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k. I'm not gonna go round and round with people being overtly antagonistic towards me for zero reason. Theres a fair bit of difference between what Nathan was responding to there and what I'm doing, and further, its not being released without permission from Nathan anyway (and in particular because of the overlapping goals). So, cool your jets.

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21 minutes ago, G'th said:

k. I'm not gonna go round and round with people being overtly antagonistic towards me for zero reason. Theres a fair bit of difference between what Nathan was responding to there and what I'm doing, and further, its not being released without permission from Nathan anyway (and in particular because of the overlapping goals). So, cool your jets.

Just seems redundant, impatient and immature. Whatever, carry on.

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9 hours ago, frizzank said:

I don't get it, its just a crappy outdated mod...

Nothing crappy about it. This mod brings history to life for me. It's one of only a few mods I consider essential for KSP. What you started here is far from crappy IMO Frizzank, and I thank you for it!

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16 hours ago, TalonCG said:

Look a few pages up. Nathan said it's going to be updated and asked that we be patient. He's the current caretaker/author for FASA. Let him do his thing. You're not being helpful.

 

So cool your jets G'th...

These posts were like 2 months ago.

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20 hours ago, G'th said:

At no point have I ever disputed that idea. I just don't see why there was such a big deal made out of it. Could I save myself 10 seconds every time FASA updates? Probably. Does it really matter? Nope. 

And besides that, I also suggested a direct edit to the file because thats going to be easier for someone who clearly doesn't have much experience in this sort of thing to do than creating an MM patch. If he was really that concerned, he could have just posted an MM patch with those edits to the pods to save the guy the trouble.

It'll be a damn sight more than 10 seconds.  There are 13 command pods in FASA 5.44 (I think).  Are you sure you made every cut-and-paste *exactly* right?  Really, really sure?  Every release are you really, really sure?  And understanding how to edit a part .cfg file is a long ways along the way to doing a MM .cfg to change the parts .cfg on loading.  And if you need help, you could ask.

And along the lines of give-a-man-a-fish / teach-a-man-to-fish (and build-a-man-a-fire / set-a-man-on-fire :) ), here's what I whipped off in about an hour.  Documented and commented even. :)

Spoiler
// MMJ-FASA_Command_pods.<version>.cfg
// 
// Powered by ialdabaoth and sarbian's ModuleManager
//      http://forum.kerbalspaceprogram.com/index.php?/topic/50533-/
// ModuleManager config coding by Jacke
//      http://forum.kerbalspaceprogram.com/index.php?/profile/103694-jacke/
// Licence Creative Commons Attribution-ShareAlike
//      http://creativecommons.org/licenses/by-sa/4.0/
//
// Include this file with mod FASA
//
// Change values in FASA Command pods
//
// 2016 May 26 Thu  MM coding by Jacke for FASA 5.44 dated 2015 May 10.  Version 20160526a
//
// where    GameData/FASA/
// what     FASA non-launchpad parts
// files    all Command pod .cfgs under GameData/FASA/
// parts    all Command pod parts of FASA
//
//
// Add ModuleReactionWheel to Command pods without them; those with keep their current values.
//
// As an example for ModuleReactionWheel, the overpowered one from the Mk 1-2 pod:
//
//	MODULE
//	{
//		name = ModuleReactionWheel
//		PitchTorque = 15
//		YawTorque = 15
//		RollTorque = 15
//		RESOURCE
//		{
//			name = ElectricCharge
//			rate = 1.2
//		}
//	}
//
// These values way way too high.
// Using the values from the FASA Agena probe and Gemini Lander pod for default.
// Parts already having ModuleReactionWheel are so noted and keeps their current values.
//
// Default ModuleReactionWheel values seem strange as sometimes higher torque cost less charge,
// or ten times torque only needs twice as much charge.  This may be due to the small size of
// some of the pods or other factors.
//
// Not sure if this needs fixing. but some values adjustment may be necessary.
//
//
@PART[FASAApollo_CM]:FINAL
{
	%MODULE[ModuleReactionWheel]
	{
		%PitchTorque = 0.01
		%YawTorque = 0.01
		%RollTorque = 0.1
		
