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Entropius

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Everything posted by Entropius

  1. Is it possible for a kOS script to suspend a Kerbal Alarm Clock event, like a reduction in warp? Sometimes I execute a kOS script that I know has some built-in warp controls and won't overshoot the node, but KAC doesn't know that, so I have to let KAC halt the warp, then I manually resume warp. Is kOS integration with KAC possible?
  2. I'm trying to figure out if the current experimental KSPI is stable for KSP 0.24.2 (32-bit). Can anyone confirm if parts are still falling through one another and the ground?
  3. I scrounged around and it turns out I misremembered the claim. It's not corrupting saves so much as just destroying craft, at least so says BigD145. I basically just wanted to know if 0.24.1 changed that problem or not.
  4. Can anyone verify if 0.24.1 under 32-bit still throws save-file-corrupting null references?
  5. The text formatting appears fine to me. Maybe your text-editor just doesn't like translating unix/mac/windows style line-endings? Anyway, if my FAR is out of date, what is the proper FAR-version to use with KSP 0.23.5?
  6. I recall installing B9 and having to do some extra bits for a fix. I assume there was only one fix and not any more after the first one I had to do. I'll try seeing if that helps later tonight, but I seem to recall using small landing gear pretty frequently on other aircraft without this bug occurring. @Ferram, had to sign up for dropbox to get my log in its entirety uploaded. Try this: https://www.dropbox.com/s/9vu7vagqhv3t95i/Player.log
  7. Pastebin won't apparently let me paste the entire log, but here's the latter chunk of it. Hopefully that's enough. If you need more I'll need to figure out a way to paste more of the log somewhere else. http://pastebin.com/e4zwczR9
  8. Is there any reason why FAR's analysis tools would refuse to graph any data for a particular craft? My craft flies (and quite well!), but FAR appears to have difficulty analyzing it. http://imgur.com/a/BHb0L
  9. Wow, people disparaging others just because they don't like their operating system? Really? Such behavior is disappointing to see here. KSP was built on Unity partly for the purpose of supporting multiple platforms, so complaints from any platform should be relevant.
  10. I can't take over any development, and I don't play in Career mode as I'm strictly a Sandbox guy, but I can suggest 4 ideas for contracts off the top of my head to whomever would be interested in implementing it. (1) Obviously a contract for setting up the GPS network on Kerbin should be a thing, but (2) you could have contracts generated for other celestial bodies too. On top of that you could also have (3) procedurally generated ground-truthing contracts. Stuff like “Take a Figaro GPS-reciever equipped craft to these Lat,Lon coordinates to sample the GPS error at that positionâ€Â. Finally, you could have contracts for (4) setting up base-stations, essentially like the ground-truthing idea, but instead you're putting a transmitter-equipped craft there. Probably on mountains or other high elevation spots with good line of sight.
  11. The way it works is basically like this: A craft needs a GPS Receiver part to see it's own position, but the GPS Receiver part needs 4 satellites with GPS transmitter antennas to be in line of sight. More than 4 also makes it more accurate than with just the bare-minimum of 4. The way it works is essentially the same as how real GPS works: Trilateration. Therefore, 4 satellites that are tightly clustered in the same place in the sky will result in more error than 4 satellites spread around in different parts of the sky.
  12. @Kalloran: Thanks. @NathanKell& ferram4: No I hadn't seen that. That said I still didn't see an answer to my biggest question, neither in the Wiki nor the in-game "?" button. I get that the graph is generating results across a range of AoA values when I click "Sweep AoA", but I still don't see an answer as to how the numeric textfield "Mach/AoA:" is influencing the results on the AoA graph. That parameter doesn't appear to be mentioned in the wiki: Is that textfield something I should be playing with on AoA-graphs? If so, how? EDIT: NEVERMIND, I get it now. I kept reading the "Mach/AoA" literally as "Mach divided by AoA", rather than "The mach of the AoA chart or the AoA of your mach-chart".
  13. Pretty much that's what I'm doing. I'm on a Mac, so 64-bit bugs aren't a concern, but I still want to be sure KAS works so a bunch of my moon infrastructure isn't broken. In fact, KAS is only mod I'm waiting on before updating to 0.24.
