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Angelo Kerman

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Everything posted by Angelo Kerman

  1. Good intel, thank you. My time is limited at the moment and I'm debugging on my end, but could you do me a favor and try installing the other WBT versions to see which one breaks? That'll help me isolate where the issue is.
  2. Technically yes but it will take a long time to get there. I do have an FTL system planned...
  3. How much EC is the transmitter burning per second? My number crunching suggests a total of 1.15 EC/s for the probe core and reaction wheels and transmitter not accounted for while the fuel cell produces 1.5 EC/s.
  4. No worries, the mod is still in development... I don’t know if there is a way to turn off the transmitter or the built in probe core, for that matter. I think you can put the probe core in hibernation.. Anyway, it sounds like the fuel cell needs to be increased to *just* handle the transmitter power requirements and a probe core.. The good news is that this far these are the worst of the issues, which means the mod is getting stable..
  5. @vardicd I forgot to mention that the Flapjack is designed to have a technology progression that makes it easier and easier to fly, from the basic airframe that can barely get into orbit at the beginning, to SSTO for a crew of three, to an underpowered gravitic saucer, to a fully powered gravitic saucer. By that time, you’ll be poised to develop the mothership. speaking of which, I’ve hit a snag with making flat platforms for building bases on, so I’m taking a break on that project for a bit and starting work on the Excalibur mothership this week. Usual disclaimers apply: I have a day job and personal stuff going on, so don’t expect a finished part set instantly. You might see prototypes ofthe parts show up in KFS, but expect changes as they’re completed.
  6. Yup! Kerbal Flying Saucers is inspired by classic1960s flying saucers like the Jupiter 2, as well as Cruiser 57D and Star Trek’s NX-01. The fuel cell generates a small amount of ElectricCharge while consuming a small amount of LFO. I don’t recall the total output, but I was thinking along the lines of the stock fuel cell.
  7. KFS 0.2.10 is now available: - Fixed missing collider on the Half Keel. - The Gravitic Engine won't kill the throttle if you turn off Hover Mode and have forward thrust set during flight. This should make it easier to transition from VTOL to forward flight.
  8. I did some research into PQSCity (statics in KSP) and then built a prototype airship for Eve: Deorbit burn: Made it through atmospheric entry heating: Dropping the propulsion system: Flying on Eve: Landing successful: Back up we go: Air launch: Successful return to orbit:
  9. Did you stuff a spare fuel tank into the cargo section of the engine mount? The earliest version of the craft is barely supposed to reach orbit, and those side docking ports are there for additional drop tanks...
  10. I wasn't planning to make a smaller version, quite the opposite, in fact: The above is a concept design for the mothership. The Flapjack is 6 meters in diameter while the Excalibur mothership is 30 meters- similar in size to the crashed UFO anomaly. But to make the Flapjack smaller, you could make copies of the part configs and set rescaleFactor to something less than 1.0. I did that deliberately at one time to avoid lifting off the ground when you disengage Hover Mode and you've landed on the ground. What I can do next update is look at the flight status and if the saucer is flying/suborbital, don't cut the throttle when you disengage Hover Mode. That, and update the manuals in the cockpit, I forgot to do that... Glad you're having fun with the saucer too! I'm not getting to fly it much right now due to some modding updates but I use it my my career game. The rocket saucer ferries crews to and from Skybase where they board a Minibus bound for the Mun or Minmus. The inbound moon base crew then take the saucer back down to Kerbin. I haven't unlocked the exotic tech yet though...
  11. KFS 0.2.9 are now available: - Added A-51 Half Keel for those times when only half a saucer will suffice. - Recompiled for KSP 1.4.4
  12. Hm, maybe something else is failing? I followed the directions but I have the same issue: the debugger won't notice the KSP app. I also tried attaching to my empty Unity project and it doesn't show up either. I can attach to the Unity editor itself:
  13. I look forward to playing with the latest updates, thanks @SQUAD! Looks like I have some mod updates to do this weekend too...
  14. @sarbian Thanks for providing these directions! After about four years of debugging plugins the old fashioned way with just Debug.Log, I finally got tired of it, upgraded my Visual Studio, and tried to set up VS debugging. The updated directions work great for my laptop, and I'm able to debug KSP 1.4.3 with Unity 2017.1.3.p1. Following the same directions on my desktop, however, my Visual Studio 2017 isn't able to connect to the KSP development build. I'm not sure why, as both KSPs on the laptop and desktop are set up the same, both Visual Studios and Unity editors are set up the same as well. When I select Debug -> Attach Unity Debugger, I see the following: I tracked down the output_log, and here's what I see in the first few lines: For my laptop, where I can debug successfully, here's the output: Here's what my development folders look like: Finally, here's a random image: Any ideas what's going on with my desktop install of the development environment? It's really puzzling that the laptop works but the desktop does not. Off the top of my head, I wonder if there's a firewall blocking the debugger on the desktop. Has anybody else seen this issue? Thanks for your help!
  15. @MOARdV Could I ask another favor regarding MAS? I'm not sure if this is an ASET or RPM issue, but I noticed that without RPM, the labels on the manual don't show up: Is there something I need to do to convert the manuals over to use MAS? Thanks again!
  16. Awesome, thanks for troubleshooting this! Here is 0.2.8 that contains the fixes: - Fixed issues where the Flapjack docking port and Gravitic Engine's RCS thrusters wouldn't work with the cargo bay attached. Thanks for the solution, MOARdv!
  17. Hm, will have to look when I get home. It uses ModuleAnimateGenericSFX, what happens if you just use ModuleAnimateGeneric?
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