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About fatcargo

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  1. If managed by mod, any bugs can be compensated for. So, completely separate tech trees can be a thing in KSP. Like geology, general phyiscs, structural engineering, fluid dynamics, biology, psychology, nanotech etc ... I'm hinting at the idea replacing current science system to prevent investing science in one branch to be used in another, keeping unrelated fields of study separate. One more thing : how are science points being kept separate by type, from generating by the science part to the last step when utilized in tech tree ?
  2. So, this mod can separate science points into types that can be later expended on specific nodes in tech tree... Could tech tree nodes be separated completely from main tech tree, in their own root nodes ? Yes, it would make them unresearchable from default research root, but with some additional code those could be unlocked and allow further research as expected.
  3. In my case for Science Relay, i had similar problem, but was able to kind of solve it. When i deployed a small science station around Mun i tried to send science data from a nearby satellite and it didn't work. So i turned on debug output and found that my station had 0 capacity to receive science (it has MPL lab module) and all science was sent back to original sources (the science parts that generated it). So i built a second module, launched it on SPH tarmac and tried to send science there and it worked. For unknown reason, my first station simply bugged out. I send an engine
  4. Hoping to reignite the discussion (even by going slightly OT again) , i've looked at Modular Flight Integrator which is written as VesselModule that manages part aerodynamics and heating model. Link: I assume it is designed only for crafts moving in air medium (ie low Reynolds number), but i'm not entirely sure if it can do other things, like modeling part behaviour in liquid medium (ie high Reynolds number). If MFI can't be used to model part motion in liquids, is it possible to write a separate VesselModule plugin that can override stock fluid mechanics in KSP and perform its
  5. Thanks for the link, but beyond adding own modules to add ballast management and defining buoyancy for its own parts, it really does not address the issue en masse. There is still no clearly defined method to derive required parameters from part itself. The forum post i linked to does discuss about this, alas without definitive solution. Hence my post here. I'm hoping not to have hijacked (too much) of this thread to discuss this.
  6. How is buoyancy affected by this ? Is it even considered as a sideffect of calculations ? I'm not mentioning it in objective headspace since i have waited long for someone to solve this problem. There was an effort to fix it, but it required adding extra module/field in part cfg and manually tweak the value of each part. You can see this method got nowhere. I did try for several times to build a combination of quadcopter and a bathysphere that was winched up and down on a KAS cable. It worked to some depth (below cable limit) until the kraken, after which cable physics stopped working. Th
  7. To add my two cents, the visual damage can be done with code adapted from conformal decals mod . This way all impact can accumulate on surface and fit more or less nicely with surface. Oh and also this can add challenge to solar powered rovers on celestial bodies with dusty atmosphere (Opportunity rover survival challenge). As for impacts in interplanetary space, it can be expected to take craft cross-section area into probability calculation, but not all impact vectors point in direction of travel. There can always be impact from any direction and i don't know of any analysis / scientifi
  8. Uh-oh ! I completely forgot about "beam propulsion" - it is direction-dependant ! You could imagine it as trying to raise orbit using only ion engine. You need to fire the engine at the single point in orbit to get what is needed. This one will be tricky. Imagine using sail-like propulsion to drive TOWARD source of beam, that is contradiction.
  9. To add to above : also, if there is something wrong with code, all data will be in one place. It will be hard to match saved game state against custom data in separate file. Be aware of this. I had run into similar problem of saving state of my part and i analyzed the save and found the bug.
  10. I agree with @linuxgurugamer, this plugin can be a PartModule that saves the list of all connected transmitters or receivers (with respect to its receive/transmit type). One transmitter can have list of multiple receivers and a one receiver can only have one transmitter (unless some kind of list for fallback transmitters is added to compensate for loss of power due to lost line of sight, power failure or other disabling conditions). All save/load happens on OnLoad and OnSave which write into Persistent.sfs file that holds all save game config data.
  11. Irradiated ablative receiver propulsor (you are free to use the name ) is like a normal receiver that also expends ablator resource. The thrust for it can be somewhere between chemical rockets and ion engines (very wide range, i can't pinpoint it) but in game it should provide uniquely difficult use case - a orbital probe could carry only this part with mass of ablator resource and remotely receive energy (no need for heavy power generator) required to vaporize it, but since energy received can drop off drastically with distance, it may need a dedicated beam transmitter with a lot of power o
  12. @Aniruddh one more idea about warp drive detection : you could list all parts in transmitter/receiver vessel for any warp drive part modules, check their fields and then let beam power mod decide. Now, this can easily blow up into a large list and make this mod unusable, but there may be a way to do it, at least gradually. You could add a list in config file describing quadruplet of module name, ksp field, value and action to be taken. Small fake example config : MODULE { name = WirelessSource //same for WirelessReceiverDirectional CONDITION { name
  13. The speed detection could be a problem : crafts using warp drive mods to simulate speed above c may not actually move crafts at speed c For example alcubierre drive mod just make it easier to transfer craft in space, does not need c to do it. What can be done is to detect speed that is above limit and then take action. This limit can be written into mod config so it can be tweaked to something realistic/working. This also raises another interesting question : if there is a speed limit between transmitter and receiver, there may be situations where transfer breaks just because crafts
  14. For warp drive mods : they all have speed in common. There is no way around it. So you could simply test for speed and break power transfer if speed exceeds the limit, optionally could add redshift losses prior to breaking this connection. For jump gates : this is a bit more complicated, but i believe that they will generally cause vessel unload and a scene switch, maybe sudden relocation of active vessel so that can be accounted for as well.
  15. @Aniruddh if this is not too much to ask : there should be a feature to disable beamed power functionality in certain situations. Examples: 1. Disable power transfer for crafts that are moving at great velocity using warp drive modded parts 2. If there are dedicated transmitter/receiver pairs, and one of them is being instantly transferred via some kind of "jump gates" (like ESLD beacon mod) To elaborate it would be cheaty and could be explained in game to player as relativistic effects. I know these mods are sci-fi and are not much in same scope of realism as this mod, but pl
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