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  2. Here is my take on it. I really struggled to build something that actually floats. How do you normally do that? Does the physics engine event allow/support this?
  3. Much more complicated than I realized. Woolly sheet. So apparently they are executing the chip code on another processor now with lots of new jumps to the scattered code chunks. Extremely impressive given the constraints Much more complex than switching SCE to AUX
  4. I already made them... they're online here: HabTech2/GameData/HabTech2 at master · benjee10/HabTech2 (github.com) But it seems that Benjee didn't release a new update since then. (By the way -> I did also modify the existing ones which were more for the old versions ... and I also added files for other mods that I made like the Connection System and DockingPort Next and those things.)
  5. Nvm I got it. This is a truly awesome mod, perhaps the best if I'm judging by the sheer technical/coding ability required to make one. I'm playing with this mod in KSRSS, with BetterTimeWarp, and Kerbalism. Few questions I wanted to ask the good people here: 1) I managed to send a probe to Earth-Moon L2; and the orbit seems to be unstable? It requires course corrections roughly every 14 days... I remember reading that orbits around the Lagrange points are very stable orbits, so I'm not sure what gives? Is this a problem because of the rescale of the real solar system or is it because of something else? 2) The game seems to hang when I warp. It does so for a second or two and then returns to normal. Is this because of the vast (I presume) number of calculations going on the backend? I do have a fairly modern processor (12th gen i5) so I thought it should run smoothly... or is this to be expected? 3) When making a new flightplan and adding maneuvers; the framerate drops for ~30 seconds or so before returning to normal. Not sure what is causing this. Again, not meant as a knock on the mod creators, I actually love this mod, but I just want to understand a few things. https://imgur.com/a/0gQPIGi https://imgur.com/a/cRtdGii https://imgur.com/a/mmM9HFZ
  6. whoops - posted before reading closely. womp. People with the fin issues - has anyone uploaded a log file?
  7. Today
  8. update, I find the IR config but is only for canadarm 1 . . /////Canadarm 1 elbow joint servo @PART[ht_C1_elbow]:NEEDS[MagicSmokeIndustries] { @description,0 = Powered by Infernal Robotics - Next. This elbow joint can rotate 180 degrees back on itself. @MODEL { @model = htRobotics/Parts/ht_C1_elbowIR } -NODE[TopJoint] {} -NODE[BottomJoint] {} -MODULE[ModuleRoboticServoHinge] {} node_stack_top = -0.0934, 0.1909, 0, 0, 1, 0, 1 node_stack_bottom = -0.0934, -0.1909, 0, 0, -1, 0, 1 MODULE { name = ModuleIRServo_v3 servoName = KerboArm1 Elbow axis = 0, 0, 1 pointer = 1, 0, 0 fixedMesh = armElbow_base movingMesh = armElbow_top isRotational = True hasMinMaxPosition = True minPosition = -180 maxPosition = 0 isFreeMoving = False electricChargeRequired = 2.5 isInverted = False isLocked = False canHaveLimits = True hasPositionLimit = False minPositionLimit = -180 maxPositionLimit = 0 factorAcceleration = 2 maxAcceleration = 2 accelerationLimit = 1 factorSpeed = 2 maxSpeed = 2 speedLimit = 1 factorForce = 35 maxForce = 30 forceLimit = 30 zeroNormal = 0 zeroInvert = 0 presetsS = -180.0|-90.0|0.0 availableModeS = Servo|Control //invertSymmetry = False soundFilePath = MagicSmokeIndustries/Sounds/infernalRoboticMotor // Motor loop sound path } } /////Canadarm 1 pitch joint servo @PART[ht_C1_pitch]:NEEDS[MagicSmokeIndustries] { @description,0 = Powered by Infernal Robotics - Next. This servo joint provides low torque rotation along the pitch axis up to 90 degrees in either direction. @MODEL { @model = htRobotics/Parts/ht_C1_pitchJointIR } -NODE[TopJoint] {} -NODE[BottomJoint] {} -MODULE[ModuleRoboticServoHinge] {} node_stack_top = 0, 0.1751, 0, 0, 1, 0, 1 node_stack_bottom = 0, -0.1871, 0, 0, -1, 0, 1 MODULE { name = ModuleIRServo_v3 servoName = KerboArm1 Pitch Joint axis = 0, 0, 1 pointer = 1, 0, 0 fixedMesh = armPitchJoint_base movingMesh = armPitchJoint_top isRotational = True hasMinMaxPosition = True minPosition = -90 maxPosition = 90 isFreeMoving = False electricChargeRequired = 2.5 isInverted = False isLocked = False canHaveLimits = True hasPositionLimit = False minPositionLimit = -90 maxPositionLimit = 90 factorAcceleration = 2 maxAcceleration = 2 accelerationLimit = 1 factorSpeed = 2 maxSpeed = 2 speedLimit = 1 factorForce = 35 maxForce = 30 forceLimit = 30 zeroNormal = 0 zeroInvert = 0 presetsS = -90.0|0.0|90.0 availableModeS = Servo|Control //invertSymmetry = False soundFilePath = MagicSmokeIndustries/Sounds/infernalRoboticMotor // Motor loop sound path } } /////Canadarm 1 