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SirJodelstein

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Everything posted by SirJodelstein

  1. Each track is stored as a separate file (in the plugin's folder), so that sharing your tracks with others is possible. For each track, there is a "continue this track with the current vessel"-button so that you can do exactly what you asked for. Just remember to push the "save tracks" button before quitting - - - Updated - - - The ball is a fallback if the vessel geometry is (for whatever reason) not available. There is a known unresolved issue with the new airplane parts and wings, so maybe thats why you get the sphere.
  2. ok, here are two super simple setups to reproduce my problem. Both versions cause the "port already used" message to appear on reload, and cause the winches to go into a bugged state. Problem only appears after plugging the second winch, one winch handles perfectly. Both ports are plugged in "undocked" mode. The setup is working as long as there is no loading of the persistence file involved (quickload/jump to flight scene from distant ship or Tracking station etc) Any ideas?
  3. I have a problem with a winch-to-port on ground pylon connection that is not properly restored on load/quickload, but worked fine before that. The setup: Two KIS-groundbases attached to the top of a mun arch, with a KAS-port stack-mounted to it. At the bottom of the mun-arch, a vessel with two winches, their cables plugged into the ports. Worked fine on first try, but after a reload, the winches are in a bugged-out state. On load, there is a screen-message ("port already used"), the winches state "cable length 0m", but can't be retracted (and the endpoints float high in the air, though not at the exact port positions). Cable length of the winches has been cfg-edited to 150m. Bugged winch state Some messages from the KSP.log
  4. I really would like to see a gravity-dependent maximum weight restriction for grabbing things, instead of the maximum mass restriction currently in effect. On Minmus, it should be possible to lift much more weight with a single Kerbal than on Eve. And in orbit, there should be no restriction at all (or at least a drastically reduced limit to simulate part inertia). If this was implemented, the maximum mass a Kerbal can lift on Kerbin would have to be adjusted do about ~250kg (down from 1000kg thats possible right now), but thats just balancing, or maybe even a user-configurable setting. Cheers, SirJodelstein
  5. Planning and executing multi-day continuous thrust maneuvers? No thanks, I'll pass on that. But I'll get some cool screenshots to go with my writing anyway Meanwhile, on Duna, our hero is busy moving dirt and repowering the Duna Ascent Vehicle
  6. LOG ENTRY, SOL 15 Ugh! This is backbreaking work. I spent about twelve hours each past day to bring dirt into the Hab. I only managed to cover only managed to cover a small corner of the base, maybe five square meters. I'll need more than that eventually, but since I have nothing to plant, I am taking a break from dirt-moving for now. Double ration for me today! I have thought about this whole "rocket engines in the Hab" thing. It is risky, but there is no way around it. I need bigger rocket engines to cover the surface area of the patches. The Dude has some I can use. Who is the Dude? Thats my new name for the thing formerly known as the DDV (Duna Descent Vehicle). Much better name for such a useful vessel. Tomorrow I will put on the engineering hat again and wield my mighty screwdriver. Wohooo! LOG ENTRY, SOL 16 The Dude is not happy. I kind of made a mess out of him. But it had to be done. I took the rocket engines back to the Hab. There is quite some fuel left in the tanks, because our pilot Doodbald really nailed the landing. Unfortunately, I still have nowhere near the amount of fuel I need for my snack-planting endevour. Enter the DAV (or at least whats left of it). The heavy lower stage of the Duna Ascent Vehicle was left behind during the evacuation. It has two drills and a resource converter. The process takes a lot of time, but it will produce a steady stream of fuel for my plants. The DAV is inactive right now (the RTG was removed and buried after landing), but I think I should be able to hook it up to the Habs power systems. The solar panels are generating way more electricity than I currently need, so why not put that surplus power to use? As soon as I plugged in the cable, the lights of the DAV flickered back on. Since all the fuel tanks from the DAV are now back in orbit, I rolled the fuel tank from the Dude to the DAV and connected it with a hose. It is quite late now, so I'll wait till tomorrow before flipping the switch on the drill and converter. Oh man, KIS and KAS is so much fun Link to next log entry
  7. Fairing shape matters! A well-shaped fairing is much more important than saving some fairing weight for a blunted fairing. Pointy is the way to go, and that is true for the lower (growing) part as well. Experiment setup: empty fairing, simple SRB throttled to 45% max thrust to get an initial TWR of about 1.7. SAS on, launch. from left to right: #1: mass 7.25t, max height 13.455m #2: mass 7.29t, max height 13.970m #3: mass 7.75t, max height 16.545m #4: mass 8.15t, max height 16.295m from that point on, the additional mass really starts to hurt, but you get the idea. might be an interesting challenge for the challenge forum: built the best fairing for a given launcher, while requiring to use the max fairing diameter at least for a short section.
