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Gaius

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Everything posted by Gaius

  1. This mod does not work in career mode unless you modify it to add "TechRequired" fields to each of the parts. Taki117 is using a modified version, not the one from the download in the first post (i.e. the one on Spaceport).
  2. Actually, SASS also aligns the roll of the docking ports in PAR- mode. Just not in other modes.
  3. It's a very good idea. Now I just need to figure out how to do it... (this being my first KSP mod, and the API is not exactly well documented... ) But yes, definitely, being able to specify which resources you want managed, rather than just which tanks, is definitely on my own wish list as well.
  4. Thanks for all the kind words! Check the "GoodspeedPump.cfg" file comments, it's pretty easy to set it to use other resource tanks like food and water too. The balance and pump settings are per tank at the moment, and yeah, there's no way to set it individually for different resources when a tank has multiple resource types in it. That's kind of hard to do with a simple tweakable, but it's on my radar for options to add if there's some way to do it that isn't overly complicated. Trying to keep this sweet and simple. If it ends up cluttering the right-click menus too much, I might just spawn it off as a different mod for "advanced" needs. No promises here, but I'll definitely keep it in mind. For the "left xx% back" option, I assume this means you'd want it to say, pump out fuel down to 5%, but stop pumping at that point, maintaining 5% as a minimum? That's a pretty good idea, actually. I used to often want to offload most of my fuel, but keep enough left to deorbit the vehicle afterwards. Although lately I've stopped deorbiting vehicles; now I send the Recycler after them for the RocketParts (thanks Extraplanetary Launchpads). You can do asparagus-style staging by setting tanks at different levels. Say, set a pair of tanks to level 4, another pair to 3, another to 2, etc, having them all auto-pump. The level 4 tanks and drain completely before any of the lower level tanks lose a drop, they can then be jettisoned, and so on down the line. One of the reasons I made this mod was because I was doing this with a xenon gas powered craft, and fuel lines don't work with xenon, and to add insult to injury, xenon tanks have a very high dry mass to full mass ratio, making ditching them that much more attractive. Again, check "GoodspeedPump.cfg" if you would like to add ElectricCharge to the resources it will pump around... I've never seen the need to pump it around myself, but it's certainly possible. I should note that, even with my own mod, I still have TAC Fuel Balancer installed. This takes over some functions of that mod, and does a few things that one can't do, but TAC is still quite useful for those times when you want to manually shunt fuel around, and it's still the best way I know of to bring up a window showing the individual status of every tank on a vessel all in one place. I think the two compliment one another nicely.
  5. Yup, by default it should automatically add it to any tanks, not just stock ones. You'll have to go edit the configs if you don't want it added to some tanks.
  6. Gaius Goodspeed has retired and is now spending his time sitting on the deck of a yacht on Laythe drinking piña coladas. The fuel pump business has been taken over by Geordiepigeonowner and can be found in this thread. Thank you all and have a great life! ***** Ever undock from your space station, only to realize you forgot to top off your fuel or RCS tanks? Want to have tanks that automatically pump fuel where it’s needed, without having to bring up windows and manually move fuel around? Want to set up fuel balancing in the SPH or VAB as a “tweakable†and have it saved with your vessel? Simultaneously balance different groups of tanks on the same vessel independently of one-another? Just generally mess around with fuel routing, and have these settings persistent? Then Goodspeed Aerospace has the tool for you! The Goodspeed Automatic Fuel Pump, once installed in your fuel tanks, allows you to set up a “pump level†for each tank, either as a “tweakable†while building your vehicle, or while in flight. You can set tanks to automatically pump fuel to lower level tanks whenever possible, or balance between tanks at the same level. Uses include refueling tanks at space stations that automatically top off the tanks of any vessels as soon as they dock with the station, refueling vessels with higher level pumps that automatically refuel the space station as soon as they dock, setting up fuel balancing while building a plane and having it saved with the plane and done completely automatically in flight, setting up more complicated fuel flow patterns for asparagus-like situations without fuel lines for fuel types that don’t normally flow that way (e.g. monopropellant and xenon gas), and many other uses! Get the newest version from this thread! This plugin requires ModuleManager to automatically add the pump to all tanks. Get ModuleManager here. Otherwise, you can manually add it to tanks by adding the appropriate MODULE section to the tank config. Right-click a tank while in the assembly building, or while in flight. Set the pump level as desired, and turn on "Auto Pump" and/or "Balance". "Auto Pump" will automatically pump fuel from this tank to any lower level tanks (water flows downhill) when they have room. The "Balance" function will keep the percentage of fuel in this tank identical to any other tanks with the same pump level and "Balance" on. Note that this allows different sets of tanks to be balanced within their own set but independently of the other sets. And since everyone always wants pictures, even if it's just a tweakable, here's some pics: The first pic shows a fuel station that automatically refuels any ship that docks with it. In this setup, the top two tanks remain left/right balanced while draining first, then the next two down, and so on, with the two on the bottom draining last. Why would you want to do this? Because... reasons. The second pic just shows that the pump settings appear in the assembly building as "tweakables" as well as in-flight. These settings are saved with your craft. The third pic just shows the pumps keeping three tanks balanced in-flight. The fourth pic shows the "Pump Options" window that allows you to turn off the pumping of some resources while leaving it enabled for others. Source code is included in the download in the same directory as the plugin. Licence is GNU GPL. Version history: 1.24.1: First public release. 1.29.1: Added ability to selectively disable pumping or balancing of one or more resources on parts that have multiple kinds of resources in them, either from the options window or in the config files. 2.14.1: Fixed (hopefully) compatibility issue with Modular Fuels/Real Fuels, or other mods that modify which resources a tank contains after loading, and added a sanity check to prevent pumping of antifuel in impossible circumstances that apparently occasionally happen anyway.
