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Kolago
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Posts posted by Kolago
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There is a problem with TweakScale and FAR if you use cockpits with air intakes (Mark 4 Cockpit). If you start your ship and revert to launch and than the ship is broken, only the cockpit stays, the rest of the ship is gone.
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MM can't interact with code directly. My thought was that the aerodynamic parameters that end up in the parts config after MM is done generating the error in Kerbal/FAR. I will try to do recreate the error with minimal mods installed.
So, here are my results:
Stock Game Win x86 0.90 with:
Ferram_Aerospace_Research-v0.14.5.1
Mark_IV_Spaceplane_System-1.1.2
TweakScale_-_Rescale_Everything-v1.49_2014-12-18_1103_UTC
ModuleManager.2.5.6.dll
DDSLoader-1.8.0.0
output_log.zip: https://www.dropbox.com/s/ou8kks1jp9vtdz4/output_log.zip?dl=0
VAB Ship: https://www.dropbox.com/s/z152lut84tesgqj/Untitled%20Space%20Craft.zip?dl=0
Start Ship. Revert to launch. Ship Broken.
Error is only there with TweakScale installed!
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Compressors are way cool! By playing around with the new OPTcompressor MODULE I have tried to scale up the think. You know, in the rocket businesses is bigger better! How can I tweak the compressor output?
By the way, the dV of the new OPT "ARIE" Engine is not recognized in MechJeb...
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@Kolago: There is no way for there to be a MM collision with code, that's not the way MM works at all. Provide full reproduction steps and a copy of your log, all using minimal mods. I have not been able to reproduce this issue on my build.
MM can't interact with code directly. My thought was that the aerodynamic parameters that end up in the parts config after MM is done generating the error in Kerbal/FAR. I will try to do recreate the error with minimal mods installed.
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I have a problem with FAR and the MK4 cockpit with "ModuleResourceIntake" in the config, if I "Revert to Launch" my rocket disappears, only the cockpit is visible surrounded by airspeed graphics.
Also see here:
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I have a problem with cockpits that have "ModuleResourceIntake" in the config, if I "Revert to Launch" my rocket disappears, only the cockpit is visible surrounded by airspeed graphics. Is this a MM collision with FerramAerospaceResearch.cfg ModuleResourceIntake Code?
MkIVFAR.cfg:
// Mark IV System FAR/NEAR Support
// Requires ModuleManager and FAR or NEAR to function
@PART[mk4cockpit]:NEEDS[FerramAerospaceResearch|NEAR]
{
@maximum_drag = 0
@minimum_drag = 0
@angularDrag = 0
!MODULE[ModuleLiftingSurface] {}
@MODULE[ModuleResourceIntake]
{
@area = 0.01
}
}mk4cockpit.cfg:
// Mark IV System 1.1
// Inline Cockpit
PART
{
// --- general parameters ---
name = mk4cockpit
module = Part
author = Chris Adderley
// --- asset parameters ---
mesh = mk4cockpit.mu
rescaleFactor = 1.0
// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_bottom = 0.0, -1.655971, 0.00, 0.0, 1.0, 0.0, 3
node_stack_top = 0.0, 3.351745, 0.1550713, 0.0, 1.0, 0.0, 1
// --- editor parameters ---
TechRequired = largeControl
entryCost = 10200
cost = 7600
category = Pods
subcategory = 0
title = Mark IV Cockpit
manufacturer = K.V Roe and Company
description = The star of the Mark IV line, the aptly named cockpit allows four kerbals to travel the globe in style. With the purchase of a pressurization kit (25,000 funds per unit), it could even travel to space! Includes moderately effective air intakes.
