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Garoad

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Everything posted by Garoad

  1. Crap! I could have sworn I got these from CKAN (meaning it was up to date), but it's not even close! This sucks - any other decent nuclear engines? The others I've found are a little too big and bulky compared to these (although some radial or smaller/scale-able ones would be even better).
  2. Generally I do work around it, like I said, it's not so much a problem as it would be a "cool to have" if someone is interested enough to build it (if it's possible).
  3. A few first world problems with that: -What if you need more power than radials can reasonably provide? -Radials can get in the way (if they're not retractable) -They sometimes ugly Yes there is no absolute need. There is no need for any type of retractable engines. But as the RoveMax Model XL3 engineer once said... "Why not?" A use case I have in mind would be for a short range craft that can be fitted with a long range module to increase range. Currently I suppose you could use a nose docking port and carefully "pull" the craft using a long range docked vessel that has radial engines... but docking with the rear and pushing from behind seems like a safer and more elegant solution.
  4. I'm surprised nobody has done or tried to do this yet. To me this is THE ideal way to build a base w/EVA (or die trying). I expected someone to pop in here and explain why it can't be done so easily. Guilty here, I've barely glanced at the mm docs (every other thing I've added was trivial). These types of entries work fine for most regular parts (KAS obviously is quite different). What do you mean by "selector" and how do you know it's missing? (The term doesn't seem to be used in the mm docs.)
  5. Actually let's not derail the thread. I/We shouldn't have brought the issue up.
  6. Modpacks are coming eventually, they can't be stopped (just like they have in every other game out there, and the world didn't come to an end). Not sure why energy and time is being wasted fighting the inevitable. It's also a matter of time until license barriers collapse. Eventually everything (that needs to be) will be free (as in freedom) and open - just a matter of time in a not-for-profit mod environment like this. Which is a good thing.
  7. I tried using Module Manager to add IR parts to KAS so they'd be transportable/attachable/etc. It didn't work. When you remove the IR parts from a KAS container, you get nothing. (Not even a non-functional part.) Anyone know if there's any way to have this work? Below are the entries I tried using for IR. Some items could be "removed" from the KAS container, while others wouldn't even disappear. The ones that were removed just vanished. @PART[GantryLargeScaleable] { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 40 attachOnPart = True attachOnEva = False attachOnStatic = False } } @PART[GantryLargeScaleableVariant] { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 40 attachOnPart = True attachOnEva = False attachOnStatic = False } } @PART[iRHingeClosedScaleable2] { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 20 attachOnPart = True attachOnEva = False attachOnStatic = False } } @PART[iRHingeTallScaleable] { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 20 attachOnPart = True attachOnEva = False attachOnStatic = False } } @PART[iRHingeTallNDScaleable] { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 20 attachOnPart = True attachOnEva = False attachOnStatic = False } } @PART[iRPistonScaleable] { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 40 attachOnPart = True attachOnEva = False attachOnStatic = False } } @PART[AdjustableRailScaleable] { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 40 attachOnPart = True attachOnEva = False attachOnStatic = False } } @PART[iR_RotatronScaleable] { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 40 attachOnPart = True attachOnEva = False attachOnStatic = False } } @PART[TelescopeFullAScaleable] { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 40 attachOnPart = True attachOnEva = False attachOnStatic = False } }
  8. I was just thinking to myself, this would be even cooler if it were a utility. Run the utility and select the parts you want to include in generation from a GUI. If you wanted to go crazy, store persistent settings which can override the values for specific parts. Of course... "going crazy" in this context = lots of work.
  9. Is there any possibility that this mod could also show a label next to the objects you're seeing (planets, craft, etc.)? As another option setting of course.
  10. Docking ports with small retractable engines. (If not retracted ideally the dock wouldn't work.) Would be nice for launching stacks of small craft which can re-stack, or dock for resource transfers yet still have parachutes or other "end parts" at the top.
  11. Any mods out there for this? Something similar to mechjeb or half way to it would be ideal (add a navball & velocity indicators, automatically zero your velocity relative to target, etc). Another possibility which I don't imagine exists yet would be to just have a rope/tube which supplies monoprop during EVA (similar to KAS) and can reel you back in, the catch being that it's limited in length.
  12. Ok yeah that's what I was suspecting. Would be a nice enhancement to see fuel usages for both in and out of atmosphere.
