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Everything posted by Bit Fiddler
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[1.5.X] Rover Wheel Sounds v2.3 (2016-10-24)
Bit Fiddler replied to pizzaoverhead's topic in KSP1 Mod Releases
I am assuming this is 1.2.1 compatible, yet it will not list on CKAN as your information reports 1.2.0. -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Bit Fiddler replied to Paul Kingtiger's topic in KSP1 Mod Releases
I am assuming this is 1.2.1 compatible, but since the info all says 1.2.0 CKAN will not list it for install. if this is indeed 1.2.1 compatible can the info be changed for CKAN? @mostlydave where did you see the version 2 stuff. I do not see any links to the project anywhere. -
can you update your version info to 1.2.1 so CKAN will grab this? oh and Science full reward as well. I am assuming they are 1.2.1 compatible that is? just have not updated the tag to tell CKAN to go ahead?
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+ [Part] [1.6] Davon supply mod v025
Bit Fiddler replied to PrivateFlip's topic in KSP1 Mod Releases
is this ok in 1.2.1 and if so could the versions be updated so CKAN will allow it to be installed? -
could you update your OP and SPacedock,curse etc. to report 1.2.1 so the CKAN will allow your mod to list as 1.2.1 compatible? as I assume from the statement about MM that it is indeed 1.2.1 compatible...
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[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
Bit Fiddler replied to icedown's topic in KSP1 Mod Development
Sorry, just realized that video is broken. here is another showing the same thing. Wide field shot of the MUN does not advance the contract. -
adding tank types and new resources etc. is very easy. this is by far the best "Tank switcher" mod there is right now. there are many included examples of how to make tanks that support new resources, or tank configurations for ratios etc. I also had a bit of an issue at the beginning but if you look into the included setup files it is pretty easy. or if you have a specific question post it and I am sure it can be easily done.
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[1.9.x] QuizTech Aero Pack Continued
Bit Fiddler replied to linuxgurugamer's topic in KSP1 Mod Releases
for your VTOL have you looked at Throttle Controlled Avionics? it is the final word in VTOL mods as far as I can tell. -
I have had this happen sooooo many times since KSP 1.2.1 installed basically a directory says it cant be removed because it no longer exists. and other weird crap. the fix is to open "CMD.EXE" as an administrator and use the console to delete the files and or directories... "RMDIR /s XXXXXXXXXXX" or "RD /s XXXXXXXXXX" will remove a full directory without the need to delete all the files and subdirectories under it.
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[1.5.1] Cacteye Optics Community Takeover
Bit Fiddler replied to icedown's topic in KSP1 Mod Releases
doing a contract to take a picture of the Mun. as you can see in this video I am pointed at the mun. take the picture and transmit the "data" but the contract never updates. is this because I had photographed the mun before and thus received no science reward? what triggers the contract to complete? the act of transmission or receiving science? -
there is a fuel dump mod that has a spout you attach to a tank then it dumps it in a nice shader vapor cloud or fire ball depending on if you dump to an engines heated area or not. no idea if it still works with 1.2.1 but could try. also smart parts has a fuel dump part to dump tank contents. and other mods have added the "jettison tank contents" right click action to other types of tanks. so there are many options for this already, but ya to make it simple and all in one mod might not be a bad idea.
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[0.25] NEBULA space engineering - EVA handrails pack
Bit Fiddler replied to Krasimir's topic in KSP1 Mod Releases
ok starting an attempt at making 3d mesh files for KSP. I have no idea what KSP needs, so this is going to be an adventure. I will start very basic and we can go from there. here is the first part... the basic ladder rung. I will now have to figure out all the scaling and decide how much impact the part has on FPS etc. we will need to come up with some budget for a part. so that any single part will not exceed the number of faces, vertices, etc. this can be scaled on how common the part is. for instance this ladder rung will need to be very cheap on the GPU as you can end up using many of these on a single craft. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Bit Fiddler replied to Nils277's topic in KSP1 Mod Releases
with KIS/KAS you can also define the nodes as "snap points". I do not know how it is done I have never looked at it, but it makes it so the parts will only snap in to the racks, and only in the correct position/orientation. i do not think it prevents other placement however, that just controls the "snapping", so for instance you could still just have your Kerbal slap a container on the side of your station anywhere, and not use the racks at all. At least this is how i think it works... you will have to explore these options. there are other mods out there doing similar things so there are examples to look at, and people to ask. -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
Bit Fiddler replied to JPLRepo's topic in KSP1 Mod Releases
so looking in to this deeper I see that for every 1.1 units of water a Kerbal consumes they will produce 1.4 units of waste water. is this correct? and if so I assume that the units per liter of waste water is not the same as water? -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Bit Fiddler replied to Nils277's topic in KSP1 Mod Releases
so in the case of this mod you would not use KAS as a dependency, but rather just make your containers have a built in "docking port". then if a player wishes to use KAS they make the drone put a magnet or what ever on it and fly the container over and the built in "docking port" will grab it and snap them together? but in the long run the Kerbal never can put the container on their back like other KAS items, they must use a vehicle of some sort to actually move them? also another observation is your units/volume seem to be quite a bit less than the containers supplied with TAC-LS. was this intentional due to some "reality check"? as in "the TAC-LS containers are bigger on the inside than the outside" sort of thing? -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Bit Fiddler replied to Nils277's topic in KSP1 Mod Releases
