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KSP2 Release Notes
Everything posted by WaveFunctionP
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I believe you are missing the !MODULE @PART[sensorAccelerometer]{ !MODULE { } MODULE { name = FNSeismicProbe experimentID = FNSeismicProbeExperiment rerunnable = true deployEventName = Collect Impact Data reviewEventName = Review Impact Data resetEventName = Reset Impact Data } } When that is removed it behaves like the stock experiment.
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A wild guess. The power manager may be confusing that vessel with the vessel you copied. If it doesn't have unique id, which I believe is called pid in the save file, you have no way of telling one vessel apart from the other. Perhaps renaming the vessel will solve the issue. BUt it's doubtful. I believe you'd need another id.
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Depends on which engines I had active, even with them all active it was 10s of thousands. With the vistas, 50k or more. But I never really knew exactly. I kept getting smaller and smaller because I realized I didn't need the weight of all that fuel. I could refill on an ice cap or ocean, There's a screen shot where I'm over jool. What you'll see is that I'm actually on a suborbital trajectory. I'm going to drip into the atmosphere suborbital to gather high and low atmospheric readings, and then just pull right back out. I make a stop over on laythe to refuel. refueling doesn't take long with 4 ISRUs and sitting the ocean, significantly longer if you don't land on ice on a moon. The most annoying thing about the ship was landing in low gravity and the reactors constantly shutting down during warp and disabling breeding, which left me scrounging for tritium to try and make it home. I even landed and time warped a bit to try and refill a bit of tritium reserves, but for whatever reason I was only barely making enough to maintain function even when they were working. I made it home just fine though. I think the longest tour was something like 2 years or so. The only real trouble I had was on eve with the mk 1, but I blame my poor piloting for that one. And interesting note, they are around 100-150 part ships. Not very complex at all, nor hard on the engine. I'm trying to build some larger landing gear for the mod if I can teach myself to model. I say for the mod specifically, because the will include animated deployable extractors if I can manage it. I've been working on the mechanic bone structure to give it the right proportions and a realistic look of a heavy duty piece of kit. Which will let players chose to use the inline refinery and use the gear, or choose the isru, or have the isru model developed into something else, since we can't edit the model.
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My first playthrough of interstellar, before I started modifying things more to my liking, had one ship design that did a grand tour of all the planets and moons after gather science on minimum and mun by normal means. My "Prometheus" class of ships took me to every planet single stage. Started with a 5 reactor design and lots of fuel. Some more tweaks modified the configuration slightly. Eventually settling on less reactors and and less fuel. studier, if ugly landing "gear". It's final evolution would include appropriately sized gear (rescaled and tweaked stock gear) and a warp drive for kicks. It's overkill. I had no need for the ship at that point.
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According to the config files, that that may be because he rarely defines any of the celestial body parameters, which is what I believe you need to do to get it to work. ORS uses the celestial bodies class to find those parameters, but if they haven't been defined then they won't return any values. That error is noting the missing, or perhaps not consecutive, parameter, index. Possibly FlightGlobalsIndex. Found why mass is missing. From the PF:CE thread: Looks like you might be able to get away with just defining radius, max atmo, geeasl, flightindex and rotational period. Well, as far as the magnetometer goes. If the mod or any other uses other celstialbody parameters, they are likely going to fail.
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Looking at the .cfg files at https://github.com/Kragrathea/PlanetFactory/tree/PlanetFactoryCE/PlanetFactory/PluginData/PlanetFactory I believe Radius is in km, rotationPeriod is in seconds, and maxAtmosphericAltitude is in m, and and still have no idea what units Mass is using, but I would start big.
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CelestialBody { bodyDescription=Closer to the sun than its green cousin Jool, Urania is a beautiful blue gas ice giant. Many moons and asteroids orbit this magnificent planet. GeeASL=0.73 Mass = xxxx Radius = xxxx rotationalPeriod = xxxx maxAtmosphereAltitude=xxxxx } Try defining these values (xxxx). I don't know what units they are in, maybe look into some planetfactory files to get a sense of scale for some premade planets if they have any. I don't believe these values are being inherited to your planet into the CelstialBody definitions and that is why you are not seeing variance on your numbers, because each one depends on those numbers in different ways. Usually as a power function, and if they are zero then the muliplier becomes 1, and all you are left with are constants. A wild guess, but maybe it'll work out. If you define the numbers, and start seeing variance on the magnetometer, then it is working, and you can then tweak them to your liking.
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I don't know how planet factory works, but if geeasl means what I think it does, that isn't very much mass if those values aren't independently defined. Edit: To really know if something is up, you need to know the mass, rotational period, and radius. re-edit: I think I found it. double atmosphere_height = PluginHelper.getMaxAtmosphericAltitude (crefbody); if (altitude <= atmosphere_height && crefbody.flightGlobalsIndex != 0) { return 0; } Now I'm not a very good programmer, but it seems to me that you may have some of you planetary figures off, because this is the only return 0 in the magnetometer, and the others are still giving values. Long story short, you're max atmospheric altitude may be set too high, and/or you are "orbiting" too low, or maybe most likely, the value for max atmospheric altitude is not defined.. I fully accept that I'm an idiot, so I may be wrong, but maybe it's worth checking out.
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The max radiation is at the maximum temperature the radiators can handle. If you aren't at that max, you won't radiate that much. Since you do have enough capacity, your waste heat should settle to an equilibrium where you radiators are hot enough to radiate as much waste heat as you are producing. If the thermal helpers shows you yellow numbers, you are good, if it green you are great. Red, and you need more radiators or you will always overheat. (Assuming that you aren't using a thermal receiver, because that throws everything off.)
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You'd need to define the abundance and body. I'm not sure how it would handle total abundances for a body over 100%. Hopefully it don't check or depend on that in anyway. Would be a simple test though. The mm would need to include all these parameters I believe. ATMOSPHERIC_RESOURCE_DEFINITION { name = EveCarbonDioxide guiName = Carbon Dioxide celestialBodyName = Eve abundance = 0.6217 } You only use the filter, [XXXXXArgon]to modify an existing node. If it doesn't exist, you need to define it. The atmo resource def. in the warpplugin folder are adding resourcename parameters to resource definitions that already exist in the openresourcesystem plugin. So if the example above doesn't exist, it would look like: @ATMOSPHERIC_RESOURCE_DEFINITION { name = EveCarbonDioxide guiName = Carbon Dioxide celestialBodyName = Eve abundance = 0.6217 } Atleast, I believe that it how it should work. That is assuming you are making an MM file to modify the resource definitions. If you want, you can just edit them into the file directly (without the @) in the openresourcesystem folder. The MM solution is probably better since you don't need to worry as much about updated mods overwriting your changes. I keep a separate folder in my gamedata for my mm configs. Land resources need a planetary definition and .png map referenced in that definition.
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Do you have any antimatter already collected? That is the fuel used by the antimatter reactor. There's not a whole lot of antimatter floating around kerbin, so those collectors aren't going to collect much useable power. You can probably set your array to receive mode and charge up your drive enough to get you into the jool system, where you'll be able to collect a lot more.