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Beetlecat

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Posts posted by Beetlecat

  1. On 10/12/2023 at 9:19 PM, tremonthedgehog said:

    Unfortunately, right as I discovered raptor9s craft, he soon deleted all of them, as well as his craft catalog forum post. I feel that there should be at least some of his crafts preserved for the future KSP players and should be posted here.mods,if this is not appropriate please tell me

    Ouch!  While they possibly could take a ton of work to update/verify to current-ksp-version, that's a tremendous loss for the community. There was a ton of brilliant stuff in there. :(

  2. On 8/19/2022 at 2:37 AM, DA299 said:

    Sure, here ya go:

    https://drive.google.com/drive/folders/1QshEwLKVBysWqJQwKzdTsRc1qC7nYf7v?usp=sharing

    I play with a lot of mods though. These particular craft were built with the following:

    1) FAR

    2) RealFuels-Stock

    3) b9 procedural wings

    4) procedural parts

    5) Firespitter

    6) Airplane Plus

    7) SMURFF (for adjusting pod weight.)

    7) Atmosphere Autopilot (Its not mandatory but highly recommended.)

    Nice --  Yeah -- I'm almost always "chock full o' mods", so there's likely no issue loading it for me except for maybe SMURFF.

  3. Would either of you  be willing to share .craft files? I really like the looks of your craft, and love looking at other people's designs close-up. It makes for great inspiration (+ help with troubleshooting)!

    On 8/15/2022 at 11:55 AM, DA299 said:

    OfDxtdL.png

    Here's one of my crafts, that also weighs about 5 tons, and can take-off and land perfectly well under 50 m/s. In fact, with half fuel, it can probably take-off <40 m/s. Its dimensions and wing area are probably similar to your second plane, that's why I think there's a problem with nose authority.

    On 8/15/2022 at 7:46 AM, NippyFlippers said:

    sfbrqRC.png

    IoWywuX.png

     

     

  4. 5 minutes ago, RKunze said:

    Yes, that is the mod. And I think it does work as intended, but the intentions changed a bit from the original idea.

    First off, I had to drop the idea of making the kOSProcessor optional via B9PartSwitch, because kOS absolutely does not like launching with a disabled processor module.

    What I am doing now is adding a fixed kOSProcessor module to every probe core where it "fits" (see below for the definition of "fit"), starting with weak processors early in the tree and progressing to better processors later. I also have part upgrades along the tree that retrofit earlier probe cores and command modules with better processors.

    I decide if a processor module fits on a part based on its mass: I've put mass values to the processor modules based on the mass of the Apollo guidance computer for the "early" line, a contemporary embedded computer or laptop for the "modern" line and basically nothing for the "future" option. Tthe "default" line based on the inline parts from kOS get masses in between the "early" and "modern" line. And a processor module fits into a probe core if the mass of the processor module is not greater than 1/4 of the total mass of the part (that fraction is tweakable, see EMBEDDED_KOS_KIRKUITS/defaultMassBudgetFactor or the massBudgetFactor for individual processor modules).

    This means that some small probe cores - especially the "early satellites" in tiers 2 and 3  - do not get a kOSProcessor. That is by design, to encourage the player to use the dedicated BDB guidance cores in their designs (which do have processors) instead of simply slapping on a tiny Explorer I style satellite core and have that thing do all the processing.

    That mechanism probably needs some more balancing and tweaking for some individual parts. I'm still very early in my own testing career (just building a Redstone type launcher for suborbital reentry tests and to get the first satellites to orbit, and currently stuck on the math for a fully automated kOS atmospheric ascent guidance that I want to test on those flights as well) so I haven't played with the cores from tiers beyond 3 yet, but basically the mod does what I intend it to do. 

    That's a nicely reasoned set of assumptions for "who gets what" -- nicely executed! Thanks for the expanded explanation.

    Good to know I'm not just crazy that the B9 switcher isn't showing up.   Having the proper functionality in mind it *does* seem to be working properly in a test game. The intro set of guidance components have the minimal capacity kOS bits installed.

    I'll probably add a minimal kOS bit to the CNAR rocket so I can do some basic rocket training. :D  I never seem to get very far in my careers before migrating away for one reason or another. I'll be following in that Redstone path soon enough.  Are you using Skyhawk + Kerbalism as well?  I'm trying to decide if it's going to be worth chasing down the potential config issues with such elaborately built systems.

     

  5. On 1/11/2022 at 1:35 PM, RKunze said:

    I am currently developing a MM patch set that changes kOS integration in SSS.

    The basic idea is to add a kOSProcessor module to most crewed capsules and probe cores - basically another "kOS for All!"  mini-mod, but depending on and balanced for SSS:

    • The performance data of the kOSProcessor (disk space, EC usage per instruction, added mass, ...) depends on the tech tree level where the part is unlocked (processors in earlier probes/capsules are heavier, use more EC per instruction, have smaller disks, and maybe are more expensive).
    • If possible, the kOSProcessor module in each capsule/probe core can be added/dropped via PAW in the VAB (this depends on if I can get B9PartSwitch to reliably switch the kOSProcessor module on/off - support for this is labeled as "highly experimental" in the B9PartSwitch wiki).

    I can do this either as an integral part of SSS, or as a separate add-on mini mod that depends on SSS,. My personal preference at the moment is to do a separate mini-mod because this gives users more choice.

    What is your (especially @CessnaSkyhawk) take on this idea? 

    Sorry for the many-month necro, but I'm catching up on this thread as I build out a SSS-based career to spin around in for a bit.

    I believe I found your repo of this mod-let here (nah, it's a full-fledged mod!) but not sure if it's ready to drop in and try yet?  It doesn't seem to be behaving as indicated/intended. I can add an issue request on github if that's ideal/you're still working on this?

  6. 37 minutes ago, Socowez said:

    In the SkyhawkKerbalism github release, it says you need KerbalismFFT and KerbalismSystemHeat patches for full integration with FFT and SystemHeat, which are both mods I use. However, it doesn't say where to find said patches, and searchin on the ol' google comes up dry. Does anyone have links for the patch downloads?

    Good question -- I had to do similar digging back through the threads.  They're not posted/published as formal mods on the forum (forum-al?),  so not as intuitive to find.  Here's what I came up with:

    KerbalismSystemHeat: https://github.com/judicator/KerbalismSystemHeat

    KerbalismFFT: https://github.com/judicator/KerbalismFFT

    The author of both, Judicator81 (I think?) has made fairly recent updates, so hopefully these are relatively current and effective. :D

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