		%RESOURCE[ElectricCharge]
		{
			%rate = 0.005
		}
}
@PART[FASAApolloIU]:FINAL
// values match default FASA 5.44 dated 2015 May 10
{
	%MODULE[ModuleReactionWheel]
	{
		%PitchTorque = 1
		%YawTorque = 1
		%RollTorque = 0.5
		
		%RESOURCE[ElectricCharge]
		{
			%rate = 0.01
		}
}
@PART[FASALM_AscentStage]:FINAL
{
	%MODULE[ModuleReactionWheel]
	{
		%PitchTorque = 0.01
		%YawTorque = 0.01
		%RollTorque = 0.1
		
		%RESOURCE[ElectricCharge]
		{
			%rate = 0.005
		}
}
@PART[FASAAgenaProbe]:FINAL
// values match default FASA 5.44 dated 2015 May 10
{
	%MODULE[ModuleReactionWheel]
	{
		%PitchTorque = 0.01
		%YawTorque = 0.01
		%RollTorque = 0.1
		
		%RESOURCE[ElectricCharge]
		{
			%rate = 0.005
		}
}
@PART[FASA_Gemini_ASAS_Comp]:FINAL
{
	%MODULE[ModuleReactionWheel]
	{
		%PitchTorque = 0.01
		%YawTorque = 0.01
		%RollTorque = 0.1
		
		%RESOURCE[ElectricCharge]
		{
			%rate = 0.005
		}
}
@PART[FASA_Gemini_Lander_Pod]:FINAL
{
	%MODULE[ModuleReactionWheel]
	{
		%PitchTorque = 0.01
		%YawTorque = 0.01
		%RollTorque = 0.1
		
		%RESOURCE[ElectricCharge]
		{
			%rate = 0.005
		}
}
@PART[FASAGeminiPod2]:FINAL
{
	%MODULE[ModuleReactionWheel]
	{
		%PitchTorque = 0.01
		%YawTorque = 0.01
		%RollTorque = 0.1
		
		%RESOURCE[ElectricCharge]
		{
			%rate = 0.005
		}
}
@PART[FASAGeminiPod2White]:FINAL
// values match default FASA 5.44 dated 2015 May 10
{
	%MODULE[ModuleReactionWheel]
	{
		%PitchTorque = .2
		%YawTorque = .2
		%RollTorque = .6
		%RESOURCE[ElectricCharge]
		{
			%rate = 0.04
		}
}
@PART[FASAICBMProbe]:FINAL
// values match default FASA 5.44 dated 2015 May 10
{
	%MODULE[ModuleReactionWheel]
	{
		%PitchTorque = 0.1
		%YawTorque = 0.1
		%RollTorque = 0.05
		
		%RESOURCE[ElectricCharge]
		{
			%rate = 0.015
		}
}
@PART[FASAMercuryPod]:FINAL
{
	%MODULE[ModuleReactionWheel]
	{
		%PitchTorque = 0.01
		%YawTorque = 0.01
		%RollTorque = 0.1
		
		%RESOURCE[ElectricCharge]
		{
			%rate = 0.005
		}
}
@PART[FASAExplorerProbe]:FINAL
{
	%MODULE[ModuleReactionWheel]
	{
		%PitchTorque = 0.01
		%YawTorque = 0.01
		%RollTorque = 0.1
		
		%RESOURCE[ElectricCharge]
		{
			%rate = 0.005
		}
}
@PART[FASAApolloSubSat]:FINAL
// values match default FASA 5.44 dated 2015 May 10
{
	%MODULE[ModuleReactionWheel]
	{
		%PitchTorque = 0.1
		%YawTorque = 0.1
		%RollTorque = 0.05
		
