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Everything posted by Angelo Kerman
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Ha! That'll teach me to RTFM... Anyway, I'm still interested in learning how to make parts from start to finish. I've found a few tutorials but they're pretty spotty. Help is appreciated.
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@Porkjet: I like this mod, I am thinking of ditching B9 for this pack since I hardly use anything from B9. I also like your art style. Have you considered a MK3 spaceplane parts pack? I know others have built parts but they've been discontinued. On a side note, I want to create parts for KSP but I have only found bits and pieces of documentation on how to go about it. I was curious about where you learned to make the parts. I know I need a plugin for unity, and I have a number of 3D art tools myself, but I've been finding that figuring out how to make the parts sized and working in KSP to be daunting. Any help you can provide would be appreciated. Here's an example of what I've done in the past, from my Contact Lost website, so I know I can do the art side.
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True, and I have the huge radiators to handle that heat. Still, having a manual in-flight throttle would be nice so I can produce the tritium I need. But like I said, the transmitters solves the problem nicely. Here's a pic of my engine section about to dock with the command hull, currently undergoing refit in drydock: On an unrelated note, landing on a moon or planet with a thermal turbojet or thermal rocket and mechjeb seems to be tricky. MJ goes nuts with the throttle. I think it has to do with resetting the thrust curve every update, so I'm going to experiment with the code and see if I can fix that. My guess is that if thermal output hasn't changed since last update, then there's no need to reset the thrust curve. That might smooth out the throttling.
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Does anybody know why tritium breeding increases when you have a thermal rocket or vista engine running? Here's the code behind it from FNReactor: tritium_rate = (float)(thermal_power_received / TimeWarp.fixedDeltaTime / 1000.0f / GameConstants.tritiumBreedRate)*(1-chargedParticleRatio) TimeWarp.fixedDeltaTime = ~50 tritiumBreedRate = 428244.662271 chargedParticleRatio = 0 (for my fission reactor) For my upgraded 3.75 fission reactor with one generator and 6 huge radiators & 2 vista engines, I have a thermal output of 3.1 GWth at idle and my tritium output is .63 kg/day. With 2 microwave transmitters set to transmit, thermal power goes up to 12.4 GWth and my tritium output goes to 2.51 kg/day. It seems that in order to get lots of tritium, I need to do something with the reactor's thermal output, such as have transmitters going or running rocket engines. Makes me think that the reactors should have a setting to throttle up to increase tritium production, even if all that power isn't being used. In the meantime, I stuck a pair of microwave transmitters on my engine section so that while coasting in between burns, I can transmit power and produce lots of tritium for the fusion engines. Actually it might be helpful to do that if I have thermal powered spacecraft exploring some planet.
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OK, found the problem. Even though my config file says Take Data is collectable, the persistent file didn't allow it. Note the bold text below that you'll need in order to collect data on EVA: CollectDataExternalEvent { active = True guiActive = True guiIcon = guiName = Take Data category = guiActiveUnfocused = True unfocusedRange = 1.2 externalToEVAOnly = True }
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I'm unable to collect data from the magnetometer even though I have the following settings in my config file: dataIsCollectable = True collectActionName = Take Data interactionRange = 1.2 Any idea why? I am well within interaction range while on EVA. Here's what's listed in my vessel info: MODULE { name = ModuleScienceExperiment isEnabled = True Deployed = True Inoperable = False EVENTS { DeployExperiment { active = True guiActive = True guiIcon = Deploy guiName = Log Magnetopsheric Data category = Deploy guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } CollectDataExternalEvent { active = True guiActive = False guiIcon = guiName = Take Data category = guiActiveUnfocused = True unfocusedRange = 1.2 externalToEVAOnly = True } ReviewDataEvent { active = True guiActive = True guiIcon = Review Data guiName = Review Data category = Review Data guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } ResetExperiment { active = False guiActive = True guiIcon = Reset guiName = Delete Data category = Reset guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } ResetExperimentExternal { active = False guiActive = False guiIcon = Reset guiName = Delete Data category = Reset guiActiveUnfocused = True unfocusedRange = 1.2 externalToEVAOnly = True } } ACTIONS { DeployAction { actionGroup = Custom03 } ResetAction { actionGroup = None } } ScienceData { data = 50 subjectID = magnetosphericExperiment@GillyInSpaceLow xmit = 0.6 labBoost = 0 title = Analyse Magnetosphere while in space near Gilly } }
