Jump to content

hab136

Members
  • Posts

    1,080
  • Joined

  • Last visited

Everything posted by hab136

  1. A license is you telling the world what they may do with your work. Can they make an identical copy and give it to someone else (for example, putting it on a download site)? Can they make an improved copy after you've decided to quit updating it? Can they add to it? Can they sell it? Do they have to give you credit if re-using it? As for your second question - if you create something based on someone else's work, then you run the risk of copyright or trademark infringement This has nothing to do with your license selection. Your license is what you want other people to do with your work. You must respect the license of other people's works too. "All rights reserved" is the default for creative works, and the most common license for major commercial works like films, meaning you can't copy it or make improved versions, except within the limited scope of fair use. https://choosealicense.com/
  2. Awesome! Does it control steering too, or only the engines? It wasn't clear from the videos. Seems like SAS can do the steering on its own.
  3. Oops. Send some replacement engines and an engineer, and you can swap it out using KIS and maybe Konstruction. AFAIK it was a design choice - better stats in exchange for a sealed, single-use system. It basically spits its waste out the nozzle along with the heated H2, which can't be good for the engine. You'd basically have to rebuild it after use, rather than just refuel.
  4. The Emancipator cannot be refueled due to its design (Open Cycle Gas Core). If you need a refuel-able engine, use a different one.
  5. GameData\KIS\settings.cfg, change "grabMaxMass" inside "EvaPickup" from 1 to whatever you want. I change "maxDistance" too. One Kerbal should totally be able to move 300 tons at 300 m, right? He's got long arms. If you want to do it the "right" way, then just have more Kerbals within range. It's 1 ton per Kerbal, so if you have 5 Kerbals within range of the part, you can pick up a 5 ton part. (If you change grabMaxMass to be 300, and then have 5 Kerbals, it's 5 x 300 = 1500 tons, woo!)
  6. It would be quite a lot of work to predict what biome your ship will be in 15 minutes from now, even with the assumption that you won't make any maneuvers. It would make more sense to simply bypass the signal delay; after all it's an automated trigger based on entering a new biome, not entering a command from Kerbin.
  7. The first experiment should pay a million or two. This is to help you pay for the equipment to put it up there. Subsequent experiments in the same place ("high above The Mun", "in space low around Minmus", etc) should pay less.
  8. You could try VesselMover Continued instead of HyperEdit to move the ship to the water
  9. If you do all the experiments in high Mun orbit, you get 560 science x science multiplier (2) = 1,120 science. Do them again in low Mun orbit and you get 560 x 3 = 1,680. That's 1,120 + 1,680 = 2,800 science just from Mun orbit just from this mod, never mind the normal science or any other science mods you might have (like DMagic Orbital Science). Turning that 2,800 into 8,400 (x3) or 11,200 (x4) science would be horribly balance breaking. The entire stock tech tree is only 16,918 points! The only reason these modules give so much in the first place is that they are big and heavy, and the experiments have to be returned to Kerbin for full value. You can already unlock the whole tech tree just from Kerbin, Mun and Minmus with stock experiments, so we're already making the game easier by adding more available science. Don't forget you can do the experiment, process it in the MPL, clean the experiment and do it again, then return for full value. So it's not just 2,800 science from Mun orbit, but 2,800 plus whatever you get from the MPL, which is several times that. For other planets you're often stuck waiting for a transfer window, so it can make sense to transmit the results, clean the experiment and do it again, process the experiment in the lab, clean the experiment and do it again, then send the experiment all the way back to Kerbin. You don't get any more science by transmitting, but you get some science quickly (the transmission) and then the rest of the science when you return, plus the bonus science from the lab. (Of course, you can do whatever you like with your game; as you mentioned, it's a simple edit to the experiments.cfg file. If you think it's a good idea, go ahead and try it, then let us know how it works out, especially later in the game)
  10. Copy that text into Notepad, save it as autobalance.cfg (the ".cfg" is important, the name is not) and put it into KSP\GameData\GPOSpeed\Patches.