		%RESOURCE[ElectricCharge]
		{
			%rate = 0.001
		}
}
@PART[FASAPioneerProbe]:FINAL
// values match default FASA 5.44 dated 2015 May 10
{
	%MODULE[ModuleReactionWheel]
	{
		%PitchTorque = 0.1
		%YawTorque = 0.1
		%RollTorque = 0.1
		
		%RESOURCE[ElectricCharge]
		{
			%rate = 0.01
		}
}
//
//
// END OF MMJ-FASA_Command_pods.<version>.cfg

 

 

Edited by Jacke
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5 minutes ago, Jacke said:

It'll be a damn sight more than 10 seconds.  There are 13 command pods in FASA 5.44 (I think).  Are you sure you made every cut-and-paste *exactly* right?  Really, really sure?  Every release are you really, really sure?  And understanding how to edit a part .cfg file is a long ways along the way to doing a MM .cfg to change the parts .cfg on loading.  And if you need help, you could ask.

And along the lines of give-a-man-a-fish / teach-a-man-to-fish (and build-a-man-a-fire / set-a-man-on-fire :) ), here's what I whipped off in about an hour.  Documented and commented even. :)

  Reveal hidden contents

// MMJ-FASA_Command_pods.<version>.cfg
// 
// Powered by ialdabaoth and sarbian's ModuleManager
//      http://forum.kerbalspaceprogram.com/index.php?/topic/50533-/
// ModuleManager config coding by Jacke
//      http://forum.kerbalspaceprogram.com/index.php?/profile/103694-jacke/
// Licence Creative Commons Attribution-ShareAlike
//      http://creativecommons.org/licenses/by-sa/4.0/
//
// Include this file with mod FASA
//
// Change values in FASA Command pods
//
// 2016 May 26 Thu  MM coding by Jacke for FASA 5.44 dated 2015 May 10.  Version 20160526a
//
// where    GameData/FASA/
// what     FASA non-launchpad parts
// files    all Command pod .cfgs under GameData/FASA/
// parts    all Command pod parts of FASA
//
//
// Add ModuleReactionWheel to Command pods without them; those with keep their current values.
//
// As an example for ModuleReactionWheel, the overpowered one from the Mk 1-2 pod:
//
//	MODULE
//	{
//		name = ModuleReactionWheel
//		PitchTorque = 15
//		YawTorque = 15
//		RollTorque = 15
//		RESOURCE
//		{
//			name = ElectricCharge
//			rate = 1.2
//		}
//	}
//
// These values way way too high.
// Using the values from the FASA Agena probe and Gemini Lander pod for default.
// Parts already having ModuleReactionWheel are so noted and keeps their current values.
//
// Default ModuleReactionWheel values seem strange as sometimes higher torque cost less charge,
// or ten times torque only needs twice as much charge.  This may be due to the small size of
// some of the pods or other factors.
//
// Not sure if this needs fixing. but some values adjustment may be necessary.
//
//
@PART[FASAApollo_CM]:FINAL
{
	%MODULE[ModuleReactionWheel]
	{
		%PitchTorque = 0.01
		%YawTorque = 0.01
		%RollTorque = 0.1
		
		%RESOURCE[ElectricCharge]
		{
			%rate = 0.005
		}
}
@PART[FASAApolloIU]:FINAL
// values match default FASA 5.44 dated 2015 May 10
{
	%MODULE[ModuleReactionWheel]
	{
		%PitchTorque = 1
		%YawTorque = 1
		%RollTorque = 0.5
		
		%RESOURCE[ElectricCharge]
		{
			%rate = 0.01
		}
}
@PART[FASALM_AscentStage]:FINAL
{
	%MODULE[ModuleReactionWheel]
	{
		%PitchTorque = 0.01
		%YawTorque = 0.01
		%RollTorque = 0.1
		
