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undercoveryankee
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KSP2 Release Notes
Everything posted by undercoveryankee
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Once you've tracked an asteroid, you should be able to target it the same as you would a ship, allowing you to use the Rendezvous Guidance module once you're in the same sphere of influence. The same feature request - to be able to launch to a transfer orbit for an arbitrary target in solar orbit - would apply to intercepting a ship in interplanetary space, e.g. for a rescue.
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There are different types of thermal-to-electrical generators that have been proposed for space-power-plant applications. Fractal thought it suited his purpose to represent two different styles with different efficiencies, where the less-efficient system is likely to be available at gigawatt scale sooner. The difference never really felt significant enough for the pain in the neck that it was to do anything else with upgradable parts.
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The first two problems are symptoms of the same internal error: none of the PartModules in the main Interstellar plugin are getting loaded. The zooming model is a stock bug that occurs when a part has three or more resources and no modules loaded. The parts that don't animate are the ones whose animations are controlled by KSPI modules; the radial warp drive uses a separate stock animation module. The issue with the toolbar button showing up but not doing anything indicates that the InterstellarToolbar plugin is loading but the main plugin isn't. If you'll post a log, we can probably tell you why the plugin isn't loading.
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I seem to recall that the tech tree placement of the AM bottle was a design decision because it was impossible to predict whether you would get the collector or the reactor first. So a container is placed in a node that you're basically guaranteed to have by the time you get either. And you should be able to fill an AM bottle in the VAB by right-clicking if you don't have the collector yet. TreeLoader doesn't offer to apply a tech tree unless you're in Career mode, which in 0.24 is the mode with contracts and funds. Even in Career mode, there are a few glitches with trees that have a lot more nodes than stock and with installing trees from the online repository. It will at least successfully apply the Interstellar tree if you copy Interstellar's tree.cfg into a Career save.
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I had a few ships with radiators or gamma-ray spectrometers from 0.11 that I didn't want to lose. Here's my config to put versions of the new parts under the old names that I had in flight. $PART[RadialRadiator] { @name = RadialRadiatorzzz2 @rescaleFactor = 1 @techRequired = Hidden @category = -1 @mass /= 8 @MODULE[FNRadiator] { @radiatorArea /= 8 } !MODULE[TweakScale] {} } $PART[DeployableRadiator] { @name = radiator0 @techRequired = Hidden @category = -1 !MODULE[TweakScale] {} } $PART[GammaRaySpectrometer] { @name = sensorGammaRaySpectrometer @techRequired = Hidden @category = -1 }
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Interstellar, because the mod isn't really balanced without its tech tree.
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The seismic experiment doesn't have a base score the same way the stock experiments do. See https://github.com/FractalUK/KSPInterstellar/wiki/Double-C-Seismic-Accelerometer for a description of the formulas. The body multipliers may vary between versions or between fractal_uk and WaveFunctionP, but I haven't seen anything else change. The LC/MS simply doesn't have ModuleScienceExperiment. It will tell you what ORS resources are in the water, but it won't give you science for it.
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[1.1] RemoteTech v1.6.10 [2016-04-12]
undercoveryankee replied to Peppie23's topic in KSP1 Mod Releases
No, there's no automatic target switching. For two reasons: 1) keeping a network together might require automatic retargeting of dishes on ships that are on rails, and we're not set up for that, and 2) every network is different, so there's no real way to design a smarter behavior that would make everyone happy. When kOS gets enough support for operating parts' controls that it can retarget antennas, that will help with the latter, although it will still take some forethought to make sure relays that are on rails don't need to retarget. The only way to cover multiple targets with a dish right now is to target the planet or moon they're orbiting with a dish that has a wide enough cone to cover all of the desired targets. -
parts [1.12.x] Asteroid Recycling Technologies
undercoveryankee replied to RoverDude's topic in KSP1 Mod Releases
That was prototyped in some of the earlier prereleases, where there were different kinds of Rock resources with different conversion efficiencies, and analyzing an asteroid with the Probe would assign how much of each kind of Rock you would get from it. ART 0.4 has simplified to one type of rock with non-game-breaking baseline amounts of everything, likely because multiple Rock resources caused other annoyances. -
parts [1.12.x] Asteroid Recycling Technologies
undercoveryankee replied to RoverDude's topic in KSP1 Mod Releases
You should already have a Rock->Ore converter in the package. The low efficiency reflects that the dust is a mixture of magnetic and non-magnetic substances and that even the magnetic components of the dust consist partly of metals that are of no value for manufacturing. -
RoverDude ships the version of ORS that came with Wave's current 0.11-Experimental release. He may have stripped out a couple of atmospheric and oceanic resource configs that were placed in the ORS directory even though only Interstellar ever used them. I'd lean toward delete and replace unless someone finds that delete and replace breaks RoverDude's mods.
