why the F-22 was discontinued, the threat it was designed to counter doesn't exist anymore. Though had the Soviet Union not collapsed, I rather expect we'd still be producing F-22's. In comparison, the F-35 is definitely more "versatile", but it has sacrificed much of it's A2A capability to gain that versatility. It's about as agile as a brick, loses much of its stealth capability when carrying external stores or fuel tanks (which it almost always has to do, due to limited internal capacity for either), is much slower in both top speed and cruise (mach 1.6 vs mach 2.25) and has a glacial climb rate. However, against the threats currently faced by the US, it's a better bet, since it's better at ground strike. Its inability to effectively fight 4.5 and 5th generation air superiority fighters doesn't matter, since it doesn't have to face them. In a serious conflict with a capable opponent though, I expect the F-35 is going to be relegated to second tier support roles, due to the many compromises made in it's design. Remember, a jack of all trades is a master of none. All that said though, VTOL lift fans would be a great addition!
  16. Quick update everyone. I've compiled Smart Parts against KSP 0.25 and the latest KSPAPIextension. This should fix any lingering compatibility problems. Download it here! SmartParts v2.0.3 Also, this will be the last release in this thread. I hope to get a new thread (and possibly GitHub repository) set up by the end of tomorrow. Once I do, I'll ask the moderators to lock this thread. Until then, let me know if there are any issues!
  17. In fact, it is. The timer part is capable of doing exactly what you're talking about here. It can be stage, and when staged it can activate an action group, either immediately or after a preconfigured time. Also, for something like a solar panel, the altimeter works nicely, since you can configure it to automatically extend solar panels (or an antenna, or cargo doors, or jettison a fairing, etc) upon reaching a safe altitude, such as 70 km.
  18. Hello everyone. My apologies for the long silence. Truth be told, I took a bit of a break from KSP due to my frustration with the constant crashes in the x64 version, as well as having to do a considerable amount of travel for work recently. I see it's been a stunning month of developments in my absence. KSP .25 has been released, and I'll be working on a compatibility update ASAP, though it looks like it's just a KSPAPIExtensions issue. Unfortunately, it also appears that Tobi has retired. He will be missed. Ultimately, Smart Parts was really his mod, and I just came on after the fact to assist in it's maintenance and development as I was impressed with the idea. I realized he was too busy with his numerous other mods to fully flesh it out. Over that time, I like to think that I was able to make considerable improvements across the board, while allowing Tobi to focus on his other efforts. However, now that Tobi is gone, I will be fully taking over development of the mod. As such, expect the next update to be released in a new thread, since I lack editing rights on this thread. I'm also going to have to decide if I want to fork a new GitHub repo that I have full control over. Anyway, rest assured. I'm not gone, and this mod isn't dead. As of this minute, Smart Parts is back in business.
  19. That's right, Tobi does maintain a seperate asteroid based mod. You might try the following thread, as it's dedicated to his asteroid cities mod, which I think that analyzer is from. http://forum.kerbalspaceprogram.com/threads/79675-24-2-July-27-Asteroid-Cities-V2-0-New-KM-folder-structure-and-24-compat Three_Pounds, I'll give it another shot and see if I can find out what's going on. Thanks for the log and craft file.
  20. Serephath. I personally don't have any older versions of the mod, since I only gained the ability to directly publish updates when 24.2 was released. DTobi might have something, but I believe he's on vacation at the moment. Ratzap, I'm not really sure this is related to smart parts. What makes you believe that it is? Smart Parts should have no impact on asteroids whatsoever. I tried to replicate this bug with one of my launch vehicles, but was unable. It may be a result of using HyperEdit, which isn't something I use. Alternatively, it may be an issue with RemoteTech, which I see you're using. I've had timers activate stages/AGs on separate vessels within view range and I've never experienced this issue. I'll keep trying on my end, but without being able to replicate it, I'm not even sure where the bug is, much less how to fix it.
  21. Now that's not fair! Even I wouldn't attempt this challenge!
  22. Hmm. Uses for a Surface RT... Tough question. Well, lets see. If I'm not mistaken, the casing on the Surface RT is plastic, and therefore flammable, yes? If so, I'd suggest keeping it around on the off chance that you ever get stuck in a blizzard. You should be able to puncture it's lithium ion battery which will, hopefully, catch the battery and the casing on fire, providing some small measure of warmth. Possibly keeping you alive until help can arrive. Unfortunately, there just aren't many apps available for Windows RT, and I seriously doubt that is going to change anytime soon.
  23. While the fuel flow breaker isn't directly stageable, this is possible through the use of the timer smart part, which is stageable. Basically, you can set the fuel flow breaker so that it is activated via an action group, then use a timer to activate that action group at the appropriate stage. Alternatively, since you'll be using a timer anyway, you can also forgo the fuel flow breaker and have the timer directly shut off the engine.
  24. Unfortunately, in this case, getting the latest release from GitHub won't help. Props and rotors are still completely broken, with most of them being extremely tiny (physically) and producing no more than 5kN of thrust.
  25. I tried out the RCS configs (briefly) and everything seemed to work. I haven't tried out dual-propellant RCS yet, but the nitrogen cold gas thrusters worked great.
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