  7. Yeah, in case Bill or Bob gets tired while co-piloting and need to head back to take a nap. Jeb, of course, never sleeps. Awesome job.
  8. Perhaps early Minmus had a thin and possibly somewhat wet atmosphere, lost after a few thousand or million years, perhaps replenished by a bit of early outgassing, but that was quickly exhausted. Not there long, but long enough to oxidize a decent amount of its copper.
  9. The die is cast... into orbit around Eeloo.
  10. Actually, looks like there's two of them: a zero length one in the main directory, and then a 36K one in the Plugins directory.
  11. Hard to say. Your question was, "How do you use the antenna?" Since there are no antennae in this mod, I can say with certainty that the question doesn't belong in this thread, but without knowing more about what antenna you're asking about, it's hard to tell which thread would be the right one.
  12. Nope, I don't have FAR installed, and I have no difficultly changing the thickness aside from a mirroring bug (if I change the thickness of a mirrored control surface, it doesn't mirror properly on the other side).
  13. The smaller engine (6C) is not showing up in career mode. This is probably due to this line in the config: TechRequired = advancedRocketry There is no node called "advancedRocketry" in the stock tech tree. You probably meant: TechRequired = advRocketry That aside... awesome.
  14. You can generate a random number within a range to avoid known window IDs, e.g. if the game normally uses static window IDs up to 9999, you can generate a random number above 10000 with something like Random.Next(10000, int.MaxValue)
  15. Not everybody; LLL's atomic engines generate power even when not firing.
  16. I was thinking of doing something like this, but I was overcome by procrastination and excessive laziness. Also, I was going to try to use something like Guile, which would probably annoy everyone but me and the other two people who actually like Scheme. I'd definitely like to see it as a module, such that you can have a part for it, or simply add it to a command pod as a MODULE àla MechJebCore and kOSProcessor.
  17. Yup, it's there, I just added an orbital dock to my space station yesterday.
  18. Sorry, I wasn't trying to be snarky, just clear. I think last time I made a request, I got exactly what I asked for, rather than what I really wanted, due to poor spec phrasing on my part. I wonder if turning off all Smart A.S.S. but the active one when you dock might be an easier way to accomplish this, rather than mucking around at undock time.
  19. Random tangent: One engineer to another at a meeting at my old company, discussing a performance bottleneck, "I haven't looked at the code and have no idea of the actual details of your problem, but the answer is, use a hashtable." He was right.
  20. Yup. I had the same problem last night: decoupled two spacecraft in space, and MechJeb was unable to control the separated craft until I did the "Control from here" thing -- the Navball was properly reflecting the orientation of the ship, but all of the Smart A.S.S. commands were doing things relative to the other ship and freaking out, doing a kind of confused wobble in place as it tried to turn, but the other ship wasn't moving. If, in fixing this, you could also make it turn Smart A.S.S. to the "Off" setting when switching control to the newly undocked ship, that'd be cool. Note: NOT DISABLING the module, NOT closing the window, JUST setting Smart A.S.S. to the "OFF" setting instead of "+ TGT" or "- PAR" or whatever. Alternately, upon restoring the undocked craft to its previous Smart A.S.S. settings, make sure it also restores the "control from here" part and the targeted docking port. Right now if you dock with +TGT or -PAR or whatever on, when you undock, that setting is restored, but the "control from here" part and/or targeted docking port are not, and the ship often whips around at high speed and smashes your spacestation as it tries to instantly reorient to whatever random target it has or relative to whatever control part its using instead of using control part and the docking port it was using when it docked. This often happens faster than you can switch to the undocked vessel (whenever I undock, I end up in control of the space station rather than the undocking craft, and have to manually switch over to it and try to hit "OFF" on the Smart A.S.S. before it smacks something -- at this point, "confused undock wobble" is a blessing when it happens).
  21. What a bizarre comment. You know what the Mystery Goo is? You know it's density? You know how much of it is in the container, vs. other space and materials in the experiment? I'm wondering how you determined 150kg is "stupidly underweight"? It has more than a quarter of the weight of an FL-T100 fuel tank, while having less than a quarter of its volume, and we know from what we see when the door opens that it's not completely filled with goo. So we know the goo is more dense than fuel, but how much more? Without knowing that, we don't know if it's underweight or, as it would otherwise seem, actually a bit too heavy for what it is. 150kg for a small robotic arm with a scoop at the end is stupidly overweight. The entire Curiosity rover, larger robotic arm and all, only weighs 899kg. A single smaller robotic arm with a scoop on the end weighing 150kg is utter madness. A simple little experiment like this one weighing over 20kg is just silliness in the extreme... Kerbals will be kerbals, but at some level of incompetence, someone needs to be fired and a competent engineer hired to who knows how to build a pole with a scoop at the end out of something other than spent uranium.
  22. 10 times as much?! The current scoop is maybe a couple dozen centimeters wide, and weighs 20 kilograms! You think it should weigh 200kg?! That's insane... that'd be nearly a quarter ton for a glorified shovel smaller than the one I use to shovel my sidewalk. I recognize there's a robotic arm involved, but come on. It's already unrealistically heavy for what it is. Realistically, and more usefully for small probes, it should be maybe half it's size and about a quarter of its current weight.
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