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[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
Angelo Kerman replied to dtobi's topic in KSP1 Mod Releases
Nice greenhouse pic! This definitely needs tweaking, but here's what I've come up with for my greenhouse. I use TAC Life Support. // --- resource parameters --- MODULE { name = TacGenericConverter converterName = Greenhouse // Number of units to convert per day (24 hours) conversionRate = 8.4 // A comma separated list of resources to use as inputs. // For each resource, list the resource name and the amount (which // is multiplied by the conversionRate) inputResources = CarbonDioxide, 1, Waste, 1, Water, 1, ElectricCharge, 1000 // A comma separated list of resources to output. Same as above // but also specify whether it should keep converting if the // resource is full (generating excess that will be thrown away). outputResources = Oxygen, 0.9, true, Food, 0.01, true, WasteWater, 2.218, true } After many attempts to dock a command bunker to an asteroid, I've given up the attempt. I simply cannot get an armed command bunker, with saw pointed towards the asteroid, to dock. I even tried docking to a flat surface. It would be much easier for me to use the stock claw at this point. Maybe you could make the command bunker part extend some sort of tube that would dig into lumpy asteroids and make it easier to dock. -
[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
Angelo Kerman replied to dtobi's topic in KSP1 Mod Releases
I've been looking for a biomass replacement and saw this mod. It's pretty interesting. I could see the greenhouse working with TAC to turn Waste into Compost, and then turn Compost, Water, and CarbonDioxide into Food and Oxygen. There would be loss so no indefinite life support systems. -
I really enjoy this mod, the inflatable habitats and command module are great. I have two craft that use the TMA-1 orb as well as the centrifuge. I too, however, have run into a state where I can't add a kerbonaut to a spinning centrifuge. I'd happily debug the problem if the source code where available. Meanwhile, the only thing I can think of is to pull the inhabitants out of the centrifuge, then stop the spin.
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Why do we need to do a hex scan? Asteroids are rather small compared to planets, so I could see the scanners simply taking time to scan the whole asteroid. The code could detect that you're attached to an asteroid or are near one, and then you start scanning. Once scanning is done, a context button on the part or a status text would tell you how much is there. I don't see asteroids having much kethane compared to planets either. Either the units available are fixed by asteroid class (E being the biggest might have, say, at most 15,000 units), or you'd take a percentage of the asteroid's total mass. Just my thoughts.
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I downloaded the MK3 Expansion Pack awhile ago, but all that shows up in the VAB/Hangar is the rocket body. I've no problem editing config files and such, and added TechRequired = heavyAerodynamics to them (so they appear when the MK3 cockpit does), but to no avail. I've looked into the KSP debug log file and can see that the textures load, but in the output_log, all I see is the rocket body being loaded: (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) PartLoader: Compiling Part 'TouhouTorpedo/MK3ExpansionPack/Parts/TTC7MK3ERocketFuselage/part/TTmk3RocketFuselage' I don't see PartLoader loading the other parts like the bomb bay and cargo bay. Looking into the directory structure, i can see the model.mu and textures and part.cfg files are there. I realize that you're discontinuing support on your mod, but would you be willing to share some insight on why the other parts aren't loading? I like the MK3 models and parts you did and would like to use them. If you're not willing, I understand, though if you could at least comment on how you figured out the dimensions on the MK3 fuselage, I could model parts myself. Thank you for your help.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Angelo Kerman replied to TaranisElsu's topic in KSP1 Mod Releases
I've been using TAC Life support in my current game and it's fun! I do have a question though, I've got the carbon extractor and water purifier on my bases/stations, but what to do with the Waste resource? I've tried both versions of BioMass to convert waste into nutrients for a greenhouse, but frankly BioMass + Science is too complicated to use. So I'm wondering what's available to convert the Waste resource into something useful. -
This is a fantastic mod! I just incorporated it into my career game and am trying it out. I would've suggested to add kethane to the scan but I can see that DMagic already did that. I'm not sure if the DM-kethane build marks a hexagon cell as scanned or not but if not, I can peruse the source code and see. Also, I'm a developer by trade and do 3D modelling as a hobby so once I'm more familiar with this mod I may be able to help out.