  14. I think it would be nice if somebody came up with a more comprehensive tutorial on the FAR analysis tools. Thus far I've been getting away with saying "Does it LOOK aerodynamic?", but frankly I'd prefer a more qualitative technique, and I imagine the FAR analysis tools in the build-editor are exactly for that. But they're not very self-explanitory. I've seen the videos on the first page, but they're not answering my questions. For example: I know Cl is lift, Cd is drag, and L/D is some sort of comparison of lift-to-drag, but are there supposed to be units? If so, what are they? Does it mean anything particularly special if one line is above or below another? I know cM (yellow line) should be negative to be stable, but what does cM stand for? What is it beyond the fact it influences my stability? How to I raise or lower that line? When I type into the textfield "Mach/AoA:" what is that parameter setting up exactly? What does "Sweep AoA" or "Sweep Mach" mean? When I first saw these, I initially thought "maybe when I type in 25 into the textfield it shows me a graph of my plane's performance with a 25º AoA", but then I saw the graph's X-axis is already Angle of Attack, so that doesn't seem to make sense. And then there's the Stability Derivatives and Simulation panels, which I comprehend exactly nothing of and could use an explanation of, from top to bottom. Is there a detailed guide for all this stuff and I'm just overlooking it?
  15. I never claimed the resources are both extracted and refined in the same step for ice/Uranium/Thorium. I was saying it seems pointless to use 2.5m refineries because, sure you can fill up on water without electrolyzing it right away... but why would you? Water-tanks can't be filled up on their own. In order to fill up the water tanks you'd have had to carried in an ISRU or 3.75m Inline Refinery anyway. There's no extraction-only parts to complement the 2.5m refinery. Now the point about reprocessing nuclear fuel is a good one, but still, I still feel like the 2.5m refinery is of overly limited usefulness. As for energy-limitations as a reason for using a microwave powered 2.5m refinery in orbit, okay, maybe early in the tech tree that's the case. But I'm in sandbox-mode, and my 1.25m fusion reactor seems to be more than enough to power the ISRU. So eventually the 2.5m refinery stops being useful once you can power things on site with a small enough reactor. Anyway, I guess my concern about the 2.5m inline refinery is also fueled by my frustration with how to gracefully work an ISRU into my ship's structure without it being "clunky" and unaerodynamic. Maybe if the ISRU didn't use that a funky attachment point I wouldn't be trying so hard to find an alternative to it. BTW, regarding the extracted Uranium and Thorium, when you extract them, they are not pure. They're extracted as UF4 and ThF4. You only refine uranium if you need Uranium Nitrate. Note that there's no pure-uranium or pure-thorium resource bars, resource-tanks, nor a mention of them in the github guide.
  16. Does anybody really ever use the 2.5m Inline Refinery? Interstellar doesn't appear to have any parts capable of just extracting (without refining) terrestrial resources like uranium/thorium/ice, so if you need to extract resources you're forced to use the ISRU or 3.75m Inline Refinery anyway, right? So in what situation would you ever use the 2.5 Inline Refinery?
  17. I'm a brand new user of IR, so I may be missing something… but in the first-page screenshots there seems to be a "servo window" and 2 IR buttons for Toolbar. I see no servo window and I only get a white IR button in the VAB, and no IR buttons at all after I take the craft to the launch pad. Am I missing something here? EDIT: Nevermind! Until you click in the window for adding icons to toolbar, it'll hide the scrollbar, and with the scroll bar being hidden I couldn't see more options below. It's all there.
  18. Question: Will we ever be able to extract uranium from seawater? http://en.wikipedia.org/wiki/Uranium_mining#Recovery_from_seawater If I'm going to have to make ocean-craft for extracting lithium from oceans, why not uranium too? Also, is there perhaps a way to hack a cfg file to enable this right now without waiting on an update?
  19. http://forum.kerbalspaceprogram.com/content/292-0-24-Update-Update-3 > * Repurposed Engine Nacelle parts > Those grey, largely useless engine body sections are now given new purpose as combination air intake + fuel tank units, making them a lot more useful for building spaceplanes. The Interstellar mod may need to rethink it's repurposing of these parts to avoid a conflict now.
  20. @Squad Regarding a 64-bit version for OSX: Has there been any progress on it in the past few months? Or is it just as unviable now as it was then? With Windows getting 64-bit support, the rest of us as just sort of curious if we're looking at months or years before OSX gets it too.
  21. Interesting, I didn't know this. Do fission or antimatter reactors do the same thing?
  22. Ah yeah I forgot about that. I've been stuck on kOS v0.11 for such a long time that I let the newer 0.6 m processor slip my mind since I've only tested the newer versions briefly and then gave up due to the Module Manager glitches denying my ability to maintain kOS on already-deployed craft. Let this be a lesson to anybody planning to establish lots of hard-to-replace resource infrastructure: Avoid reliance on Module Manager hacks. It's not easy to undo that kind of decision.
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