hab136

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About hab136

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    Master of Asparagus

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  • Website URL https://github.com/henrybauer

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  • Location Sofia, Bulgaria
  • Interests Burritos

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  1. hab136

    [1.6] GPOSpeedFuelPump continued v1.8.18

    The speed is not configurable. I'll add that as a requested future enhancement. For SSTU: I took a quick look but don't understand what part switcher they're using. Look at Patches/ProceduralTanks.cfg, you could write a similar one for @PART[SSTU-TANK*] For US 1/2, looks like they use their own part switcher: // Universal Storage Part Switch Config // Used to set resources, cost and mass or different versions of the part MODULE { name = USFuelSwitch SwitchID = 0 resourceNames = MonoPropellant;MonoPropellant;MonoPropellant;MonoPropellant resourceAmounts = 30;60;90;120 initialResourceAmounts = 30;60;90;120 tankCost = 0;83;166;249 tankMass = 0;0.011;0.022;0.033 hasGUI = False availableInEditor = False displayCurrentTankCost = True ShowInfo = False Look at Patches/FuelSwitch.cfg and add a new entry for "HAS[@MODULE[USFuelSwitch]]"
  2. hab136

    [1.6] GPOSpeedFuelPump continued v1.8.18

    Awesome, thanks for the contribution. I've committed it to the repo and it will go in the next release.
  3. hab136

    [1.6] GPOSpeedFuelPump continued v1.8.18

    Yeah, probably. I'm just trying to say that instant balancing is "working as designed" rather than being a bug. There's a lot of stuff that needs fixing/redesigning; I'm just trying to keep it running until I have time to seriously overhaul it.
  4. hab136

    [1.6] GPOSpeedFuelPump continued v1.8.18

    Interesting, thanks for looking at it. Balancing has always been immediate, but pumping should take time.
  5. hab136

    [1.6] GPOSpeedFuelPump continued v1.8.18

    https://www.dropbox.com/sh/ww39j3iox8jnhpj/AAA76JOHyqKsNtYWYHCBXaqha?dl=0 I don't have any ideas on making the two mods work together (unless you mean merging them), but I'd be happy to listen to your ideas. Feel free to PM me or open a github issue in either repo.
  6. hab136

    [1.6] GPOSpeedFuelPump continued v1.8.18

    I recompiled for KSP 1.6 and released, but I haven't had any time for actual development or testing between a new job and the holidays. I recreated my test ship from scratch and am still seeing weirdness, including losing fuel or creating it out of thin air. Be warned.
  7. hab136

    [1.6] SafeChute v2.1.16 (continued)

    Updated now at SpaceDock and GitHub. There's some account issue with Curse, so that's not updated yet. Links on the main page
  8. hab136

    [1.6] SafeChute v2.1.16 (continued)

    Thanks for the reminder. I haven't had any time for anything between starting a new job in November and then the holidays. It should be just a recompile, let me see if I can knock it out now.
  9. hab136

    [1.6] AutoAsparagus v2.2.16

    @killbotvii sometimes the colliders of the fuel tank parts are larger than the visual image, so it's "blocked" even though it looks like there's nothing in the way. Additionally, AutoAsparagus pretends the fuel line is much thicker than it actually is, so that there's enough room to run the fuel line (for the opposite problem - where the colliders are smaller than the visual size). DebugStuff can show you the colliders, if you're curious, but it doesn't help in normal gameplay.
  10. hab136

    [1.6] GPOSpeedFuelPump continued v1.8.18

    Released v.1.8.17 with @linuxgurugamer's fixes. Thanks! I am seeing some weirdness, unrelated to these patches ( I reverted to check). The left tank of my test ship doesn't want to pump or balance. It will receive pumping, just not send it. Center and right tank work as expected. I don't know if this is just my test ship or a code bug - don't have time to check today, will check later. If anyone notices something similar, let me know.
  11. hab136

    [1.4.5] CircBurn 1.0.2

    So... if you have an encounter with a celestial body, this tells you the best height to circularize. The example picture shows that you're going to get a 63 km Pe around the Mun, but you should change that to 230 km Pe, because then you can circularize for 532.2 m/s instead of 605.4 m/s. Right? If your final destination is a low orbit (or landing), do you save anything overall by circularizing at the optimal height and then going lower/landing? For example if I wanted to eventually circularize at 15 km around the Mun, should I still circularize at 230 km first, or just circularize directly at 15 km?
  12. Looks like BetterBurnTime got copied in KSP 1.5: http://kerbaldevteam.tumblr.com/post/178546629889/ksp-weekly-the-falcon The display of delta-V vs stages (the green bar) is actually quite clever.
  13. hab136

    [1.6] AutoAsparagus v2.2.16

    Using the example picture on the first page: Decouplers are highlighted pink. Fuel tanks that AutoAsparagus will try to connect with fuel lines are highlighted green. Only the first fuel tank after a decoupler is used, so on this rocket you can see some non-highlighted fuel tanks - these are completely ignored by AutoAsparagus. The numbers (L1, L2, L3, etc) are the count of how many decouplers are between the root part and the fuel tank. The root part is the normally the capsule. If you did something weird like make the engine the root part, AutoAsparagus will probably crash. You can change the root part by using the stock root part gizmo. "L1" here is one decoupler away from the capsule. "L2" here is two decouplers away from the capsule. Each "L3" here (the side boosters) are three decouplers away from the capsule. They're all connected by different decouplers, but they're 3 decouplers away, so they're all L3. Asparagus staging is done between fuel tanks on the same level. L1 and L2 here can't have any asparagus staging, because there's only one fuel tank in each level; you need at least 2 tanks in a level to do anything. L3 has 6 fuel tanks, so the fuel tanks in that level can be asparagus staged. Here's another example, with my asparagus testing ship. The root part is again the capsule. The middle fuel tank is directly attached, zero couplers between it and the capsule, so it's L0. The inner ring is one decoupler away from the root part, so L1. The outer ring is two decouplers away from the root part, so L2. In the second picture you can see the ship after running AutoAsparagus. Notice the L2 tanks feed into each other, then feed into the L1 ring, which then feeds into the L0 tank. Hmm, I should probably highlight the root part. Anyways feel free to post a picture if you want more personalized answers!
  14. hab136

    [1.6.1] Extraplanetary Launchpads v6.5.1

    You can make a MM config to make Extraplanetary Launchpads essentially instant for anything but the most ridiculous builds. Copy this into Notepad and save as "el-faster.cfg" in your GameData directory: @PART[*]:HAS[@MODULE[ExWorkshop]]:FINAL { @MODULE[ExWorkshop] { @ProductivityFactor = 99999999 } }
  15. hab136

    [1.6] AutoAsparagus v2.2.16

    Whoops, I missed that 1.4.5 came out. I've updated all my mods. Give CKAN a few hours to update and it should appear!