komodo
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Everything posted by komodo
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After some serious hiccups, the latest dev release has a preliminary compatibility patch for USI-LS. Now, heavy emphasis on preliminary: I cannot possibly claim it to be balanced, or even fun. (It might be Fun in the Dwarf Fortress sense, though.) For any particularly brave souls out there... I am looking for any and all feedback and/or ideas for what sorts of features you would expect from a life support support patch. Specifically: Values: How many supplies? How much endurance? Application of one part/module over another? Balance: Is there a progression in career? Should there be one? How steep should it be? Real vs. Fun? Logistics: That is, should the supplies be in the crewed parts? The service modules? Some of each? Anything else: Really, anything else that you can think of. It's just been roughed in, and it works, but I need to do a lot of adjusting still, I suspect.
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@akron, the link for the 'how-to node rotate' was here. I figured out how I made it work on accident, as well. It is due to it being, and my wanting a 45 degree angle. Being vector addition, it didn't matter at all what numbers were used as long as the X and Z values were equal, but opposing in sign. (for 45 degrees in either direction. Trial and error was used to figure out which was needed on each side.) If the angle needs to be different than 45 deg, then yes, actually doing the trig in degrees would make a large difference. Updated patch (same functionality, saner values in the patch) attached below for testing.
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Regarding Etoh:... If I recall correctly, this is why the tank was split (it was once a very long single 1.25 m tank), as a full load plus a Mercury wasn't able to lift off. For suborbital hops, try just the larger of the two tanks on its lonesome, and see how that goes. I think that's how I've been doing mine at least... Why have the longer tank? Personally, I use it as a cheap satellite launcher, especially at the early stages of career. Even later on, it's very inexpensive, and works perfectly well for small payloads. ( I also think... Well... on Kerbin, sub orbital is a difficult term, with the ease of orbit. On one of the re scales or RSS, the difference in grunt power to go from sub orbital to full orbital is significant. If Etoh was too spritely, it wouldn't be much of a leap to going orbital. Or, gameplay wise, it gives atlas a purpose )
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On tablet, so quoting is borked: CW: they do fit, if you remove the cases. The upper and lower bays are *jusssstttttt* big enough. The center bays hold two easily. The edits were me moving the nodes in a shade to keep larger US modules from clipping through Akron: I admit I never would have gotten it on my own; I googled "rotate attach node ksp " and found a necrobones mini how-to. The triad (0,0,0) are (X,y,z) vectors of a unit sphere of radius 1. So, zero to one for the range. If a part is aligned towards X, let's say, and I want it to be 45 degrees towards Z, let's say, I needed either sin(45), or sin(135), if I recall from last night. Whichever was good for one direction needed the other angle for the opposite direction. (Those are the weird 0.8 or 0.088 values... Do an arcsin or arccos to recover the initial value.) This is why I said I need to go back and check, because I apparently did it in radians accidentally, but it still turned out ok. I'll need a pen and paper and a real calculator to figure out what I did , well, right, accidentally.
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So the Kane package is pretty awesome. (understatement!) I had a suggestion about the SM, one i've had for a while... But, I know there exists a vast preference for feature implementation instead of feature request... So, an hour of cussing and reloading later, I made you a thing :3. I'll let you guess what it might do from the patch code... It certainly works, and it seems pretty solid, but I would love if someone besides myself could try it out and see if it works for you as well. (aka, it loads and works, but its 2am and I can't playtest it.) (Credit to @marce and @Felbourn for NodeHelper, making this sane to do in an hour or so... mad mad props, fellows!) EDIT: Blah, looks like I need to tweak the positions a bit more... doh! EDIT2: Buahahaha, sleep is for losers... position tweak GET, now try it out!... EDIT3: I need to check the alignment vectors... I think I did it in radians instead of degrees, but somehow it came out ok? 2am + trig = bad juju
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I'm trying this patch (below); it ought to work, but it seems like it is snagging up somewhere... could someone else with DMagic installed give it a go, and see if it works? Or, am I typoing something blatantly obvious and i'm just blind. (This is an often occurrence!)
