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undercoveryankee
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Everything posted by undercoveryankee
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What version of Interstellar and what version of KSP? How is the orbiting power plant generating power? Does it have Megajoules locally? Are the transmitters set to transmit? There are separate modes to transmit power generated on board and relay power coming in from elsewhere, so they don't do anything until you manually activate one of the modes. Do the receivers have line of sight and are they pointed at the transmitter? Unlike most things, Interstellar receivers do take orientation into account? What type of receivers are you using? If you're receiving as ThermalPower when you were expecting Megajoules or vice versa, it won't work.
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[1.1] RemoteTech v1.6.10 [2016-04-12]
undercoveryankee replied to Peppie23's topic in KSP1 Mod Releases
Changing efficiency with connection status would require additional code in the generator and converter modules, which are written in C#. It's not something that can just be added at the .cfg level. RoverDude has mentioned mental-health mechanics being on his radar for the long term. At that point, RT integration would make sense. -
The size of the canopy is normally calculated based on vessel mass and desired landing speed, but there's a way to set it manually in the editor. The visible size corresponds to the area used in the drag equation, so reality will ensue if you go too small. The changelog says there's a setting for whether the pre-action groups auto-size keeps the default canopy size or resizes it. I haven't started an 0.90 career yet, so I haven't seen the details in action.
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[1.1] RemoteTech v1.6.10 [2016-04-12]
undercoveryankee replied to Peppie23's topic in KSP1 Mod Releases
Start with a look at what the ground does for manned ships in real life. In routine operation it's mostly crew workload reduction - maintaining activity schedules and checklists so they're always ready for the crew. Ground also tracks the ship's orbit and calculates burns. Engineering support if something goes wrong and has to be fixed. You might do something like add kerbal XP requirements to use patched conics and maneuver nodes while out of contact with the ground, but that would involve hooking systems inside KSP that aren't the most mod-friendly. -
If you want MM to access the value of a "volume" field somewhere else in the config file, MM can do cross-references at the cost of making your patch look like line noise. For instance, assuming "baseCost" and "volume" are both fields of the same module, that cross-reference would look like: %baseCost = #$volume$ @baseCost *= 0.01
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They ignore each other. EPL uses the its own build-time calculations for off-world builds, based on the facilities at the base and the stats of the kerbals there, whether you have KCT installed or not. EPL with a good facility is faster than KCT's defaults; I think that makes sense, because if you're making RocketParts on site you've already waited for parts to be produced, and if you're shipping RocketParts you've already benefited from Kerbin-side suppliers there.
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I think I found the issue. I put code in this pack to disable the CRP definition of Antimatter so Interstellar's definition would control and it would have a unit cost. Boris's resources_nuclear.cfg doesn't have a standalone definition of Antimatter like Fractal's did; it tries to modify the CRP definition that I knocked out. That leaves you with no definition of Antimatter loaded, so the first attempt to look up the definition (when Interstellar is loading reactor fuel modes) starts the exception spam. Since you aren't running ORSX and Boris has taken care of the resource-name issues natively, the ORSX version of the integration pack is doing absolutely nothing for you, and you can safely delete it. I'll try to fast-track the Regolith conversion.
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There's never going to be a change that doesn't break something. The basic reaction wheel changing size and the Stayputnik and OKTO2 probe cores losing features rendered some ships ugly or non-functional. I expect that if they produce a system that's intuitive to design planes in, old-aero designs that look intuitively plausible will still fly even without a lot of deliberate compatibility effort. The more "exotic" abuses of stock aero (infinigliders, planes with wings that spell out words, flying sports cars) are fun, but they're mostly built by people who know they're abusing stock aero and don't expect them to work in any saner world. They can be allowed to become unstable if it makes life better for sane designs.
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[0.25] 6S Service Compartment Tubes - "Design smooth!"
undercoveryankee replied to nothke's topic in KSP1 Mod Releases
The standard location is GameData/Firespitter/Plugins/Firespitter.dll. If you put it there, you're less likely to accidentally duplicate it by installing another mod that distributes it at the standard path. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
undercoveryankee replied to RoverDude's topic in KSP1 Mod Releases
I thought the default key for screenshot was just F1. No Ctrl required.- 1,692 replies
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
undercoveryankee replied to erendrake's topic in KSP1 Mod Releases
Skylab was pretty harmless (unless a piece hit someone on the head when it deorbited). Did you mean Skynet? -
Since the stock 2.5m engines were rebalanced in 0.24, I've felt like the large KW engines were still on the old performance curve. For instance, I haven't really found a use case for a Vesta VR-9D over a Skipper any more except that the Vesta looks a lot better. (This career has been on standard funds yields with FAR for 3,200 m/s to orbit, so I've never been poor enough to worry about comparing costs. If the intended use case is "cheaper," I'm not complaining.)
