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Read have Read

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Everything posted by Read have Read

  1. Now I thought TAC was using corrected life support mathematics from here, and it does look like at least the volume and consumption is based on those values. It appears, after crunching the numbers, that the tanks for Oxygen and water are heavier than they should be, or at least for the contents of the tanks. With pumps and pressure vessels, it is a reasonable weight that borders on the heavier side. As for volume the tanks also border on the less rather than more for their volume, with Food containers carrying less than the absolute maximum, likely to account for packaging and such. I find that having an entire service module for ECLSS just to carry 2 days worth of oxygen to be absurd. I am sure ECLSS is great for the Real Solar System crowd where the have double the diameter of rockets (which more than doubles the volume) and the mod already simulates human rates of consumption with lots of technical features. However it does not do food or water!
  2. I tried the Dev Build today: I immediately noticed while putting parts together in the VAB that the Kupola incurs a performance hit of 7-10 frames per second. From 45 FPS: adding one Kupola will drop performance down to 35 fps, the second Kupola down to 25 fps, and the third down to 20, the forth goes to 15, the sixth down to 10. Removing the stack of 6 Kupolas puts my frame rate back to 45fps. A tree made of 3 stacked Karmony Nodes with IACBM's on all 4 ports and a module attached to each gets a respectable 30 fps, doubling that tree have 6 Node with 8 IACBMs and 4 Moduels each (72 parts) gets 20 fps. Removing the IACBM's and adding another stack of 3 nodes with 4 modules each maintains an FPS rate of 28. Adding 6 squad Cupola command pods also results in 30 fps and surprisingly the frame rate hit does not add up, staying at 30 whether there is 4 or 16 cupola pods. Quad symmetry for adapter modules refuses to attach, like if it thinks it is clipping, but it attaches happily in 4x symmetry with squad Clampotrons. Does not happen with Flat ended Modules. Starting at 50 fps with 4 clampotrons, to 38fps for two nodes; 42 fps for 4 nodes, and still 38 fps for 8 nodes with 4 pairs of clampotrons and modules. (96 Parts) Replacing the 32 modules on the clampotrons and nodes with 2 hitchhikers (64 hitchhikers) each resulted in 52 frames per second. Replacing clampotrons with IACBMs on 8 nodes resulted in a frame rate of 20-12 fps. Additionally to note, the Clampotrons are all equipped with a docking camera module for RasterProp while the IACBMs are not A sample of the testing rig Good news on the bendy ports! IACBMs had less flex than stock clampotrons when giant 2.5 metre, 40 ton fuel tanks are connected to it. When sent to the launch pad, the Stock ports flexed so much they ripped off and exploded, leaving the IACBM below them as survivors. They also displayed less flex with 20 ton, 2.5 metre tanks.
  3. In 144 tonight, adding a mechjeb module part in the VAB spams the log with (Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) MechJeb module MechJebModuleMenuToolbar threw an exception in DrawGUI: System.MissingMethodException: Method not found: 'MuMech.ComputerModule.print'. at MuMech.MechJebCore.OnGUI () [0x00000] in <filename unknown>:0 (Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) MechJeb module MechJebModuleMenuToolbar threw an exception in DrawGUI: System.MissingMethodException: Method not found: 'MuMech.ComputerModule.print'. at MuMech.MechJebCore.OnGUI () [0x00000] in <filename unknown>:0 Edit: I just remembered that Toolbar functionality is a separate module, and I should have looked at your other thread, Sarbian, my mistake.
  4. It seems like the PFD's navball does not accurately change into target mode. It did not move the Prograde and Retrograde markers to be relative to the target, instead staying on the target direction. I had to use the analog navball markers to rendezvous with a target.
  5. Can we get this posted on the first post please? I rather stumbled upon it by accident.
  6. Kerbals are half the size as humans, and with short stubby legs and arms, they are mostly head.
  7. I painted over the original textures in the style of B9. I managed to get the part loading, after renaming and changing half of the part.cfg to values from stock and B9 part. I have never seen a part.cfg like this before. I don't even want to see what the UVs look like, speaking of which, if the UVs for this part was the same as how Bac9 sets his up, you could probably use a b9 texture, you already use the same Creative Commons licence. http://pastebin.com/3i3a5MFD PART { // --- general parameters --- name = testpart1 module = Part author = staticawesome // --- asset parameters --- mesh = model.mu scale = 1.0 rescaleFactor = 1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_top = 0.0, 1.545, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -1.549, 0.0, 0.0, 1.0, 0.0 node_attach = 0.0, 0.0, -0.8, 0.0, 0.0, 1.0, 1 // --- FX definitions --- // --- editor parameters --- TechRequired = aerospaceTech entryCost = 31725 cost = 4350 category = 2 subcategory = 0 title = testpart1 manufacturer = staticawesome description = I HAZ MADE PART // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 // --- standard part parameters --- mass = 0.87 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 30 breakingForce = 180 breakingTorque = 180 maxTemp = 3000 fuelCrossFeed = True MODULE { name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = true area = 0.004 intakeSpeed = 10 intakeTransformName = Intake1 } MODULE { name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = true area = 0.004 intakeSpeed = 10 intakeTransformName = Intake2 } RESOURCE { name = IntakeAir amount = 0.5 maxAmount = 1.0 } }
  8. In 4.0, I am seeing communitron 88-88's still on the launch pad will steadily increase in temperature, about one degree every half second, regardless of time warp. I watched it climb up to 485 degrees just sitting there while everything else stopped at 17-21c.
