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Entropius

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Everything posted by Entropius

  1. Nice idea. This would work pretty well for any craft with 2.5m parts. That being said, it probably won't work in my situation since (1) extremely small probes may be too tiny to fit service compartments on, and (2) I already have too many ships already in-flight lacking kOS parts. If this module-manager bug is going to be a long-term issue we have to accept, a convenient solution may be a very tiny radial kOS processor part, preferably one that's attachable with KAS since then it could be retrofitted to craft (I'm of course assuming they aren't already KAS-attachable). This would effectively make Module Manager configs for kOS obsolete.
  2. An equation would have been preferable but I think I should be able to make due with the table and simply do a regression to approximate an equation. Thanks!
  3. Refineries have an ability to mine uranium… but what form is that uranium in? Am I right to assume it's UF4?
  4. Is there an equation to tell one what the thrust and ISP of the DT-Fusion engine is for a given value of throttle?
  5. Okay I think I found a solution! I saw somewhere in the wiki it said "The sample .cfg files in the archive use the same internal name as the original Alcubierre part, so some .cfg editing will be necessary to integrate them into your KSP installation without conflicts." So I decided to open up the cfg's myself, (despite not really knowing what I'm doing). Based on the relative masses in the cfg files, I could tell which of the 3 parts was the one that works, and the two that don't work. I noticed the one that did work had a unique name "WarpDrive22", whereas the original non-folding warp drive of the same size was "WarpDrive2". So the maker of this part turned 2 into 22. Meanwhile the other two (broken) foldable warp drives had names exactly mirroring their non-folding versions. So maybe KSP was converting the folding version to non-folding version because the part names matched. So I changed the part name WarpDrive to Warpdrive11, and changed WarpDrive3 to WrapDrive33. And now they all seem to work!
  6. Well I'm inclined to think it's more than just a visual thing, seeing as how the part doesn't have the right-click option to "change state" (fold/unfold). But that being said, I did notice a visual issue too, the stack-joint it attaches at appears to be significantly off, clipping into the next part. But in any case, do you know if there's a way to fix it? I can't imagine a reason why it would work for one person and not another. Am I supposed to edit a cfg or something?
  7. Nope, I'm trying to change the state of the large 2 warp drives on the launch pad. They seem stuck in the unfolded position, and appear unfolded anytime I load a vehicle with them.
  8. As far as I can tell, the 2.5 m and 3.75 m versions lack the snazy animation. Only the smallest (1.25 m) version works (I discovered that after my previous post). Regarding the larger non-working ones, when I assemble the vehicle in the VAB it appears folded, but as soon as it's on the launch pad or reverted to the VAB, it's unfolded again, and nowhere does the "change state" button appear. I guess I could be satisfied with just the smallest one, since it's the most likely to require ground-clearance, but it would still be nice if the other 2 worked as expected.
  9. Can anyone tell me how to get the Folding Alcubierre Drive working? As far as I can tell, it's no different from the regular one.
  10. I'm not sure if anybody cares for it but just in case somebody finds it useful, here's a floppy disk icon I made for labeling kOS parts in Part Catalog.
  11. Here's a floppy-disk icon intended for kOS. EDIT: @BlackNecro, if you want to incorporate this icon into the addon's defaults, feel free to.
  12. Here's another example of when forwards-and-backwards gets reversed: External command seats http://i.imgur.com/2rfaPFJ.jpg
  13. VERY nice mod. This one has tons of potential for fun. That said, I noticed one inconvenient issue: The most obvious way to build with this part is to have a probe core facing upward. And that works great. But if you control via a probe-core that's attached radially, and is facing in the direction of the probe's usual forward, suddenly the forward/backward controls act like they're reversed. Here's an example of the radial probe-core placement: http://i.imgur.com/k7aXqzQ.jpg If you're wondering why one would want to attach radial probe cores in such a direction, it's nice because the rover's navball faces you toward the horizon on flat ground (rather than pointing the navball toward the sky). And this is VERY useful for making it easier to see your heading while on steeply sloped ground (and this part seems especially suited for slopes). If you still don't get why this is useful, compare the navballs in these two screenshots of a crawler on a slope: http://imgur.com/a/mGhOX In the first linked image, I'm controlling from the radial probe-core on the front (not the big stacked probe core on top). The navball shows me facing North, but when I hit the forward key (W) it starts moving backwards. When this happens my heading lines up with the retrograde marker, which is pretty counterintuative. But it's not a huge issue since one can always stop the crawler, switch to the radial probe core to assess the current heading, and then switch back to the stacked probe-core to resume moving. It just involves lots of starting and stopping. Note: Edited my post to add more screenshots to illustrate the issue better.
