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jinks

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About jinks

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  1. Can anybody tell me, why TCA does this: https://i.imgur.com/8WlqBJK.mp4 ? When I launch manually and then activate TCA a few meters up, this doesn't happen. So why can't I activate ToOrbit directly from the ground?
  2. As far as I can see in my (early midgame) career save, HC got a "nerf" of a factor of about 3x to 5x, Squad parts are down by a factor of 20x to 30x (50kW to 2kW or 150kW to 5kW for example), which feels a bit too much. While I like the concept of heat loops, some other aspects make me think that SH, in its current iteration, is not for me. I'm not sure if it's helpful, but here's a few things I disliked during testing (in no particular order): The weak radiators give the impression that they encourage part spam for no particular reason. The removal of the NFE reactor con
  3. Just to get my head around this, is this mod supposed to massively increase part count? I tested the NFE UX-0 KerboPower with vanilla and with SH and my radiator count went from 2 "YF-15 Volta" from HeatControl up to 10 of the same to keep the reactor cool.
  4. I have a small feature request. The mod already dynamically modifies LF/Ox tanks to support LH2 and LH2/Ox. Could you do the same for LF-only -> LH2? I have some mods that add pure LF tanks for use with the LV-N. Given that I play with about all of your mods, LF for nuclear rockets is pretty much useless.
  5. My train of though was that some kind of erroneous oceanic resource may trigger something inside KSP that then reports to Scatterer that Minmus has an ocean when it shouldn't.
  6. It is. Something I just noticed: When browsing through KerbNet ore maps, one of the options I get is LqdHe3. This sounds like an ocean resource but I'm not sure which of my 150 mods adds it. (Give the large number of mods I am loathe to do intensive bisecting on this, I'd rather not have refraction shaders until this solves itself. ) Also, since I forgot to mention this in m last post, I'm playing on Linux.
  7. I've found Filter Extensions to be quite helpful in that case. It sorts the manufacturer tab by mod folder name instead of the free-form manufacturer tag in the part file.
  8. Just to add a data point: I've tried the experimental .dll and still get NullRef spam on scatterer.RefractionCamera.OnPreCull () when switched to a craft on Minmus. From the mods I'm running i think the relevant ones are EVE, Galileo's OPM and SVE.
  9. Might also be me doing something wrong... I tested with the stock CommSat LX, and TCA flipped it a few times when I set steepness too low. kOS gets the AP to altitude when the ship is still only at 30,000m up in some cases so it matters a bit at least. The script is relatively simple in its behaviour. Point to surface prograde until out of atmo, then point to node. OK. I thought TCA might probably not try hard enough to turn because it thinks it can't. - Then the kOS script probably gets its advantage from leaning in very hard early on when the low speed doesn't pull you b
  10. I'm having a bit of trouble trying to get TCA to launch my ships to orbit... First: Do I really have to micromanage every single ships launch configuration? I have to create a separate profile for every single stage of a multistage launch or TCA just turns engines and spent-stage retroboosters on more or less randomly. Second: No matter what I do, TCA always launches ships at a very steep angle and wastes tons of dV on getting up to orbital speed. Up until now I have used this kOS script for launches (GitHub), but well, it's kOS, so quite a resource hog (it takes a
  11. KSPI only supplies the active vessel, which is fine in my book. Catch-up is probably "good enough"™. Transmitters could store their max generator capacity, no relay-transmitter hybrids and for LOS checking and inverse square law we already have a working CommNet which could probably be hooked in some way. I'm not looking for a complex system-wide power distribution network that takes all the moving parts into account. I'm quite fine with "which transmitters can this vessel reach and how much can they supply right now". My two main use-cases are light probes that can run on
  12. I'll put in a few spoiler tags just to be sure... Turns out I interpreted the numbers wildly wrong and just warped through the relevant region. From past posts I assumed min/max altitude of 40 meant Sun radius * 40 which would come out to roughly 10.7Gm, but there was nothing there. I finally found the band at about So I'm not quite sure how to interpret the values of 40 and 5 for altitude and range in any way that correlates with the sun's radius and the results in-game.
  13. I'm having a really hard time finding Karborundum anywhere around the sun. Looking at the current config (Min/MaxAlt=40), the numbers I come up with are somewhere between Kerbin and Eve, which is wildly different from what old posts tell me, but afaik the config has changed several times since then. I'm playing with Galileo's OPM, but as far as I can tell it only adds Karborundum to a few places and doesn't touch the solar values. Am I doing something wildly wrong?
  14. For me, the use case is usually temporary parking. I.e. I have a crew on engineers that need to do some construction and I don't want to leave their transport drifting in space. The station core is at this point just a cupola and a 6-way hub covered in construction ports. For a normal rocket I can just use a construction port and not weld it, but this excludes spaceplanes and inline ports. Another case that I had happen once was that I had to shuffle some modules around and the ports (a mix of normal ports for ships and construction ports for future expansion) would not line up in
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