  9. Oh, Try using the November prerelease of Firespitter. I forgot to mention that. http://forum.kerbalspaceprogram.com/threads/24551-Firespitter-propeller-plane-and-helicopter-parts-v5-6-2-%28October-17th%29-for-KSP-0-22?p=765202&viewfull=1#post765202 https://dl.dropboxusercontent.com/u/22972712/Firespitter.dll It should automatically invert or otherwise set up the engines in the SPH when in action group editing window and cycling modes. I've never had a problem with yaw steering, usually it was throttle steering and default rotations for me.
  10. The VTOL engines have startInverted = True steerDirection = -1 in their part cfg's, which is not included in the Firespitter VTOL engines; this messes with the firespitter plugin's expectations. I commented/deleted those two lines out and it works way better. They steer in double pair mode, the don't flip upside down by default anymore, and it just works.
  11. Sweet, thanks for keeping this updated. I find the manifest window and the transfer window to duplicate functions, it would be nice if the manifest window turned into the transfer window when you pressed transfer rather than having a 3 windows up with 3 lists of parts.
  12. Careful with changing attachment node sizes, FAR looks at node size to guess how large a part is.
  13. WHAT! A working docking camera! There is like, one usable docking camera mod, and as just an extra feature for a MFD for a landing pod, and you make a working docking camera just like that? I am amazed at your guys vision, excellence, and innovation.
  14. Yeah, I noticed this too. I looked at the firespitter manual and nothing indicates that this should be the case. I eventually gave up and went with a single pair.
  15. 0.22 has more content (science parts, R&D centre, tech tree) And so does 4.0c over 3.3, with more wings, landing gear, lights and bay. Therefore both together are larger than previous .21 and 3.3 regarding KSP's RAM limit.
  16. I have a storage box that weights 9 tons empty; It causes Bob to sink into the ground and blink forwards when he walks and it causes the suspension to bottom out on the vehicle it gets attached to. It carried a Magnet, Anchor, Connector port and a Grappling Hook before. On this vehicle, if I release the winch between the trailer and truck, the ground disappears and everything falls to the centre of Kerbin. I am quite perplexed and I think it needs an exorcist.
  17. Ah, the SRB test. A single part with very high TWR, lots of fuel, no payload and very little extra mass is not exactly indicative of what you will see from actual launches in FAR. While it is true that you can shave off 1000 Delta-v to orbit, the difficulty comes back in actually flying the rocket. With actual Aerodynamics, the direction of travel into the wind or through the air is very important - Planes and rockets alike can and will stall, spin and break up due to aerodynamic stresses caused by high Angles of Attack. I have many launches fail during MaxQ as side forces flipped my rocket around and I did not go to space. Mechjeb is has a hard time of launching a rocket in FAR. An asscent requires careful and gradual gravity turns starting right as you leave the pad and ending as you reach 35km, where atmospheric pressure drops to 0.001 or less.
  18. FYI: 1500 Dv according to mechjeb - if put the SM decoupler in the stage after the LV909 I plan on having this SM for all my orbital mission, possibly Mun or Minmus orbital missions, and with a extra stage, a lander.
  19. I am extremely confused about what ever this is. I would recomend presenting your Mod in a fasion similar to how Sumghai does it, with a diagram, a road map, and conceptual work, and clearly stated purpose and description. This should include an justifiable answer to the question "why?" In addition to answering "what?" "Who?" "When?" Of course. Starting strong and organized saves you time by not having 20 confused posts to read.
  20. I can't seem to KW rockets on the pad the 2.5, as soon as it loads it shows me the sky, blue shift, or otherwise totally wacky with the log being filled with Null Exception. if I manage to revert to the VAB then there is no parent part and with no hierarchy, that or none of the button work, not even if I manage to get back to the main menu. Before I installed Redux, (which I have clean installed KW and Redux many times now btw) it would crash before I even got to the launch pad. Edit: nevermind, everything seems fine now, when I didn't change anything.... but I suspect it has to do with the tapered R-7 side tanks plus autofairings and who knows.
  21. I like this challenge. I used the Trailer sub-assembly that I made for a mobile surface base just yesterday. I encountered some funny bugs with the protective fairing, hinge and struts on them - always something or another in KSP!
  22. As a larger goal: A Munar resort located on high ground to provide expansive views. A central common area with restaurants, spa and observatory(cupola pod atop a set of closely linked modules) with suites (made up of a hitchhiker module) for 2 connected to the central hub by corridors. A solar farm located further away than the suites will provide power
  23. Sounds like you need some sort of docking array for guppies and other craft to dock to
  24. Unattended vehicles in atmosphere will be deleted if they get unloaded (2.2km away from the active vessel). There is a mod that will increase the loading range ( romfarer's Lazor), and one I belive by TouhouTorpedo specifically for range that can do even longer distances. Now control, RemoteTech, MechJeb and kOS will remotely control a vehicle to varying levels. Remotetech, which is not compatable for .21 had many of the same SmartASS as mechjeb, plus the ability to do timed burns. kOS is fully programable with a ingame editor to fly both vehicles to where ever at the same time if you are savvy.
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