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Huh. So it is. It makes sense upon seeing the actual article. I think my brain saw the shape and tried to mount it á la universal storage wedge style
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Potentially a user error question here, but is there a 'intended' mounting position for the Quetzal Extended Service Module? I can attach it fine, but that's just it; I can't see how its intended to attach to the parent Quetzal. I thought initially that it mounted underneath, and this seems closest, but it clips a fair bit. I then thought maybe it attaches around the rim, but... clips even worse. Am I just that uncreative? (Probably!, but I thought I would ask all the same.) Thanks much!
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[WIP] [1.2.2] Justin Kerman's Tank & Engine Salvage
komodo replied to SilverWolf's topic in KSP1 Mod Development
That's quite the project, very cool! I don't know if it's trollish of you, considering the (local) popularity of RSS/RO(RP-0) around here. In fact, those folks might be quite interested in your work as well. I can guess at the answer due to their haphazardness, but have you noticed any trends or patterns in the tank volumes/sizes? Are there any small adjustments that might bring sanity to the madness? (What an odd idea in this game! ) But yes, two thumbs up, neat project! -
The syntax is weird (WRT 'normal' syntax), but it goes something like this: @DMContracts { @DMMag { @Magnetometer_Parts ^= :$:,new,goodies,go,here } } The ^= signals a regex (I think), and the regex syntax here is for dollar to match the end of the existing line, and anything after the divider will get tacked on. (The ":" here is an arbitrary character that should not appear in either the string being replaced or the string being added.) Reference the @ edit section Here. The documentation is good, but sometimes an example is worth a thousand readthroughs
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Here's an 'odd one/I may be blind' sort of thing: We have a 1.5 m booster set for the Prometheus 1, but do we have a nosecone for it? I'm over here staring at a stack that would love to use them, but i'm fumbling for a cap. (It's an appropriately super kitbashed stack at that, going to launch a soyuz/titan if it goes off right! )
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I continue to have a blast here with all of these parts. I come with a trade that is sort of not a trade; First, a screenshot of a probe launching contraption. It is not the sexiest thing ever, but I thought the shot was framed nicely. I'm hoping that linked right, as i'm ... well, imgur is insane at the moment, and these forums have never been the clearest on how they interact. The other half of the non-trade is this MM snippet, for the Mariner Dish antenna + RT... I totally am guessing at the specs on this thing, the balance may be totally hosed, but hey, it works! Ta!
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[KSP 1.3.1] KEI - Kerbin Environmental Institute(1.2.3) 2017-10-11
komodo replied to RealGecko's topic in KSP1 Mod Releases
Came here to report the repeating 0.0 science notes 'bug/feature', but you already scored it in the 0.2 version! Kudos, and i'm enjoying the mod a lot, it's a nice 'small touch' that i'll have on my must-haves going forward! -
Hey all! I'm going through a new career with PP, and having a blast with it. I'm also using RemoteTech for extra painfun. I have just unlocked the CA-A100 Small Dish Antenna and found myself head scratching at the range. It seemed way too low. If the description says it'll hit the inner system, (Mentioning Duna), I would have expected it to... have range past Minmus, etc I went into the config and compared it against its medium and large brethren. My best guess is a copy/paste error occurred, and 16000000 (1.6*10^7) was put in when 16000000000 (1.6*10^10) was intended. (So, MM vs GM.) ORRRRR, the description is in error and it is intended for use between Kerbin and Mun only. (or I just missed the joke >< ) I don't know what antenna it is based on to guess its intended usage either... Either way, something seemed fishy in this one instance; enjoying the rest of it quite a bit! I made the adjustment on my config, but I thought I would toss it out there for other RemoteTech-ites. Thanks much!
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Very neat! I have been wanting to play more with both of these addons, as, as you say, they each do different things very well. I also can understand the difficulty with interfacing the two different communication methods, so that is very clever. I don't have any pointed feedback, as I haven't actually had a chance to use it as of yet, though ><
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Sleep deprived feedback from latest github as of tonight: (read, I have no idea the progress on these minor points) Gemini_Structure_A: Description is copypastaed from the SM, which lead to some head scratching initially. bluedog_malhenaSolar: I really like the model, it's pretty spiffy. I have no idea where in the tech tree to suggest to put it and its brethren malhena(nice name), though. bd_gemini_cap: Looks fine. Name is out of the pattern. Depends on how OCD anyone is, this is likely the most minor of issues. I hope tomorrow night to have some more time to poke at zee gemini parts. If the damned 1.1.2 will run long enough to do so. (I have been blessed with frequent crashes on scene change! I could have stayed with 0.90 on OS X if I was satisfied with such, grumblegrumble...) Overall, big thumbs up on the new toys. The artwork is fabulous!
