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undercoveryankee
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Everything posted by undercoveryankee
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Remote tech signal delay landings
undercoveryankee replied to Teutooni's topic in KSP1 Mods Discussions
Real-life soft landers (Surveyor, Viking, Phoenix, Curiosity) have onboard software that uses radar altimeter data to control their engines. If you can find a large enough mostly-flat area to aim for, you can do something similar with kOS. That's the purist's way to do auto-landing. If you need to avoid or correct for a substantial slope, it helps to have additional rangefinders in more directions than straight down, which kOS is a release or two away from being able to read (although there's a usable part at http://forum.kerbalspaceprogram.com/threads/86062-WIP-Plugin-Parts-LaserDist-0-2-for-KSP-0-24-Alpha whenever kOS catches up). The other option is MechJeb. With default settings, MJ can control a probe without signal delay as long as a connection is present. The problems are that MJ's landing autopilot is sometimes quirky and that some people prefer not to have MJ's other features available. What some people might like is a "landing guidance sensor" part that has a reasonably reliable terminal-descent autopilot but not the rest of MechJeb. -
Still smells like a bug causing the thermal helper to use the unupgraded core temperature for the reactor. I'll try to reproduce and see if I can find any more clues. Sounds like the old glitch in 0.11 where the reactor would shut down if its power consumption in one frame exceeded the amount the ship could store. Not intentional, just a stock-game limitation that doesn't have a good workaround yet.
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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
Currently, TAC leaves closed-loop to other mods so there's room for some that make it easier and some that make it harder. -
Just to confirm that I'm understanding this right, you're in career mode when you see the 21.5MW dissipation, correct? This sounds like what happens when the reactor core temperature is lower than the maximum temperature of the radiators. If the radiators were running at their maximum temperature, they would dissipate 1.70GW. Cool them down to the temperature of the reactor, and at that temperature they dissipate only 21.5MW.
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Mod release thread licences
undercoveryankee replied to PatPL's topic in KSP1 C# Plugin Development Help and Support
Best not to redistribute Squad's model file at all. I think you can write a MODEL {} node that references the in-game model and overrides the referenced textures with yours. Your original work, the texture and any relevant config files, can be under any license that suits your goals. See http://forum.kerbalspaceprogram.com/threads/44738-License-Selection-Guide for more information. I personally recommend a license that allows others to redistribute and modify your mod under suitable conditions, so it doesn't disappear if you can no longer maintain it and hosting goes down or Squad makes a compatibility-breaking change. -
[1.12] Extraplanetary Launchpads v6.99.3
undercoveryankee replied to taniwha's topic in KSP1 Mod Releases
Build time is based purely on mass and productivity. A certain number of kilograms of parts used per kerbal-hour. If builds are unreasonably slow or not progressing, you most likely have a shortage of productivity (not enough kerbals or kerbals not producing effectively due to poor facilities or stupidity). -
[1.1] RemoteTech v1.6.10 [2016-04-12]
undercoveryankee replied to Peppie23's topic in KSP1 Mod Releases
There are no wildcards in pass names for two reasons that I can think of: If there's more than one pass that matches the wildcard, how do you decide which of the candidate passes gets the wildcard patch? A :FOR clause naming a pass that doesn't otherwise exist is enough to create that pass group. What do you call the newly created pass group if the :FOR that created it has a wildcard? -
[1.1] RemoteTech v1.6.10 [2016-04-12]
undercoveryankee replied to Peppie23's topic in KSP1 Mod Releases
I think the ModuleManager developers do recommend using your folder/plugin name as your :FOR pass, so other patch authors don't have to read your config files to know what pass you're running in. If you would like to keep a uniform pass name between versions that might have different folder/plugin names, that makes sense too, but I would recommend that it be pretty prominent in any "for mod authors" documentation. And if there are patches that don't have :FOR[RemoteTech], it wouldn't hurt to go through and make them consistent. -
I define Jool's hydrogen to produce LiquidFuel (per stock Interstellar behavior) if you use an ORS scoop, CRP Hydrogen if you use an ORSX scoop. So if CRP Hydrogen is what NearFuture uses, Karbonite scoops should already be able to collect it. I'll grab one of the mods with Hydrogen tanks, test, and update if necessary.
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This pack is designed to improve the experience of running Fractal_UK's KSP Interstellar 0.12 or 0.13 with mods that use RoverDude's Community Resource Pack. This release of the pack is for releases of CRP and related mods that are based on the ORSX resource system; i.e. CRP 0.2.x and the corresponding releases of RoverDude's other mods. SCANsat features require SCANsat 7rc5 or 8. Download List of changes made: * All occurrences of KSPI's LqdWater and Argon resources changed to CRP Water and ArgonGas. * Multiplied all Argon tanks' capacities by the ratio of densities to preserve total mass. * All crustal resource maps now available in both resource systems. KSPI can extract Water wherever an ORSX scanner sees it, and Uranium, Thorium, and Alumina are available to SCANsat through ORSX. * Replaced Interstellar's Uranium maps with CRP's Uraninite maps on all bodies where CRP has Uraninite. * Added Uraninite to CRP everywhere else Interstellar has Uranium. * Added SCANsat scanning for Uranium, Thorium, and Alumina to KSPI gamma ray spectrometer * Moved SCANsat scanning for Ore/Minerals/Substrate/Water from Karbonite scanner to MKS survey camera. * MKS/OKS science labs can refine Uraninite to the types of uranium used by Interstellar as well as EnrichedUranium. * Modified atmospheric and oceanic resources: * Added ORS definitions for Karbonite in atmospheres and oceans where CRP defines it, for use with Interstellar's spectrometers. * Where CRP replaced one of Interstellar's components with Karbonite, reduced both concentrations to show a mixture. * Changed Eve and Laythe atmospheres to show composition consistent with FAR's default settings for average molecular mass and specific heat. * Where the concentration of a CRP resource changed as a result of these changes, applied the updated concentration to ORSX. * Made Jool's Hydrogen scoopable with ORSX. ORS extractors will continue to scoop it as LiquidFuel, as I prefer when not using RealFuels. * Similarly, oxygen scoops as Oxygen with ORSX and Oxidizer with KSPI. * Added Karbonite fuel mode for thermal rockets. Original content released under the MIT license. Configuration values derived from Interstellar or CRP may be subject to those packages' licenses (linked in readme in archive).
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The plugin or one of its dependencies isn't loading. The visual display in the VAB is a stock bug triggered by the part modules' failure to load. Post a log and let us know what versions of OpenResourceSystem are present, where you got them, and where they're installed, and we'll probably be able to figure out why.