  14. What I saw wasn't happening to just pre-existing craft, but also new ones from scratch. While the new craft would work correctly once, after a revert-to-launch the craft would suffer all the same problems all the pre-existing ones did (all parts missing except the command module). Also I saw Module Manager mentioning errors while waiting on the main KSP loading screen, so errors were being raised well before it even got to a save-file. So for those two reasons I'm inclined to think it's not being caused by that (but then again I'm not particularly knowledgable regarding the mechanics of how modules load, so my opinion may be worth little).
  15. At the moment ModuleManager 2.1.4, but I could've had an older version when I experienced that bug (not sure, I have an awful memory). In any case, so far I have yet to see the version of Module Manager make-or-break anything in kOS, but it's not like I tried actively experimenting with MM versions to see if any made a difference. If anybody knows if a version of MM that would remedy the kOS issue, I'd love to know. From the phrasing of marianoapp's reply to me it sounded to me like the issue was on kOS's end rather than Module Manager's, but I could be misinterpreting or misunderstanding that.
  16. Sounds similar to the problem I bumped into a couple pages ago in this thread. I'm guessing you're running Module Manager, and you're adding kOS processors to all your command modules so you don't need to slap kOS parts on all your stuff. That's what I did to get the problem you described. As it turns out kOS 12.0 and newer broke compatibility with Module Manager. The solutions are either to: Avoid adding kOS features to command modules via module manager and use only the kOS parts on all your ships, or… Roll back to kOS version 0.11. kOS 0.11 is still compatible with Module Manager. I did the latter because I have too many craft in flight that can't do without it. So until the Module Manager bug is fixed, I'll be using kOS 0.11, despite really wanting to use the new one.
  17. Okay I think I found the root of the problem, 12.2-prerelease stopped erasing my ships parts and horribly glitching things out after I removed my old module-manager config. The removed module-manager code is as follows: @PART[*]:HAS[@MODULE[ModuleCommand]:HAS[!MODULE[kOSProcessor]]] { MODULE { name = kOSProcessor } } I'm guessing that while this worked in 0.11, it breaks stuff in 0.12 or newer. So does anybody know how to add kOS processor functions to all command modules in 0.12.x without breaking them?? (Preferably for sandbox mode, in case it matters)
  18. So I tried upgrading to v0.12.1 today and upon loading a ship already in orbit, my ship appeared to be missing everything except the command module. It's like the rest of it was deleted. And then I tried launching a new ship, and the first one launched okay but the 2nd one after revert to launch caused me to have another command-module-only ship. Anyone know what's going on? EDIT 1: Nevermind, the zipped download says 12.1 but in the terminal it says the version is 12.0. Maybe this is the older broken version still. I need to sort out what version this really is. EDIT 2: I tried downloading 12.1 from GitHub instead of Curse and the same bad results happened. Ships missing everything but their module. Even worse, this time I would click the launchpad/runways/VAB buildings and it wouldn't let me actually do anything with them. Until I know what's going on I'll roll back to 0.11. EDIT 3: Okay, I tried 12.2 prerelease, and the same bug with ships missing everything but a command module occurs here too.
  19. Does anybody else think it might be nice to have the +Orb and –Orb buttons honor the increment setting (1, 10, 100)? I think it would make setting up asteroid-intercepts many days in advance easier. I wouldn't have to click the +Orb button a hundred times.
  20. Oh boy this'll be a long list... Toolbar Action Group Manager Active Texture Management Aviation Lights B9 Aerospace Environmental Visual Enhancements CactEye Chatterer Distant Object Enhancement Engineer EnhancedNavBall Firespitter (included with B9 0.23.5 fix I think) Greenhouse Habitat Pack Hull Camera VDS Kerbal Attachment System Procedural Fairings Kerbal GPS HyperEdit kOS (duh) Docking Port Alignment Indicator Part Catalog Precise Node Protractor ResGen (not sure where this came from or what it is, probably was bundled with one of the other mods) SCANsat KSP Alternate Resource Panel Kerbal Alarm Clock Hopefully between me and the other guy we can see which of our mods intersect, and narrow down the list of possible offenders by seeing what we have in common.
  21. I hadn't even opened the terminal yet. I just tried to launch a rocket manually, with no intention of using kOS. Throttle didn't work.
  22. I didn't run any script, that was the point I was trying to highlight. The throttle just started off completely broken. Reverting to the previous kOS version fixed it.
  23. I noticed some people complain about how scripts in the latest version won't unlock throttle control. But in mine, I never get throttle control to begin with. I just start off on the launchpad/runway with no ability to throttle up manually. I haven't even run a script yet. Needless to say, that's game breaking so I'm rolling back to the previous kOS version for the time being. Hopefully the next one fixes that. I'm running KSP 0.23.5 on Mac OS 10.9, in case it matters.
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