  13. I was comparing two engines, one Atomic (FTmN 40) and an Omnimax 40T, which have the same thrust (40). I was under the impression that ISP was simply the efficiency of the engine in air or vacuum. But looking at the "max fuel usage" (full throttle?), the Omnimax seems to be a little more efficient than the FTmN, despite FTmN claiming a higher ISP. (Reasoning: at full throttle they both produce 40 thrust, but the FTmN appears to use more fuel per second at max throttle due to the maximum.) What's going on here? Does the fuel usage at full throttle change depending on whether you're in vacuum? Maybe the FTmN maximum values are non-vacuum but the maximum Omnimax are in vacuum? If that's the case shouldn't there be two maximum values displayed, one for vacuum and one for non-vacuum? FTmN 280 ASL - 800 Vac - 800 Peak Liqfuel max: 1.3093/sec max Oxi max: 1.6002/sec max Omnimax 290 ASL - 390 Vac Liqfuel max: 1.2641/sec max <---- Uses less fuel/ox but much lower Vac ISP??? Oxi max: 1.5451/sec max
  14. Download link appears broken, search on "Curse" or whatever it is yields nothing - how are people downloading this now?
  15. Hmm, Alt-F4, what does that do? Nah, nothing came back from a restart, and I don't see any KAC files. I forgot about quicksave though - that got back a bunch of stuff (although I forgot to quicksave recently too - lol). I suspect it's easily reproducible, just try changing scenes during a db reload. (Just don't blame me if you lose everything, heh.)
  16. So apparently, as I just discovered, if you're in the process of using the F-12 console to reload db assets @Space Center and you accidentally click on one of the construction buildings before it's finished loading... ALL of your in-progress flights which use mod assets get wiped out with nice little dialogs telling you the vessels "couldn't be loaded". Nuts. Anyone ever have that happen? Now, it's true that I never use the "Save Game" function (I assume it would prevent this sort of thing), so that's probably my fault for relying on the auto-persistence or whatever. Still, I'm tempted to call this a bug (or at least very poor behavior which should be prevented).
  17. You know what may have been going on -- my shortcut link had C:\KSP as the "Start in" folder rather than the path to the actual exe.
  18. Here's a crazy suggestion. Can a mid-sized docking port with a retractable engine built in be created? (Probably not the most realistic since it couldn't allow for crew transfer, but for docking & resource transfer it's a little more feasible.)
  19. Oh I should have noticed that. But this is a more interesting problem than it seems. I have multiple KSP installs (that path IS an install, but it's an old one). The path should be C:\ksp-win-0-24-2\KSP\GameData\SoundtrackEditor\settings.cfg (and it is there). How does it determine that path? (Yeah, once I copied the file into that path, it started working. It also copied all the other files to the same folder.)
  20. Log file (Added the * = none suggested above, still, birds. And music) * = none astroComplexAmbience = none credits = none menuAmbience = none menuTheme = none researchComplexAmbience = none spaceCenterAmbience = none SPHAmbience = none trackingAmbience = none VABAmbience = none SpacePlaylist { track = KSP_SpaceAmbience01 track = KSP_SpaceAmbience02 track = KSP_SpaceAmbience03 track = KSP_SpaceAmbience04 track = Arcadia track = Bathed in the Light track = Dreamy Flashback track = Frozen Star track = Impact Lento track = Wizardtorium track = KSP_MainTheme track = SoundtrackEditor/Music/Space/Darkest Child track = SoundtrackEditor/Music/Space/Dragon and Toast track = SoundtrackEditor/Music/Space/Fairytale Waltz track = SoundtrackEditor/Music/Space/Martian Cowboy track = SoundtrackEditor/Music/Space/Mysterioso March track = SoundtrackEditor/Music/Space/Numinous Shine track = SoundtrackEditor/Music/Space/On the Shore track = SoundtrackEditor/Music/Space/Peaceful Desolation track = SoundtrackEditor/Music/Space/The Other Side of the Door } ConstructionPlaylist { track = SoundtrackEditor/Music/Construction/Investigations } UnusedTracks { track = KSP_SpaceCenterAmbience track = Frost Waltz track = Frost Waltz (Alternate) } Thanks for checking
  21. I can't figure out what I'm doing wrong, but it's not working for me. 32 bit KSP (x86 download) and I set all the ambient tracks =none, but I still get the default sound. I also deleted two of the default space tracks and they haven't relocated to "UnusedTracks" despite a few restarts. The SoundtrackEditor dll is showing up in the alt-F12 debug console.. what else can I check?
  22. Thanks I got it. Actually I'm not seeing any double arrow cursors at all. Instead of that the cursor changed to a black box (which I didn't see since the background was dark), and then I could resize.
  23. Is anyone having trouble resizing the toolbar? I've unlocked it but no matter where I try (bottom right corner etc.) it only wants to move the toolbar.
  24. Some kind of true re-usable launch vehicle persistence. I'm not sure if even add-ons can pull it off, at least with the shuttle design. Getting it back onto the launch pad and resetting the staging sequence seems to be the big issues (re-fueling has already been mostly tackled by add-ons). Something like a SpaceX Grasshopper might have a better chance since it lands vertically, but even then staging is a major issue unless an add-on can reset that. Is there any chance we might see something like this, ever? It would be especially cool in career mode, I suppose.
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