		%RESOURCE[ElectricCharge]
		{
			%rate = 0.005
		}
}
@PART[FASAAgenaProbe]:FINAL
// values match default FASA 5.44 dated 2015 May 10
{
	%MODULE[ModuleReactionWheel]
	{
		%PitchTorque = 0.01
		%YawTorque = 0.01
		%RollTorque = 0.1
		
		%RESOURCE[ElectricCharge]
		{
			%rate = 0.005
		}
}
@PART[FASA_Gemini_ASAS_Comp]:FINAL
{
	%MODULE[ModuleReactionWheel]
	{
		%PitchTorque = 0.01
		%YawTorque = 0.01
		%RollTorque = 0.1
		
		%RESOURCE[ElectricCharge]
		{
			%rate = 0.005
		}
}
@PART[FASA_Gemini_Lander_Pod]:FINAL
{
	%MODULE[ModuleReactionWheel]
	{
		%PitchTorque = 0.01
		%YawTorque = 0.01
		%RollTorque = 0.1
		
		%RESOURCE[ElectricCharge]
		{
			%rate = 0.005
		}
}
@PART[FASAGeminiPod2]:FINAL
{
	%MODULE[ModuleReactionWheel]
	{
		%PitchTorque = 0.01
		%YawTorque = 0.01
		%RollTorque = 0.1
		
		%RESOURCE[ElectricCharge]
		{
			%rate = 0.005
		}
}
@PART[FASAGeminiPod2White]:FINAL
// values match default FASA 5.44 dated 2015 May 10
{
	%MODULE[ModuleReactionWheel]
	{
		%PitchTorque = .2
		%YawTorque = .2
		%RollTorque = .6
		%RESOURCE[ElectricCharge]
		{
			%rate = 0.04
		}
}
@PART[FASAICBMProbe]:FINAL
// values match default FASA 5.44 dated 2015 May 10
{
	%MODULE[ModuleReactionWheel]
	{
		%PitchTorque = 0.1
		%YawTorque = 0.1
		%RollTorque = 0.05
		
		%RESOURCE[ElectricCharge]
		{
			%rate = 0.015
		}
}
@PART[FASAMercuryPod]:FINAL
{
	%MODULE[ModuleReactionWheel]
	{
		%PitchTorque = 0.01
		%YawTorque = 0.01
		%RollTorque = 0.1
		
		%RESOURCE[ElectricCharge]
		{
			%rate = 0.005
		}
}
@PART[FASAExplorerProbe]:FINAL
{
	%MODULE[ModuleReactionWheel]
	{
		%PitchTorque = 0.01
		%YawTorque = 0.01
		%RollTorque = 0.1
		
		%RESOURCE[ElectricCharge]
		{
			%rate = 0.005
		}
}
@PART[FASAApolloSubSat]:FINAL
// values match default FASA 5.44 dated 2015 May 10
{
	%MODULE[ModuleReactionWheel]
	{
		%PitchTorque = 0.1
		%YawTorque = 0.1
		%RollTorque = 0.05
		
		%RESOURCE[ElectricCharge]
		{
			%rate = 0.001
		}
}
@PART[FASAPioneerProbe]:FINAL
// values match default FASA 5.44 dated 2015 May 10
{
	%MODULE[ModuleReactionWheel]
	{
		%PitchTorque = 0.1
		%YawTorque = 0.1
		%RollTorque = 0.1
		
		%RESOURCE[ElectricCharge]
		{
			%rate = 0.01
		}
}
//
//
// END OF MMJ-FASA_Command_pods.<version>.cfg

 

 

The only ones I ever added that functionality to was the Apollo pods. The Mercury and Gemini pods aren't near as difficult to control as the Apollo ones are without SAS. And yes, yes I am sure.

But anyway the argument over this is and has been pointless anyway. 

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BTW, the original problem:

On 2016-05-25 at 11:04 PM, G'th said:

...(namely because its virtually impossible to zero out motion in every direction without it without also consuming way more RCS than the crafts actually have). 

