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About tomf

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    Sr. Spacecraft Engineer

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  1. Just bought this on udemy

    There are pert mods which only add new parts to KSP. These don't require any programming There are plugin mods which add additional functionality. These do require programming and are almost always (I don't know of any counterexamples) written in C#
  2. I seem to remember reading in the weekly updates that the mission builder was going to be extendable with modders able to create new builder node types. I'm currently wanting nodes to Unspawn a craft - no explosions, it just doesn't exist any more change the camera focus A variation on the dock/undock node that tests for a ship splitting at docking nodes and then adds the parts to the builders ship list. I want to be able to say that a ship that was docked to a space station goes somewhere. Has anyone created any kind of custom node or is there an @SQUAD tutorial of how it can be done?
  3. I spent yesterday creating a mission in the mission builder. When I come to try and load it this morning I get an error in the console and an exception in the logs IndexOutOfRangeException: Array index is out of range. at PartCrewManifest.FromConfigNode (.ConfigNode node, .VesselCrewManifest v) [0x00000] in <filename unknown>:0 at VesselCrewManifest.FromConfigNode (.ConfigNode craftNode) [0x00000] in <filename unknown>:0 at Expansions.Missions.Runtime.MissionSystem.ValidateCrewAssignments (Expansions.Missions.Mission mission) [0x00000] in <filename unknown>:0 at Expansions.Missions.Editor.MissionEditorLogic.MissionToLoadSelected (System.String fullPath) [0x00000] in <filename unknown>:0 at Expansions.Missions.Editor.MissionsBrowserDialog.onButtonLoad () [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <filename unknown>:0 at UnityEngine.UI.Button.Press () [0x00000] in <filename unknown>:0 at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update()
  4. To launch to The moon from a high inclination launch site you want to have the ascending or descending node of your parking orbit to be at the point where you want to do your trans munar burn. The desc/asc node will be 90 degrees away from the launch sight for the minimum inclination orbit. So Check the phase angle for going to the Mun (100 degrees ish) Centred on Kerbin, with the Mun at the top of the screen find the angle around kerbin that is 100 degrees clockwise find the angle that is 90 degrees before that Wait until Kerbin's rotation brings the launch site to that angle Launch - heading initially due east Circularize at AP as usual Place a node at the AN/DN Drag the prograde node out until you get an intercept with the Mun - don't worry about the inclination of the transfer orbit Fine tune the transfer node ad execute Do a mid course correction burn to get a low equitorial pe at the Mun At Munar PE set the inclination to whatever you require.
  5. There was a bug with Kuarqs. Should be fixed with a new release.
  6. The initial orbit does specify an inclination accuracy of 90 degrees so if you are in a polar orbit it will be easy to be slightly over with an inclination of 90+ The objectives definitely seem bugged once you get to the munar 2 launch. It wants you to target a specific munar orbit but it won't tell you what it is. By quick saving then loading I got it to draw a target orbit.
  7. There are a couple of things that might stop you getting results. The first is the position of the flashometer. It needs to be located above the virtual horizon of the impactor i.e. it needs to be visible in the sky ignoring any mountains that get in the way. The flashometer also needs to be less than 500km away. The second thing I've seen is a very weird bug that seems to occur when multiple craft have the same name. I haven't reliably been able to reproduce it though.
  8. It doesn't only contain the zip, it also contains the files for the mod in the correct directory which the previous one didn't. The zip shouldn't be in there though.
  9. You are going to need to edit two files. In impact/resources/ScienceDefs you should add new entries for the RSS atmosphere-less bodies copying the existing format. Then in Impact/english.cfg add your phrases with the appropriate keys. If your happy with the results send them over and I'll consider them for the next version.
  10. I've released a new version built against KSP 1.4. The new version also adds internationalization support so if anyone wants to volunteer translations please get in touch.
  11. The reflected API has been updated to 1.4
  12. Help me find the mod

    If you are looking to have more points for your comnet signals reach kerbin, as opposed to just the KSC then it is a setting somewhere in the difficulty settings not a mod.
  13. I think that radiation won't be too much of a problem for growing crops on the surface of mars. If you are growing crops that only take a fraction of an earth year to grow to maturity only a small fraction of those are going to sustain severe radiological damage and that isn't going to affect the nutritional content too much anyway 1. The USSR seems to have done experiments in exposing crops to radiation in the hope that it would boost yields 2. You probably want to keep your seed crops underground grown under entirely artificial lights though. At night plants do use oxygen and sugars to release energy and carbon diode, but at a much slower rate than they create oxygen during the day. A vacuum cleaner is going to be pretty ineffective in a near vacuum. I expect a janitor with a broom would work pretty well though. 1 2