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SirJodelstein

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Everything posted by SirJodelstein

  1. Same problem here. Deleted Windows DNS cache, Firefox cache & Firefox dns cache. Still getting the migration message :/
  2. Hey everyone, this is just a short notice to let you all know that I am still very interested in this project, and that i am following the current developments regarding the new nodes from afar. Unfortunately, real life constraints prevent me from doing more (haven't played KSP for over a month now). Anonish, Ixonal, i am really impressed by your continued efforts and wish you all the best. You rock! I'll gladly assist with integration/branch merging when you are ready.
  3. Update: Version 2.4.3 is out, making this compatible with 0.25. Balanced for "normal" difficulty. You might have to enable "indestructible facilities" if your launchpad collapses on physics initialization (as long as no launch clamps are available).
  4. While the old version seemed to work fine, I have recompiled the plugin against .25 binaries and included the latest MiniAVC and ModuleManager dlls in the just-released update 0.5.1. Enjoy
  5. Allright, minor update 2.4.2 just before I'm off into the holidays: * added "Hibernation Switch" - probe cores on a vessel can now hibernate for a drastically reduced energy consumption. Warning: Without a control source (Kerbal/other active core) onboard, you won't be able to reactivate them! A later tech will add a "timed hibernation" feature for automatic wakeup. * reduced octo-probe electricity consumption to its advertised rate * tweaked docking port masses * moved Gravioli-Detector from Electronics to AdvLanding
  6. actually, its rather simple and I already have a working version of the on/off switch. A simple PartModule with a toggle-event. Including change of the consumption rate the whole thing is less than 100 lines. I will use that for TinkerTech, but if anyone is interested in making a standalone mod out of it just go ahead. public override void OnUpdate() { if (vessel != null && hibernating) part.isControlSource = false; } The timed version requires a little more work in the GUI department (time input) but is technically also quite easy.
  7. Well, if i turn off all the batteries, all probe cores will die and i have no way of reactivating it (without abusing the bug that lets you toggle batteries on otherwise non-controllable vessels). I want all but one core inactive during interplanetary cruise. Guilty as charged, in my tech-tree electric charge is used as a balancing factor, and generation options come very late. This is why i'd like to bring a second switched-off probe core for a lander.
  8. Two requests, not sure if such mods exist: 1. Is there a mod that lets me "switch off" probe cores? Switched off cores should provide no control, but also use no charges (or at a very reduced rate). Reactivation via context menu/action should only be possible if other active control sources exist on the vessel (or maybe via EVA). 2. Is there a mod that lets allows timed hibernation of probe cores? Should work similar to the above "switch off", just with automatic reactivation after a certain time set by the user on activation of the hibernation mode? Think Rosetta and Philiae lander. The satellite had a timed hibernation, and the lander was switched off for most of the flight, and is activated via a command from the satellite/control center. If no such mods exist, i might have to invent a mod that does both Switch on/off should be available for any probe, and maybe a part ("hibernation clock") for the timed hibernation feature. To all those talented 3D modellers out there - i could probably use a model for that part, feel free to submit your ideas
  9. Ok, thanks! No EVA in water is intentional (EVA report is only available landed and spacelow, and is only biome-sensitive while landed). No need to make your crew hop out over each biome in orbit anymore The crew report (in a capsule) is now biome sensitive in low orbit.
  10. Ok, this should definitely be a splashed situation. Strange, but i can not reproduce a "Landed" situation in the oceans biome. Anyway, i have just pushed a minor update which should take care of that problem: I have added a fix so that the situation of a "landed" vessel with parts having water contact is automatically changed to the correct "splashed" situation. It should even work for active flights (as soon as you switch to them). @disembodied: Could you please check if the new patch 2.4.1 resolves this issue (quit KSP, get patch, restart, switch to your craft, check if you can do splashdown science, and check if the situaiton of the vessel (seen in the tracking station) is now "splashed" and not "landed"?
  11. Yes, the oceans should give science - but only if you are in the "splashed down" situation, not in the "landed" situaiton. "Landed in Ocean" is invalid (as would be "splashed down in the mountains"). Since I am not quite sure how KSP determines splashed vs landed, I dont want to give duplicate science results for the same situation. I think you get the splashdown situation if you actually land in the water (as apposed to "roll into the water with a rover from the shores").