rotational servo @PART[ht_C1_rotator]:NEEDS[MagicSmokeIndustries] { @description,0 = Powered by Infernal Robotics - Next. This servo allows a full 360 degrees of rotation axially. @MODEL { @model = htRobotics/Parts/ht_C1_rotatorIR } -NODE[TopJoint] {} -NODE[BottomJoint] {} -MODULE[ModuleRoboticRotationServo] {} node_stack_top = 0, 0.0209, 0, 0, 1, 0, 1 node_stack_bottom = 0, -0.0209, 0, 0, -1, 0, 1 MODULE { name = ModuleIRServo_v3 servoName = KerboArm1 Rotator axis = 0, 1, 0 pointer = 1, 0, 0 fixedMesh = armRotator_base movingMesh = armRotator_top isRotational = True hasMinMaxPosition = False minPosition = -360 maxPosition = 360 isFreeMoving = False electricChargeRequired = 2.5 isInverted = False isLocked = False canHaveLimits = True hasPositionLimit = False minPositionLimit = -360 maxPositionLimit = 360 factorAcceleration = 2 maxAcceleration = 2 accelerationLimit = 1 factorSpeed = 2 maxSpeed = 2 speedLimit = 1 factorForce = 35 maxForce = 30 forceLimit = 30 zeroNormal = 0 zeroInvert = 0 presetsS = -180.0|0.0|180.0 availableModeS = Servo|Control //invertSymmetry = False soundFilePath = MagicSmokeIndustries/Sounds/infernalRoboticMotor // Motor loop sound path } } this is the config, now the question is is there a way to add the config for only that piece of the kerboarm 2??? this is the CFG of the kerboarm 2 . . PART { name = ht_canadarm2_servo module = Part author = Benjee10 rescaleFactor = 1 TechRequired = advConstruction entryCost = 1200 cost = 100 category = Robotics subcategory = 0 title = KerboArm2 Servo Joint manufacturer = HabTech Consortium description = This servo allows a full 360 degrees of rotation. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 mass = 0.06 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 // = 5000 bulkheadProfiles = size1 tags = habtech, robot, arm, canadarm2, kerboarm, rotate, hinge, servo, motor, move, MODEL { model = htRobotics/Parts/ht_canadarm2_servo } NODE { name = TopJoint transform = actuatorTopNode size = 1 } NODE { name = BottomJoint transform = actuatorSideNode size = 1 } MODULE { name = ModuleRoboticRotationServo servoTransformName = actuatorMesh baseTransformName = actuatorBody servoAttachNodes = TopJoint traverseVelocityLimits = 0, 10 hardMinMaxLimits = -180, 180 softMinMaxAngles = -180, 180 targetAngle = 0 mainAxis = Y maxMotorOutput = 200 driveSpringMutliplier = 100 driveDampingMutliplier = 20 motorizedMassPerKN = 0.0001 motorizedCostPerDriveUnit = 1 connectedMassScale = 1 efficiency = 0.75 baseResourceConsumptionRate = 0.01 RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = ModuleCargoPart packedVolume = 20 } } I really hope that someone can help me
  9. I played until I unlocked the entire tech tree, and had a blast doing so. I'll pick it back up whenever the new update hits. But man, I'll never understand the mindset behind deciding "complete radio silence is better than little bits of info on slow progress"
  10. Long time KSP guy now KSP2 early access guys. I just thought to drop a line that KSP2 Runs lovely on Pop!_OS/steam/wine/proton My system info kindly below. Stay wobbly, fellow kerbonauts! To any toe dippers; give it a try! ///////////// me@hauspc ///////////////////// --------- ///////*767//////////////// OS: Pop!_OS 22.04 LTS x86_64 //////7676767676*////////////// Host: B550 /////76767//7676767////////////// Kernel: 6.8.0-76060800daily20240311-generic /////767676///*76767/////////////// Uptime: 2 days, 1 hour, 45 mins ///////767676///76767.///7676*/////// Packages: 2230 (dpkg), 22 (flatpak), 9 (snap) /////////767676//76767///767676//////// Shell: bash 5.1.16 //////////76767676767////76767///////// Resolution: 2560x1440 ///////////76767676//////7676////////// DE: GNOME 42.5 ////////////,7676,///////767/////////// WM: Mutter /////////////*7676///////76//////////// WM Theme: Pop ///////////////7676//////////////////// Theme: Pop-dark [GTK2/3] ///////////////7676///767//////////// Icons: Pop [GTK2/3] //////////////////////'//////////// Terminal: gnome-terminal //////.7676767676767676767,////// CPU: AMD Ryzen 7 5700G w/ Radeon Graphics(16) @ 4.673GHz /////767676767676767676767///// GPU: NVIDIA GeForce RTX 2070 SUPER /////////////////////////// GPU: AMD ATI 07:00.0 Cezanne ///////////////////// Memory: 9684MiB / 31477MiB /////////////
  11. installed it with Habtech 2 stock, the strange think is that the kerboarm 1 (wich is the small one) works, but the kerboarm 2 (the big one on the iss) is not working
  12. How do you stack the droplet radiators? I saw a a post on reddit that has them 1km long but when i put them on top of each other the model doesnt change
  13. Looks like the Canadarm2 servo for me. This one should already have the MM patches for IRn. ... if it doesn't work, then my question would be "What is it? How did you get/install it?"