yes that would help if I could use KAS to attach the container to the rack. however the "Probe" idea makes it much cheaper in delta v etc. which all comes down to money I guess. I would make the containers support KAS for attaching in "flight" for sure however, and then I could do a "shuttle mission" with new container wedges. it will cost more as I must expend fuel for the deltaV of the entire shuttle craft, but at least resupply would be possible. I can always make the probes things just go attach to docking ports as I have always done in the past if you are not interested in this idea. but for sure do the KAS support on your containers. my only reason for the request was that Infernal robotics is not yet updated, so I am having a hard time with my nice, sleek, self contained, aerodynamic (for launch), re-supply canister carousel. but I can work around this. -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
Bit Fiddler replied to JPLRepo's topic in KSP1 Mod Releases
Sorry got side tracked on this, but back to working on this again... any way, not as easy as I was hoping. but you say the values in the .cfg are in gameunits/second? so for a container type of question I need to convert these values to liters/second but for any sort of math involving things like how long will x units of food last I can just use the number from the .cfg file directly? looking at the settings in the options menu.. I see the various resources and their rates listed as "p/d" is this gameunits/day? -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Bit Fiddler replied to Nils277's topic in KSP1 Mod Releases
not a big deal.. and I guess I did not realize you had a greenhouse... I was just looking at the parts that snap into the 2.5m rack things... will have to go check this out for the station I am making. I was planning to use BioMass if they ever get it finished. but may just use this mod, or one of the others out there making food and fuel. as I would really like the station to be a closed system if possible. and as for ore; I can always grab me an asteroid and attach it to the station for a source of ore in orbit. I am working on a spread sheet now, but if you can find yours that would be great as I will probably overlook something any way. oh and as a side note; a request. in the past I used Infernal robotics to make a system for a resupply setup. but I was just wondering if you could make a similar thing just as part of your mod. Basically how it worked was there was a "service bay" with doors that could open. inside was a rotating carousel that would hold the TAC hexcans on docking ports, with a bit of spare space around them for additional parts. the hex cans then had a docking port, a small monoprop tank, some RCS, a probe core, and a mono prop engine attached. the idea was that you could launch this hexcan "probe" very cheaply into orbit and then fly it up and dock it on an empty port on that carosel. then when empty undock it and use the engines to deorbit the can. either with a chute to recover it, or as a destructive deorbit. any way just wondering if you would be interested in making this as a premade system for your mod? the rotating bit could be avoided by making the "canister rack" have ports around it that are all accessible from the outside. thus no rotational parts would be needed, just doors that could open up to reveal the socket for the probe to attach to. Ok. assuming I have not missed something in the process. my prelim math looks like you set it up for 1 of your devices will support 5-9 kerbals depending on the part. however it does seem the parts are not all tuned to support the same number of kerbals. I have not taken green houses into account, so this variance may be to support the greenhouse's needs. and the final number may be 5 when used this way. Oh and as for the edit for the tech nodes. if you come to a consensus with the Universal Storage team, you/they could just make the new parts, and then remove all the old ones from the VAB/SPH list. however if they are left the game (but inaccessible for new construction) for now, no existing ships will be broken but all new ships will be made using the new parts. then after some time, they can be removed from the mod altogether, and just make an additional "legacy" part pack. thus if anybody still needs those for very old save games they can still get them. at least I think it works this way. it seems I have seen other mods do this when they make drastic changes like this to their mod. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Bit Fiddler replied to Nils277's topic in KSP1 Mod Releases
if this has been answered already I am sorry but the 44 pages was a bit daunting to go back and read through. any way the question is this. with using your "active" parts like the carbon scrubber etc. do you have numbers readily available that tell me things for TAC: For X kerbals I will need Y parts to sustain... For X Kerbals I will need to add Y units of water or Z units of Hydrogen etc. per day to keep it stable... al of this is ignoring food obviously, as there is no way for your mod to produce food. but I would just like to know if I am making a station that I want to be as efficient as possible I will want to purify waste water, scrub the CO2, etc. it looks like I have 2 options for a sustained system; I will need to add water, and/or add hydrogen. the issue comes down to the mass of the payload, and thus the ΔV needed to resupply the station. Do you, or anybody else for that matter, have these numbers available? or will I need to go do all the math on my own? also on a side note your mod duplicates some of the efforts of the Universal Storage mod. and while I absolutely agree with this as more options is always better, and I in fact use both mods, there is an issue... The tech nodes you use to unlock your scrubber etc. are different than the nodes Universal Storage uses. would it be possible to get with the devs of that mod and come to an agreement so that your water purifier etc. come into play at the same time as theirs? -
well without specifics I can direct you to a very good "class" on PID. most of it you will know already obviously. but there is good info in there, and may help. especially in the later videos. however I would recommend starting with video 1 and just watch them all. he has many videos on controller design but this series specifically is for PID. I really recommend going to his youtube channel, and look at his videos. if he does not speak too fast for you to understand he is a very good instructor. I know he talks very fast, but your English is very good, so maybe you can follow him.
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I have written PIDs for CS classes when I was in college. lol but that was 30 years ago... however I may be able to dig up some memory of this. what did you need help with ?