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,0
// --- standard part parameters ---
mass = 5.5
dragModelType = default
maximum_drag = 0.40
minimum_drag = 0.40
angularDrag = 4
crashTolerance = 150
breakingForce = 300
breakingTorque = 300
maxTemp = 3400
vesselType = Ship
// --- internal setup ---
CrewCapacity = 4
INTERNAL
{
name = mk4cockpitIVA
}
MODULE
{
name = ModuleCommand
minimumCrew = 1
}
RESOURCE
{
name = ElectricCharge
amount = 325
maxAmount = 325
}
RESOURCE
{
name = MonoPropellant
amount = 80
maxAmount = 80
}
MODULE
{
name = ModuleSAS
}
MODULE
{
name = ModuleReactionWheel
actionGUIName = Toggle RW
PitchTorque = 20
YawTorque = 20
RollTorque = 20
RESOURCE
{
name = ElectricCharge
rate = 3.5
}
}
MODULE
{
name = ModuleScienceExperiment
experimentID = crewReport
experimentActionName = Crew Report
resetActionName = Discard Crew Report
reviewActionName = Review Report
useStaging = False
useActionGroups = True
hideUIwhenUnavailable = True
rerunnable = True
xmitDataScalar = 1.0
}
MODULE
{
name = ModuleScienceContainer
reviewActionName = Review Stored Data
storeActionName = Store Experiments
evaOnlyStorage = True
storageRange = 1.6
}
MODULE
{
name = ModuleLiftingSurface
deflectionLiftCoeff = 2.3
dragAtMaxAoA = 0.1
dragAtMinAoA = 0.05
}
MODULE
{
name = ModuleAnimateGeneric
animationName = Mk4Cockpit-Windows
startEventGUIName = Lights On
endEventGUIName = Lights Off
}
MODULE
{
name = ModuleResourceIntake
resourceName = IntakeAir
checkForOxygen = true
// area = intended_area / (mass/0.01)
//550
area = 0.0000181
//unitScalar = 0.2 * sqroot(mass/0.01)
unitScalar = 4.69
//maxIntakeSpeed = 100 * (unitScalar + sqroot(mass / 0.01)) / (unitScalar + 1)
// 100* (28.12)/(4.69)
maxIntakeSpeed = 599
intakeSpeed = 10
intakeTransformName = Intake
}
RESOURCE
{
name = IntakeAir
amount = 0.8
maxAmount = 1.6
}
}FerramAerospaceResearch.cfg
@PART[*]:HAS[@MODULE[ModuleResourceIntake]&!MODULE[FARBasicDragModel]&!MODULE[FARWingAerodynamicModel]&!MODULE[FARControllableSurface]]:FOR[FerramAerospaceResearch]
{
@MODULE[ModuleResourceIntake]
{
useDynamicDrag = false
}
@maximum_drag = 0
@minimum_drag = 0
@angularDrag = 0
@dragCoeff = 0
@deflectionLiftCoeff = 0
MODULE
{
name = FARBasicDragModel
S = #$../MODULE[ModuleResourceIntake]/area$ //1.58859927382939 per 0.01 intake area
@S *= 158.859927382939
cosAngleCutoff = -0.877545339888915
majorMinorAxisRatio = 0.999999692164099
taperCrossSectionAreaRatio = 0.546403296718528
ignoreAnim = False
CdCurve
{
key = -1 0.035 0.1849239 0.1849239
key = 0 0.3819719 0 0
key = 1 0.035 -0.1849239 -0.1849239
}
ClPotentialCurve
{
key = -1 0 0.5464033 0
key = -0.866 0.4098325 5.790329 5.790329
key = 0 0 -0.4732477 -0.4732477
key = 0.866 0.4098325 0 0
key = 1 0 0.5464033 0.5464033
}
ClViscousCurve
{
key = -1 0 -0.7076027 -0.7076027
key = -0.95 -0.03538014 -0.6355354 -0.6355354
key = -0.866 -0.08271147 -0.3644226 -0.3644226
key = -0.5 -0.1432395 0.06055094 0.06055094
key = 0 0 0.2864789 0.2864789
key = 0.5 0.1432395 0.06055094 0.06055094
key = 0.866 0.08271147 -0.3644226 -0.3644226
key = 0.95 0.03538014 -0.5634682 -0.5634682
key = 1 0 0 0
}
CmCurve
{
key = -1 -0.04871378 -0.09742755 -0.09742755
key = -0.5 -0.09742755 -0.09742756 -0.09742756
key = 0 -0.1461413 0 0
key = 0.5 -0.09742755 0.09742756 0.09742756
key = 1 -0.04871378 0.09742755 0.09742755
}
}
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So here is my fix for 0.90. This is a recompile only, no changes in the code.
https://www.dropbox.com/s/pru2gr9qrty94f9/Goodspeed_for_0.90.zip?dl=0
License: GNU GPL
Source: included in download
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Is it ok to post a dropbox link to my recompiled 0.90 version of the mod?
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I have compiled a version against 0.90 my self. Looks good so far.
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I can help with a MFT config for MK4:
@PART[mk4fuselage-lfo-1]:NEEDS[modularFuelTanks]
{
MODULE
{
name = ModuleFuelTanks
volume = 1600
type = Default
}
}
@PART[mk4fuselage-lfo-2]:NEEDS[modularFuelTanks]
{
MODULE
{
name = ModuleFuelTanks
volume = 4800
type = Default
}
}
@PART[mk4fuselage-1]:NEEDS[modularFuelTanks]
{
MODULE
{
name = ModuleFuelTanks
volume = 1600
type = Default
}
}
@PART[mk4fuselage-2]:NEEDS[modularFuelTanks]
{
MODULE
{
name = ModuleFuelTanks
volume = 4800
type = Default
}
}
@PART[mk4mono-1]:NEEDS[modularFuelTanks]
{
MODULE
{
name = ModuleFuelTanks
volume = 600
type = Default
}
}
@PART[mk4cargo-1]:NEEDS[modularFuelTanks]
{
MODULE
{
name = ModuleFuelTanks
volume = 200
type = Default
}
}
@PART[mk4cargo-2]:NEEDS[modularFuelTanks]
{
MODULE
{
name = ModuleFuelTanks
volume = 600
type = Default
}
}
@PART[mk4cargo-tail-1]:NEEDS[modularFuelTanks]
{
MODULE
{
name = ModuleFuelTanks
volume = 100
type = Default
}
}
@PART[mk4tail-1]:NEEDS[modularFuelTanks]
{
MODULE
{
name = ModuleFuelTanks
volume = 800
type = Default
}
}
@PART[mk4tail-2]:NEEDS[modularFuelTanks]
{
MODULE
{
name = ModuleFuelTanks
volume = 1600
type = Default
}
}
@PART[mk4adapter-1]:NEEDS[modularFuelTanks]
{
MODULE
{
name = ModuleFuelTanks
volume = 800
type = Default
}
}
@PART[mk4adapter-2]:NEEDS[modularFuelTanks]
{
MODULE
{
name = ModuleFuelTanks
volume = 800
type = Default
}
}
@PART[mk4pod-1]:NEEDS[modularFuelTanks]
{
MODULE
{
name = ModuleFuelTanks
volume = 1280
type = Default
}
}
@PART[mk4pod-2]:NEEDS[modularFuelTanks]
{
MODULE
{
name = ModuleFuelTanks
volume = 1920
type = Default
}
} -
Thanks for bringing back the scrolling!