  11. That is a good idea. It's easy enough to check in code, but I don't think it's possible to check symmetry in Module Manager. Sure! If you want it "on" and balanced by default: @PART[*]:HAS[@MODULE[GPOSpeedPump]]:AFTER[GPOSpeedFuelPump] { @MODULE[GPOSpeedPump] { _autoPump = True _autoBalance = True } } (If you only want balanced, and not "on", then take out the _autoPump line) To be clear this will balance across all tanks with the same pump level, not just the tank's symmetry partners. A "balance with symmetry partners" option is also a neat idea. It doesn't currently exist
  12. Ah... well then never mind the comment about OTA! .craft and persistent.sfs file are here: https://www.dropbox.com/sh/pinh0w2j2s8ilys/AAA6q5nQ-w5T1NWZa4NrcDNLa?dl=0 The ship is around the Mun and named "Minfueler H2 Lander". The craft file doesn't exactly match the actual ship because it's been crashed a few times, and repaired with KIS. Mods: Cryogenic Engines Cryogenic Tanks (included with Cryogenic Engines and Kerbal Atomics) Fuel Tanks Plus Kerbal Atomics (be sure to install the Extras/NearFutureElectricNTRs/KerbalAtomicsNFE.cfg patch) Lithobrake Exploration Technologies Near Future Construction Near Future Electrical Near Future Solar RealChute Parachute Systems RemoteTech Smart Parts SpaceY SpaceY Expanded (maybe) Taurus HCV - 3.75 m Stock-ish Crew Pod If you want to create your own test ship, you really only need Kerbal Atomics (with included Cryogenic Tanks and KerbalAtomicsNFE.cfg patch) and Near Future Electrical.
  13. All 3 ships were in flight before I installed TCA. I made a new save and again filled out the tech tree and bought all the parts, THEN went to my in-flight ships. Finally, my nuclear-powered craft had landing capability, but weirdly, the LFO ship did not. Other random LFO ships did. I launched a bare command pod and a bare probe core from the VAB and those both had full capabilities. From what I've gathered now, there is no actual "over-the-air" update of ships already in flight. Whatever features are available when the ship launched are the features the ship will have forever. Is that correct? If so, using the term "OTA" is highly misleading. The whole point of OTA is that it updates devices that are already deployed - things that have already left the factory and are in customers hands. ANYWAYS, now that I could finally test, the maneuver nodes executed perfectly. The landing, however, did not. "not enough thrust for powered landing - performing emergency landing" It seemed to go ok for a while but then it turned on the engine too early, and left it on, eventually stopping its descent and then accelerating back upwards. "Crash is imminent. Vertical impact speed: 85.2m/s" while I have 8 minutes of fuel left, and the ship is actually climbing 100.7 m/s upwards, and accelerating. http://i.imgur.com/AYDClUP.png So.. no, it doesn't work. Oh well.
  14. Phones continue to increase in power, so it's not sooo crazy an idea. The bigger problem would would probably be tooling - I doubt it would be a simple recompile, even if Matlab did have the necessary libraries for Android/iOS. Another interesting idea would be to do a client/server model, like Telemachus does. There are a variety of front ends (Houston, KeRD, KONRAD, MKON, PDF) that have explored different ways to HTML-ize flight controls and orbital data, many of which would be appropriate for tablet/phone. If KSP TOT did something similar, the main program would still run on a PC; it would just receive its inputs from an API call, and send its output back to the front-end to be displayed. That would be a LOT of work to set up the interface and simply the UI, and almost nobody would use it. You'd still need a good computer to run KSP TOT, so about the only advantage of this would be to avoid alt-tabbing. (I just play the game on my main monitor, and have a second smaller monitor for browser/tools/etc).
  15. I know it seems silly for a small thing like that, but by default, we have no rights at all to your creation. If you want to share your stuff, then you have to tell us what we're allowed to do with it. Can we copy it? Can we make an improved version and give that new version to people? Can we sell our improved version without sharing any improvements we make, and without crediting you? Besides letting us know how we're allowed to use the software, most licenses have a disclaimer about liability and warranty, so that you don't get sued. It's a very small probability for KSP mods, but it doesn't hurt to have it. If the only thing you want is credit, then the MIT license is good. If you don't even want credit, you can make it public domain. There's plenty more "standard" licenses to choose from: For software: https://choosealicense.com/ For art and other stuff that isn't software: https://creativecommons.org/share-your-work/ MM patches would qualify as software, since they're a set of instructions. ASET/RPM configs.. I dunno, but applying a software license to non-software is fine, but not the other way around. Note that you cannot change a license retroactively! If you release something under license A one day, and then under license "B" the next, then anyone who obtained a copy under license A is free to follow those terms forever, for that copy. If you release version 2.0 under license A, then a new improved version 3.0 under license B, then people can't use version 3.0 under license A; they can only use version 2.0 under license A. Note that if you're just contributing patches to an existing project, your patches by default use the project's existing license. You can contribute patches under a different license, but the project maintainer doesn't have to accept them.