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
undercoveryankee replied to RoverDude's topic in KSP1 Mod Releases
All of the stock experiments except the Mystery Goo and Science Jr. are infinitely reusable after collecting the data. I'd be more surprised if these instruments weren't reusable. I don't mind running some of the atmosphere instruments in vacuum either. Somebody had to measure the density in those places to figure out how far up the atmosphere was detectable and what kind of trace materials might exist near an "airless" body. -
parts [1.12.x] Asteroid Recycling Technologies
undercoveryankee replied to RoverDude's topic in KSP1 Mod Releases
It can happen, though. If a PartModule does something with physics (forces or joints), a bug can put it in a state where the part's position and velocity fail to update and it freezes relative to the current physics coordinate system. I'd need a Unity log to have any idea why the Jaw would do that after coming out of time warp. If any of the modules on the Jaw normally did that, someone else would have found it. -
The zooming-parts bug is a good indication that the Interstellar plugin isn't loading. To troubleshoot this, I'd like to see a screenshot of the contents of your GameData folder and a Unity log. For location of the Unity log, see http://forum.kerbalspaceprogram.com/threads/92229-How-To-Get-Support-%28READ-FIRST%29.
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[0.90] KSP Interstellar port maintance thread
undercoveryankee replied to Boris-Barboris's topic in KSP1 Mod Development
Antimatter collectors and tritium decay have had background-processing code present for a couple of Fractal's releases. That code doesn't get tested as heavily as the active-vessel code paths, so some of the old bugs may still be around even in this branch. Resource extraction and conversion haven't been background-enabled before. I think the best way to do it would be to subclass the corresponding classes from Regolith to talk to the Megajoules manager, but it would be possible to add background processing to ORS using code from RoverDude's older resource systems, licenses permitting. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
undercoveryankee replied to erendrake's topic in KSP1 Mod Releases
Another server that runs inside KSP is Telemachus. A single-threaded server won't be too bad if you can afford to reject additional connection attempts while one client is connected, or if you have access to the C# features for non-blocking I/O. Here's something I was able to find: http://scatteredcode.wordpress.com/2013/04/29/creating-a-single-threaded-multi-user-tcp-server-in-net/ -
Doesn't make a difference to the size of the address space or the size of the individual textures. Might make a difference in available video memory, which would affect how many textures can be offloaded to video memory if ATM is marking them not readable. It sounds like the main reasons Windows users need to worry about borderless-window mode is to reduce crashes and visual glitches when using OpenGL on Windows, and the main difference in memory performance comes from how OpenGL and DirectX handle textures differently.
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Changelog in the OP says Fractal released his own set of 0.12 releases late in the 0.24.2 era. It's a little confusing because the version numbers overlap with KSPILite version numbers, but there is a Fractal release for 0.24.2. Download links to old versions aren't easy to find, but I was able to find it at https://bitbucket.org/FractalUK/kspinstellar/downloads/KSPInterstellar-v0.12.2.zip .
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[0.90] KSP Interstellar port maintance thread
undercoveryankee replied to Boris-Barboris's topic in KSP1 Mod Development
The limitation is that the stock resource API doesn't preserve enough information about a generator's steady-state output for Interstellar to calculate the available power level for every possible ElectricCharge source. Interstellar would have to know about the specific mechanics of every EC source you want to support. ModuleDeployableSolarPanel is supported because we're injecting a module onto solar panels anyway to override the effectiveness curve and add heating, and because it's specific enough that everything that uses it can be treated the same way. Other mods tend to use general-purpose converter modules that Interstellar would rather not get too cozy with. If there were any third-party plugins that talked to the Megajoules system, transmitting any MJ they supplied would be free. As long as all of Interstellar's modules are in one plugin, you might as well install all of the parts if you're going to install the plugin. I've thought about trying to split Interstellar into a USI-style family of plugins where you could pick the features you were interested in, but that would be a lot of code refactoring. -
Across a couple of different license versions, the GPL has defined "source" as "the preferred form of the Work for making modifications to it" or similar language. So geometry in a format that's easy to open in a modeling tool (Blender format if that's what you've been using is pretty easy; if you're like bac9 and do geometry in SketchUp before converting to a fancier tool for texturing, it wouldn't hurt to include the SketchUp files). Textures in whatever is your "master" format that you would go back to if you wanted to change something, which would be a PSD/XCF if you're using editor features like layers that are lost when you go to a simpler format.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
undercoveryankee replied to TaranisElsu's topic in KSP1 Mod Releases
The reason life support draws electricity is to circulate air through climate controls, CO2 scrubbers, and the like. If you hit the expiration on electricity, the cause of death is reported as "air toxicity." So it would make sense that running out of EC wouldn't matter on Kerbin. See what happens in space. -
Microsoft hasn't released DirectX for non-Windows platforms, so 3D on OS X and Linux is always OpenGL by necessity. I run on OS X Yosemite with the standard full-screen mode (on OS X, it uses the OS full-screen feature that gives the full-screen window its own virtual desktop). Memory usage with my ATM settings is in the 3.2 to 3.5 range, and I've been putting up with an out-of-memory after about two hours because cutting any further would be more painful for me than the crashes.
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
undercoveryankee replied to erendrake's topic in KSP1 Mod Releases
I'd be happy with detecting a recursive lock and giving an informative compile-time error. Even if someone had time to overhaul the implementation to do something useful, I'm not sure what usable semantics would be.