  8. Not sure if this is a known problem: I have just landed a base on Minmus to fulfill a contract, but the contract does not get resolved. I have added the docking port and solar panels with KIS in orbit. Somehow the game does not register that the completed assembly does fulfill all conditions. And yes, the station core and every part on it has been built and launched after accepting the contract. I could reprodue the behaviour on the launchpad - a preassembled station checks the requirement. The one where an engineer mounts the solar panels on a launchpad-EVA does not.
  9. Deep Space observatory station for Minmus has reached LKO. Lesson learnt: Fairings are overrated. If you cant break the sound barrier, cruise to high altitude at 200m/s. Bring lots of fuel.
  10. LOG ENTRY, SOL 8 The Great King of Duna needs snacks. Our mission had sufficient supplies to last 50 days. The crew left on Sol 6, so that leaves me with 264 days worth of snack-induced happyness. Rationing is completely out of question. I need my full potential for this adventure. My secondary skillset will definitely be useful. Everyone on the mission had two specialities. I'm a mechanical engineer and botanist; basically, the missions fix-it man who played with plants. While snacks are technically not plants, they consist of a lot of organic material. Research groups on Kerbin have been experimenting with directly growing snack-bearing plants for quite a while. A substantial portion of my time on this mission was assigned to experiments with the most successful specimen of these snack-splants. Guess I'll just have to scale the process up - from a science experiment with two or three individual plants to a full-blown cultivation and farming operation that produces a steady stream of delicious snacks. My best bet is to go with the rapidly-growing donut plant. It is currently sitting in a small patch of soil from Kerbin in a corner of the habitat. A heat lamp is mounted directly above it. The growth process is catalyzed by spraying tiny amounts of rocket fuel exhausts over the plant. Well, I better get to work. I'll start with bringing in huge amounts of dirt inside to make a bigger patch. Adding water and mixing it with the soil from Kerbin should make a useful breeding ground for more plants. I can worry about problems like "how the hell do i not set the hab on fire when I use real rocket engines inside the hab" later. For now, its shoveling time.
  11. No, there is not. I know that the UI is pretty horrible. But currently I am having way more fun playing the game than programming for it, so the long To-Do-List will probably stay that way for some time. But its working and I am quite happy about that.
  12. Tanks!. Actually yes, i did have two test versions of the hab made with fairings. The one for the complete hab had the problem that i couldn't use the service bays as airlocks. The "roof only" version looked ok, but i really wanted windows in the roof, so i rejected that draft as well.
  13. I just published an update that makes this plugin compatible with 1.0.2 - check the OP. Also, this plugin is now available on KerbalStuff. Notice: You need the toolbar plugin. I have not (yet) implemented integration with the stock Application Launcher Toolbar.
  14. LOG ENTRY, SOL 7 Today I took stock of supplies and equipment. I have some construction projects coming up, and I need to know whats there. Outside of the hab, things are looking good. The solar cell array is providing plenty of power. Actually, with the rest of the crew gone, it is providing much more than required, so I can scavenge some of them for my projects. The bottom half of the Duna Ascent Vehicle is still standing. It took minor damage from the launch, but the structure looks solid. The drills and the resource converter are inoperational since Sol 2, when our pilot Doodbald removed the RTG and buried it some kilometers away. The RTG has reliably powered the resource mining for 18 months, but with Kerbals around mission control decided that it would be better to bury it as soon as the crew arrives. The rovers are in good shape. They are designed for short trips of up to six hours. After that, they need to be recharged at the hab. Unfortunately, driving them is not as easy as on Kerbin. Lower gravity means less friction, so the cruise is a little bit like ice-skating. The Duna Descent Vehicle (DDV) fell over during a minor storm on Sol 4. There is still quite some fuel left from the landing, which might be useful later on. With my mighty screwdriver, I unscrewed the tanks and the little engines and brought them into the lab. I also took off the landing girders. Time for some construction! I took apart one of the presupply crates that was stowed in the big container just outside the hab, and built the best slide of the entire planet. Yes, it is probably also the only one on the entire planet. It's fun. And only slightly painful to use. And guess what? I, Philfred Kerman am the king of Duna and if I say that something is awesome there is noone here to contradict me. And now excuse me while I eat a well-earned donut. Tomorrow I'll start thinking about how to start snack production. Philfred out. [skip to next Log Entry]