...can also be "solved" by a limitation in KSP: warp up to 5:1 for a bit then back down; rotation killed.  Not quite realistic, but it is KSP. :)

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4 minutes ago, Jacke said:

BTW, the original problem:

...can also be "solved" by a limitation in KSP: warp up to 5:1 for a bit then back down; rotation killed.  Not quite realistic, but it is KSP. :)

Indeed, but also kind of cheaty.

Course, on the same token so is adding magic SAS to spacecraft that never had it but this all started over something that was essentially circumventing something that was supposed to be realistic so meh.

Edited by G'th
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22 hours ago, frizzank said:

I don't get it, its just a crappy outdated mod...

Someone should make an updated one with PBR shaders in RSS!!!!

new shaders... drool....  KSP 1.2 shall finally look good.  :-)  Not that FASA, EVE, and few other tweaks stacked don't make it nicely pretty, but new shaders would help a lot.

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I cant get any of the SRB's to work , as soon as I activate them on the Launchpad they flare up and then go dead and the fuel gauge in the stages area make them look as if they are empty. Not sure what im doing wrong here, im running KSP 1.0.5

 

I just checked the status of the SRB after failed ignition and it says; Status: "Flame-out! Cause: No Propellant. 

The rocket is filled with 150,000 units of PBAN and in the VAB it gives me no option to add anything other than PBAN to the SRB , im missing something thats probably obvious but I cant figure out what.

 

Edited by Godhimself
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5 hours ago, Onesmallstep said:

When i want to launch the saturn V it just goes everywhere and explode's what can i do ?

The only way I solved this was by removing the landing legs from the LEM, even with Kerbal Joint Reinforcement it would still spaghetti everywhere and explode. I just replaced the landers legs with stock ones for now and everything works just fine.

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On 4/17/2016 at 6:23 AM, TheNeonGuy said:

i has this mod installed wnd when i uninstalled it the crafts are still in the game help

I think you read the same messed up mod installation tutorial that I did when I was a beginner. Where you likely went wrong was putting the folder in the gamedata folder. You put it into the Squad folder not the place where you can click to open the Squad folder.

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6 hours ago, TJBombard said:

The only way I solved this was by removing the landing legs from the LEM, even with Kerbal Joint Reinforcement it would still spaghetti everywhere and explode. I just replaced the landers legs with stock ones for now and everything works just fine.

The legs are pre1.1 so they'll always explode until they're updated. You will get the same effect with other non 1.1 legs. 

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2 hours ago, TiktaalikDreaming said:

The legs are pre1.1 so they'll always explode until they're updated. You will get the same effect with other non 1.1 legs. 

Oh, I know. I was playing the game of "Lets see how far the LEM will fly" for about a half hour one night.

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3 hours ago, TJBombard said:

Oh, I know. I was playing the game of "Lets see how far the LEM will fly" for about a half hour one night.

I was guessing you knew.  I wasn't sure the person you were responding to knew.

I did try at once stage a many staged, legs at each, for a kind of leg-glitch-powered orion, but it never worked beyond the first stage.

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MISSION QUESTION

1.  YES I know FASA has not been updated, and I'm pretty sure that is what the main issue is, but,

2. Is there a way to edit a mission or contract it so I knows I've completed it?

I "completed" the "test Gemini parachute landed at the moon" and it will not register as completed.   I cannot deploy the chute because I'm on the ground.  If I go up a bit, it will not deploy since I'm in space.  I can simply delete the mission, but I sure would like to get the credits I've earned!!!   I know of no other way to test the chute on the moon.

Mostly curious.

Thanks all!

TB2

 

Edited by TBryson2
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8 hours ago, TBryson2 said:

2. Is there a way to edit a mission or contract it so I knows I've completed it?

Bring up the debug console (alt-F12 on Windows, R-shift-F12 on linux) and go to the contracts tab. You can set any contract to completed there.

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