  12. Ooops Someone forgot to check the stages. These are actually two separated vessels pushing against each other. Needless to say, this quickly escalated into a wild non-recoverable spin of doom. Which did not go to space today
  13. V2.4 is out. Finished Tier 5 finetuning and added Tier 6 nodes. Also, TinkerTech now integrates ScanSat! SCANsat integration. Biome and Lowres-scanners available early (but the power-requirements and amount of available science limits their usefulness) fix: physics relevance for batterypack_large and comm-dish Minmus Biome update: Merged Lowlands and Slopes into "Midlands" biome Tier 6 nodes and node content (preliminary, finetuning will happen over the next few updates) A typical Tier 5 satellite. Yep, no solar panels available yet.
  14. Here we go, T5 balancing and finetuning is done. Next up: T6 Biggest change is the launch part count limiter. Launches are limited to max 200 parts. Eventually, a late game technology will raise this limit. Without this limit, launches with massive innefficient vessels way beyong Kerbins SOI are possible as soon as you get some T5 techs. Too easy, not fun. patchnotes 2.3 fix: made rcs thrusters physics relevant to prevent reentry heatshield exploits fix: made ScienceCamera physics relevant (removed the "physicsSignificance = 1 flag) T5 balancing Launch Limiter: Launches are limited to max 200 parts. tweaked 1.25 heatshield to allow Mun returns (with a double-pass) increased landed-value of Mun to 4x fixed materialslab experiment - no additional value after first return added flat rockomax-tank to fuelSystems to make it a viable alternative increased weight of M-Beam, reduced crashtolerance - radial attachment points should not come basically weightless added radial decoupler to T5 heavier rocketry to make it more attractive Just out of curiosity: Is anyone actually playing with this tree? With this update, the missions up to a Manned Mun landing at T5 should provide quite some hours of building and mission execution gameplay.
  15. Oh man, i admire your endurance. Please don't feel obliged to get this to work if you don't want to or you are getting too frustrated about it. But man, would be so awesome to see this working with new nodes Maybe some under-the hood changes in .25 will make it easier.
  16. Update 2.2 is out, which is the result of another balancing test playthrough. Lots of minor updates and fixes: nerfed cupola reactionwheels updated AdvSAS part description to match its new function as the first available SAS module without reaction wheels updated Kerbin biome map (to prevent "ice cap" detection at Oceans->Desert border, also improved mountain biome KSW West positioning precision) removed solidBooster lower stack-attach node (actually a fix, the previous MM-config did not work) fixed battery weight of z400 gave surface sample experiment an extremely high datascale to discourage transmission
  17. I guess you can just ignore the issue. TriggerAu (KAC author) will change its keyboard shortcut or provide an option to change the shortcut. I guess keeping MM config-file free is a good thing. Just keep Alt+F11. Thanks for this incredibly powerful tool, sarbian and ialdabaoth!
  18. Please read the OP and Neliens post just two posts ago to answer your question
  19. Early plane experiments in TinkerTech. Result: plane is extremely instable on the pitch-axis, manual control inputs are not advisable. We mourn for test pilot Richberry.
  20. There is a minor mod conflict between Kerbal Alarm Clock and ModuleManager >= 2.3.1. Both plugins use "Alt+F11" as a shortcut in the spacecenter scene (KAC: toggle dialog, MM: show "reload/dump database dialog") . Is it possible to configure that shortcut somewhere? If not, could you make it configurable?
  21. There is a minor mod conflict between Kerbal Alarm Clock and ModuleManager >= 2.3.1. Both plugins use "Alt+F11" as a shortcut in the spacecenter scene (KAC: toggle dialog, MM: show "reload/dump database dialog") . Is it possible to configure that shortcut somewhere? If not, could you make it configurable?
  22. Uuuh, this is very exiting. Keep us updated, an external editor sounds very very useful!
  23. There's something very strange going on with the Large RGU, it seems to have an incredibly high air drag. This is a pure stock + NEAR drop test from 30km, pictures show the stable terminal velocity and attitude at various altitudes. The RGU impact velocity is less than 40m/s. Thats a .5 ton metal cylinder dropping from the skies. Shouldn't the impact velocity be higher than stock instead of lower? Or maybe this behaviour is actually physically plausible and I need to learn more about aerodynamics? EDIT: also applies to: small RGU, empty flat rockomax tank (x200-8). Does not apply to a full x200-8 tank.
  24. Maybe (if you cannot detect if the setting is used) just add an option to KER to use the alternative calculation? And yes, the in-flight readouts are correct.
  25. Minor update 2.1.2 : I extended the KSC biome into the nearby oceans to prevent some easy science by just driving a crewed rover into it. Oceans are still a nice target, it now just requires a little more effort to get there. Happy exploring! Well, the pilot survived, so i guess this counts as a success, right?
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