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Completely bypassing the AgP check for an equatorial-but-eccentric orbit would accept orbits pointing in obviously different directions that you can readily tell apart by looking at them on a map. If the absolute longitude of the periapsis (LAN+AgP) is reasonably stable, you might be able to get away with a check of that combined value when inclination is zero but eccentricity is significant.
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[1.1] RemoteTech v1.6.10 [2016-04-12]
undercoveryankee replied to Peppie23's topic in KSP1 Mod Releases
There are some network-design quirks that can create the appearance that targeting Kerbin doesn't work. If you can tell what dish you were testing with, where it was located, what antennas your Kerbin-side relays had, and what they were targeting, we might be able to spot the issue. Targeting planets and moons has always done exactly what it's documented to do for me. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
undercoveryankee replied to TaranisElsu's topic in KSP1 Mod Releases
TAC simulates on-rails operation by running at fast-forward rates the next time you load the vessel until it's caught up. This has been in TacGenericConverter at least since 0.8. When you switch away from a ship with life support, the mod sets a timer for how long it will take to use the amounts of resources that are in storage and issues the resource-depleted warnings at that time. Those timers don't take into account on-board production of supplies because production might change for reasons that can't be accurately predicted, so messages are issued based on the worst case of no production. You should be able to ignore a resource-depleted message if you know that you have production in place that will cover what you're using. -
[24.2] Karbonite Ongoing Dev and Discussion
undercoveryankee replied to RoverDude's topic in KSP1 Mod Development
No. Resource abundance maps in ORS are static PNG textures. For the foreseeable future, any good spot you find will be the same not only throughout your game, but in every game you play. -
Immortality for a game isn't found in continued releases by the developer. As far as I'm concerned, immortality means having a community that will still find ways to play the game even if the last update is 15 or 20 years old. People were finding ways to play X-COM and making fan remakes for that long, even though the official sequels for most of that time were nowhere near as popular. 20 years from now, the space sim community may not be playing "Kerbal Space Program," but they will find that they can't talk about the history of their genre without mentioning KSP. That's immortality.
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[1.1] RemoteTech v1.6.10 [2016-04-12]
undercoveryankee replied to Peppie23's topic in KSP1 Mod Releases
Correct on the edit. The manned vessel must contain a probe core with isRTCommandStation = true. The unmanned ship that you're controlling can have any probe core that works with RT2. -
[1.1] RemoteTech v1.6.10 [2016-04-12]
undercoveryankee replied to Peppie23's topic in KSP1 Mod Releases
In current RT2, a manned ship can control an unmanned ship if the manned ship has at least six kerbals on board and a probe core with this function enabled (in stock, the only one enabled is the 2.5m stack probe core). -
My best guess: it's because thermal power has an ALL_VESSEL flow mode. Everything that uses thermal power (generators, thermal rockets, thermal turbojets) checks whether it's connected to a reactor, but as long as it's attached to a reactor it can draw thermal power from anywhere on the ship, even if the reactor it's physically attached to isn't producing any. It looks like all four jets are producing thrust -- can you confirm that they are? Apparently the reactor throttling code, noticing that any reactor can supply any demand for power even if the stack-attach requirement suggests otherwise, prefers to bring one reactor up to full before it starts any of the others. In your screenshot, the reactor that's on is at around 8%. If you increase throttle until that reactor reaches 100%, you should see a second reactor come on.