  14. And a bipropellant second turbine to power the elctric generator.
  15. And that's why we need the Vault-Tek vault network, emulating standalone colonies. By running such experiment, they could develop a proper model of an extraterrestrial colony, and a generation ship. And that was the apocryphal explanation of the whole Vault-Tek aim from the xDlate youtube channel. Also if treat Mars as a backup Earth for the best people, the colony should be/include a protected vault.
  16. So, https://edition.cnn.com/2024/04/22/world/voyager-1-communication-issue-cause-fix-scn/index.html Now we know, what the Voyager is working on. Chips & Cola.
  17. I thought you meant what jurisdiction for a second. Bad comedians don't have venues, just dad jokes and puns
  18. hello guys,does anybody know if it is possible to make this part here compatible with infernal robotics?? because the normal kerboarm from htrobotics works but this one no, and I was wandering if there is a modification that I can do the cfg file to make it compatible. thanks!!
  19. I added a gas giant, "Soong", for it to orbit. Here's my modified system at Stock scale: https://www.dropbox.com/scl/fi/tis6c6bzmam4kwo4oycyk/KBCS.zip?rlkey=zfs4kdti2ok3ysnp54mop1s4r&st=ljiaer6r&dl=0 Take the whole thing*, or just take Soong and Brumo * The whole thing changes the stock system up significantly:
  20. Hello! I encountered a breaking bug with this mod and "Planes With Purpose" (Tudor Aerospace). The bug is apparently the use of FOR[AJE] in the AJE.cfg patch, as it confuses PWP even tho I am not using AJE. The original bug report is herefore linked. I fixed it without thorough testing by changing \GameData\DaMichel\Fuselage\Patches\aje.cfg to use AFTER rather than FOR. git issue: https://github.com/zer0Kerbal/Fuselage/issues/43
  21. Well, there is a lot of electron exchange in a thermite reaction (and many other reactions!), but yeah. Reminds me of the translation of "ball-point pen" being "atomic pen" in China (not sure if still true)
  22. On long interplanetary voyages, there is not a lot to do except gaze out and ponder how small the Kerbolar system is, embedded as it is, in a vast panoply of an artificial "sky box" [whatever that is]. Does this look familiar to you? Big Dipper It looks to me like a French Legionnaire cap... but YMMV. Some Kerbals I know say it is a saucepan. Or a Big Dipper (ladle). So then, if you are a Sky Watcher, here is the thread for you to waste while away some productive time as you journey across the vast interstitial space... If you see a distinctive 'constellation', post here in this thread as an "entry". If someone else finds it, and posts a similar image except including a slightly wider area (sufficient to be validated by the original finder), a link to your image gets posted here (OP) in the index, listing the Constellation Name, Discoverer and Validator. As well as the Constellation Index here, there will be a Leaderboard for Discoverers (1 point each validated post) and Discoverers (2 points), as well as Overall. (No, you cannot Discover your own Post; but you already knew that.) Constellation Discoverer Validator Big Dipper Hotel26 -none- Have fun!
  23. hello guys,does anybody know if it is possible to make this part here compatible with infernal robotics??
  24. Yes, but if executable code ends up in a bad location and executed or a branch occurs based on garbled conditional arguments it could maybe brick or get stuck in a reboot loop. I'm sure they thought about all this, I'm just curious if they were able to do anything more long term than hardcoding around this specific region given the unique constraints
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