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ROMiniFork: Generic Rescaling for when RO is Too Heavy
komodo replied to komodo's topic in KSP1 Mod Development
Right! So, so sorry for the delay! My work lately has been... work intensive. But, a bit of a break for a while! I took a look at the log you uploaded (thank you for that), and it's unfortunately not my bug: RLA Stockalike has tripped me on this a couple times, where a typo was made. [ModuleManager] Applying node /zROMini/@PART[*]:HAS[@DRAG_CUBE]:FOR[zROMini] to RLA_Stockalike/Parts/Structural/struct_various/small_decoupler_stack/RLA_small_decoupler_stack [ModuleManager] Error - Failed to do a maths replacement: @DRAG_CUBE : original value="0.1185349 0.06135106" operator=* mod value="1.6" Was our error, and the offending line in the source is thus: DRAG_CUBE { cube = Default, 0.06135106,0.7812009,0.4141177, 0.06135106,0.7812009,0.4108824, 0.3032565,0.9618634,0.1185349, 0.3032565,0.9619145,0.1185349 0.06135106,0.7811964,0.4108824, 0.06135106,0.7811964,0.4141177, 0,0,0, 0.625,0.09999999,0.6250001 } Note carefully at position 12 from the end, a comma is missing. MM is trying to multiply a non-integer and obviously failing. Quick fix is to stick the comma in there to fix that index. I however don't know why it threw two errors, as I can only find that one. I'm going to be updating my assorted plethora of addons tonight and hopefully getting back to some healthy tweaking soon!- 21 replies
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ROMiniFork: Generic Rescaling for when RO is Too Heavy
komodo replied to komodo's topic in KSP1 Mod Development
Quick note for the above (very nice and thorough post): those are all very good ideas. That was about what I had thought for the MM gymnastics needed, although I need to borrow that line ending stripper; I never quite got it, but once seeing it, "d'oh, of course!" if this continues as a standalone package, I'll certainly look into all of the above. In the short term the goal is to tie up loose ends and merge the basic package back to the RO repo. for more expansive work, I'll have more time in a few weeks to look at things properly- 21 replies
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@CobaltWolf as well; this is 99.999% due to the duplicated science definition in "resources ", iirc the folder name. Check that spot out and see if it resolves the issue. On other news, I managed to play a bit on Sunday, at least through the early game. Everything seems legit that I've seen, although I need to fire up a ... Sandbox... (Ugh! ) to test more of the parts in a time/sane way. so... No news is good news, right?
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ROMiniFork: Generic Rescaling for when RO is Too Heavy
komodo replied to komodo's topic in KSP1 Mod Development
@Gordon Dry, which two errors are you getting? If you could pastebin/Dropbox/etc a log file, I'll take a look. I don't have a handy link to the "how to find logs" post, as I'm on mobile... Are you Windows, Linux or OS X? I have a clue for the last two, but no idea where Windows stuffs the player.log file. @GregroxMun, I have/had a local copy that did handle RSB, but I didn't want to set a precedent for exceptions for particular part packs. Although with the nature of that one, an exceptional exception may be in order. It should be fairly straightforward with their structure, particularly now that the stockification patches are rumbling in. I'll see what I can do. @Kerbas_ad_astra, Ah. Crap. That is a wrinkle. I have a thought about how to savage MM regexs to do so, but I imagine you've throurghly thrashed that ex-equine already. I'll take a look. The script component of this guy should no longer be needed. I wish I were skilled enough to write a MM writing script, at least one of this general a nature, but mine handled one block in this suite only. As NK might say, we're trying to be as generic as possible and/or within reason. As noted, this is a blanket scale up, and some things might get jammed up in the works. IFS and FS might have to get an entry in the known issues, if they are too uncooperative A full treatment of these issues might be called ultimately LargeROMini... Wait...- 21 replies
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