  15. Preamble: Go read Andy Weirs great book "The Martian". Really. It's that good. Then come back and see what I did with it. The general setup is the same, but I've changed the plot slightly to better fit with the lighthearted spirits of Kerbalkind. There will still be major book spoilers without further warning. LOG ENTRY: SOL 6 I'm pretty much stoked. Thats my considered opinion. Stoked. Six days into what would have been two boring months of yet another manned mission on the surface of Duna, my ruse went off, and it turned out great. I don't even know who'll read this. I guess someone will find it eventually. For the record... I didn't die on Sol 6. Certainly the rest of the crew thought I did, and I can't blame them. It's exactly what I wanted them to think. After faking an "Immediate Kraken Evacuation Alert" and sabotaging the communication system to make sure mission control could not interfere, I slammed myself into the receiver dish to disable the life monitoring systems of my EVA suit. That hurt a little bit. Seeing me half-buried under a ton of defunct communications gear, the crew just had to abandon me. Protocol and stuff. A real kraken attack is nothing to scoff at. I saw them board the Duna Ascent Vehicle (DAV) and watched the liftoff, leaving just the landing gear and the fuel plant of the vessel behind. Let's see - where do I begin? The Ares program. Kerbalkind reaching out to Duna to send crews to another planet for the first time and stuff, blah blah blah. The Ares I crew did their thing and came back heroes. They got the parades and fame and love of all Kerbin. Ares II did the same thing, in a different location on Duna. They got a firm handshake and a hot cup of coffee when they got home. Ares III. Well, that was my mission. Okay, not mine per se. Commander Valentina was in charge. I was the lowest ranked member of the crew. I would only be "in command" of the mission if I were the only remaining Kerbal. What do you know? I'm in command. By now, the ascent vehicle has certainly already docked with Hermes, the massive ion-drive mothership that brought us here. With no way to return to the surface, the Hermes is probably already on its way back to Kerbin, even if they now know that the alarm was faked. So that's the situation. I'm stranded on Duna. I have no way to commicate with Hermes of Kerbin. Everyone thinks I'm a terrible person for blowing up a very expensive mission. I'm in a hab designed to last two months. If the atmospheric regulator breaks down, I'll suffocate. If the hab breaches, I'll kind of explode. If none of these things happen, I'll eventually run out of snacks. That's not going to kill me, but I will be very annoyed if that happens. On the plus side, I have tons of engineering and scientific equipment to fool around with, two rovers outside, and noone to tell me what to do. Im the king of Duna! So yeah, I'm pretty stoked.
  16. I'm also working on an entry. Ares III site with hab, rovers, MAV and MDV and weather stations is complete. Stay tuned
  17. Does this plugin have a mode for displaying/setting rotation angles relative to the root part of the vessel and not just relative angles to it's parent? I just tried to align some rover wheels on a cone-like surface and thought this plugin could help me, but either I am too stupid to find the settings or this would be a really nice feature to have
  18. I tried changing the attach node, that didn't help (it just switches from top to bottom). No errors in the log. I also tried to attach the battery bank from the other side to the first node and vice versa without success. Didn't try quicksave/quickload.
  19. I am having a problem - KIS seems to erase the open node of a radial attachment point after removing an attached part from it. See below picture: I removed the battery stack from the radial attachment node, but now it is impossible to reattach. I can attach the battery on another open node like the docking port (or on the battery on the other side), but not back to the original radial point. I could reproduce the bug with the radial node on the other side as well.
  20. Ares Habitat for my upcoming "The Martian" replica mission .... and my favourite satellite design so far
  21. Works like a charm, thanks for this great mod! Minor feature request, not sure if it is possible without major hacking: Disable the EVA-pack kerbal rotation on drag&drop mouse movementes as long as at least one inventory window is opened. Currently, drag&drop to put stuff back into inventory sends kerbals spinning when they have the jetpack active.
  22. Well hello everyone, I have finally resurfaced from a long KSP hiatus. Seems like this little mod still gets some "please update" requests, so I will try to make it compatible with 1.0.2. I am seriously considering a switch to the new AppLauncher toolbar. Are people still using blizzy's toolbar these days? So yeah, stay tuned, but no promises. I am way too much into playing and enjoying the release version of KSP to sink a lot of time into mod development :-) If anyone else wants to build a spin-off or continuation version from this just drop me message, I'll be happy to redirect any potential users to you!
  23. Aldfel Kerman accidentally pushed the "arm parachutes" button. Problem: his vessel is still on the moon. Is there an in-game way to reset the chutes so that they dont deploy and burn up during reentry? Or is it possible to tweak the parameters to force a very low semi-deployment at maybe 10km altitude? I know it is possible to repack chutes after they have been deployed, but this situation is different.
  24. The navigation marker on the Navball that appears when you activate navigation to a contract waypoint is not showing up on the IVA navball. Tested only with the Mk1 cockpit, but i guess the problem applies to all IVA navballs. Win64, KSP 1.0.2
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