  16. Just to be sure we're in agreement... in the VAB, the stated settings for the LV-N500 are 925s ISP, 310 kN. Right-clicking on the LV-N500 during flight shows me: 0% throttle: 925s ISP, 0.0 kN 25% throttle: 188s ISP, 20.2 kN (6.5% of 310 kN, not 25%) 75% throttle: 344s ISP, 75.1 kN (24.2% of 310 kN, not 75%) 100% throttle: 925s ISP, 310.0 kN (100% of 310 kN) Without the patch, 25% throttle would be 25% thrust (77 kN) and 75% throttle would be 75% thrust (232 kN). Anyways, I could not for the life of me figure out how to enable the landing autopilot, or anything else. I tried it on three ships - a nuclear-powered craft, a normal LFO powered craft, and a space station. The nuclear-powered craft only had two tabs: engine setup and settings. The LFO craft (with the same probe core!) had one additional tab, Maneuvering, and the popup PG/RG/R+/R-/etc window. The space station seemingly had everything, including Orbital Autopilot and a button for "land". http://imgur.com/a/PM6bN I have no idea why some ships are showing some options and others are not. I don't see any feedback within the mod to tell me why an option is missing, and the manual makes no mention of requirements for any of the autopilot programs beyond "engines and/or RCS thrusters" and purchasing everything in the R&D center. For this test, I unlocked the whole tree and bought ALL the parts in every node, and I upgraded all the buildings using the cheat menu. I did unlock the tree after visiting the first ship, though. Do in-flight ships get upgraded? The manual says they do.
  17. Does TCA handle non-linear throttles, where for example increasing the throttle from 0-70% only increases thrust from 0-10%, but increasing the throttle from 70-100% increases the throttle from 10-100%? (Kerbal Atomics + Near Future Electrical + optional KerbalAtomicsNFE.cfg patch makes all the nuclear engines have the above throttle/thrust curve) This is different from jet engines, which simply take time to spin up, but 70% throttle = 70% thrust (eventually). The non-linear throttle confuses MechJeb's landing guidance and it tends to crash, so I currently land manually with a series of burns at 100%.
  18. Great work on the patches. I'll roll them into the next release.
  19. Are you using the latest version? There was a bug that if you ever ran out of electricity, it would boil off forever, but that was fixed. If you right-click on the tank, what does it say for status? Does it say it's boiling off?
  20. Huh? Stock drills *do* try to play catch up when switching back to a vessel that hasn't been the active vessel for a long time, in 6 hour increments. If you have a drill and converter running, with enough Ore tank space for 6 hours worth of Ore production, then when you switch back to it after 100 days, you'll receive 100 days worth of converted fuel.
  21. Create a .version file, then include it and MiniAVC.dll in your mod's folder when you ZIP it up. That's it! This site can help you make a .version file, just fill in the blanks: http://ksp-avc.cybutek.net/
  22. Neat! How does the accuracy of the calculated trajectory compare to Transfer Planner/Kerbal Alarm Clock/MechJeb/KSP Trajectory Optimization Tool? Can it sort by encounter time instead of planet position?
  23. As I understand it, the reason Kibbal and the Zoology lab weigh so much is that they're available early on and give a fair amount of science. The weight is there to balance the easy science (making it not so easy).
  24. You have Configurable Containers installed, which GPOSpeedFuelPump is probably not compatible with. The few parts not affected by Configurable Containers (mostly UKS tanks from the logs) should still show it. There are lines like: [ModuleManager] Applying node GPOSpeedFuelPump/Patches/defaultPumpLevel/@PART[*]:HAS[@MODULE[GPOSpeedPump]]:AFTER[GPOSpeedFuelPump] to Squad/Parts/Engine/Size2LFB/part/Size2LFB This is for the "LFB KR-1x2 "Twin-Boar" Liquid Fuel Engine". Check that part in-game. GPOSpeedFuelPump would probably work if a proper ModuleManager config was written to target those parts affected by it. I don't have time to test it now, but try saving the following text as "GameData\GPOSpeedFuelPump\Patches\ConfigurableContainers.cfg" @PART[*]:HAS[@MODULE[ModuleTankManager],!MODULE[GPOSpeedPump]]:FOR[GPOSpeedFuelPump]:FINAL { MODULE { name = GPOSpeedPump } }
  25. Do you have the latest version of ModuleManager installed? (currently 2.7.5) It's required. If you do, then please gather the KSP.log and put it on Dropbox or something. Instructions are here
×
×
  • Create New...