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Requesting mouse wheel scrolling too...
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In the UI Setting are bindings to Alpha Keys or Buttons, what/where are these keys or buttons on my keyboard/mouse?
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In "kiphexhub" the add of the parameter "stackSymmetry = 5" in the standard part parameters is useful I think.
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Dropbox is FREE, you don't need a credit card to register!
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Very cool, I love it! I like to see a short fuel tank like "Mk4 Service Compartment" in length.
I have made a ModularFuelTanks config for it. Safe it in a .cfg file and put in GameData directory:
@PART[mk4fuselage-lfo-1]:NEEDS[modularFuelTanks]
{
MODULE
{
name = ModuleFuelTanks
volume = 1600
type = Default
}
}
@PART[mk4fuselage-lfo-2]:NEEDS[modularFuelTanks]
{
MODULE
{
name = ModuleFuelTanks
volume = 4800
type = Default
}
}
@PART[mk4fuselage-1]:NEEDS[modularFuelTanks]
{
MODULE
{
name = ModuleFuelTanks
volume = 1600
type = Default
}
}
@PART[mk4fuselage-2]:NEEDS[modularFuelTanks]
{
MODULE
{
name = ModuleFuelTanks
volume = 4800
type = Default
}
}
@PART[mk4mono-1]:NEEDS[modularFuelTanks]
{
MODULE
{
name = ModuleFuelTanks
volume = 600
type = Default
}
}
@PART[mk4cargo-1]:NEEDS[modularFuelTanks]
{
MODULE
{
name = ModuleFuelTanks
volume = 200
type = Default
}
}
@PART[mk4cargo-2]:NEEDS[modularFuelTanks]
{
MODULE
{
name = ModuleFuelTanks
volume = 600
type = Default
}
}
@PART[mk4cargo-tail-1]:NEEDS[modularFuelTanks]
{
MODULE
{
name = ModuleFuelTanks
volume = 100
type = Default
}
}
@PART[mk4tail-1]:NEEDS[modularFuelTanks]
{
MODULE
{
name = ModuleFuelTanks
volume = 800
type = Default
}
}
@PART[mk4tail-2]:NEEDS[modularFuelTanks]
{
MODULE
{
name = ModuleFuelTanks
volume = 1600
type = Default
}
}
@PART[mk4adapter-1]:NEEDS[modularFuelTanks]
{
MODULE
{
name = ModuleFuelTanks
volume = 800
type = Default
}
}
@PART[mk4adapter-2]:NEEDS[modularFuelTanks]
{
MODULE
{
name = ModuleFuelTanks
volume = 800
type = Default
}
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Any progress with the new hubs?
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I have a quick suggestion: retractable landing legs
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The KSP Add-on Checker shows that V8.3 is available... but it's not released here...
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Yep! There will be pretty API documentation once I kick the bees out
@Kolago - can you humor me and try it without DDS Loader?
No change without DDS Loader ;-) I think you don't have hard coded textures in your DLL.
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Picture of your ship please, also is there anything interesting going on in the log?
Here are some pictures and the log:
https://www.dropbox.com/s/ou8kks1jp9vtdz4/output_log.zip?dl=0
There are some messages: "The cache doesn't contain the part !"
Maybe DDSLoader again...
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The Regolith Excavator gives me the status message "Not directly attached to asteroid". But I am directly attached for what I can see. I have some ART stuff there too (Fuel Hatch with expanded tanks). What is the problem?
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Where can I find the source code for 1.4?
[0.90] Regolith - an open ISRU and Resource framework [0.1.7 - 2015.02.26]
in KSP1 Mod Releases
Posted · Edited by Kolago
Im a bit confused about the Parameters
RecipeInputs
RecipeOutputs
in
REGO_ModuleResourceConverter
REGO_ModuleResourceHarvester
KolonyConverter
and the
TWEAKSCALEEXPONENTS.
Should something like this work?
I like to scale ElectricCharge in something like this