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Thank you for providing the link, though I must be dense. Are the source files in your version? When I created my project, I added references to Assembly-CSharp, Assembly-CSharp-firstpass, OpenResourceSystem_1_1_0, and UnityEngine. I can compile just fine but I get the following errors: [ERR 13:28:48.140] AssemblyLoader: Exception loading 'WarpPlugin': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'FNPlugin.FNNozzleController' from assembly 'WarpPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'FNPlugin.FNModulePreecooler' from assembly 'WarpPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'FNPlugin.PluginHelper' from assembly 'WarpPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'FNPlugin.FNNozzleControllerFX' from assembly 'WarpPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'FNPlugin.ModuleSabreHeating' from assembly 'WarpPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
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This is a great mod, I have just reached the fusion tech level. I do have a question though: I want to add a nuclear aerospike engine that keeps ISP steady from seal level to vacuum. It looks like the mod varies ISP depending upon reactor type, and the reactor ISP varies by atmospheric limit. You can see this in FNozzleController. My problem is that when I compile the code using Visual Studio 2010, I get a file not found error in KSP. I have not changed the access level on the class, and really just added logging to start off. Has anybody run into this problem? I will find the actual KSP log and post it. also, if I just add a reference to WarpPlugin in a separate project, I do not see FNozzleController in the Object Browser. Oddly I do see AntimatterCollector and a few interface classes like FNThermalSource. Any idea why? I am a bit rusty of my C# skills but I expext that a public class should show up in the browser. And my own project's objects do. Finally, what version of Visual Studio, if any, was the project made for? When I try to open the project in 2010, it says the project is corrupt and only OpenResourceSystem opens correctly. I got the project files from GitHub, btw. Thanks for the help.
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Nice, I'll give that a try. I have to yank out the old BioMass hardware first, but it gave me a good RP plot: the two research scientists who set up the initial station (so I could try out the SpacePort version) were evil and sabotaged the greenhouses! Not only were the test station's plants ruined, so were those on the Minmus base and on the ship traveling to Duna. The plants would have slowly screwed the kerbonaut's genetics to create deadly cancer had they continued to consume the tainted plant-foot. Fortunately, the base, station, and Duna ship had backup supplies of food, water, and air. Those two evil kerbals? Recycled into kethane! The boys on the ground are working on the next-gen bio-mass station hardware, and the biomass portion of the kerbin station has been de-orbited. Minmus' modules will soon follow...
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I've been enjoying this mod, or at least the one on SpacePort. Is the source for the SpacePort version available? I was thinking of tweaking things a bit to work more with Kethane. Something like this: To make Biomass or Food (in greenhouse) - Requires: Nutrients, Water, CO2; Produces: Oxygen, WasteWater, & either Food or Biomass To make Kethane - Requires: Biomass, Goo, Water, ElectricCharge; Produces: kethane (using existing fuel converter) To Make Goo: Small amount of existing Goo, Waste, CO2, ElectricCharge (or WasteHeat if the resource is available); Produces: Goo One of the inputs you'll have to continually add is Water. Perhaps other resources as well; making kethane could deplete your goo supply, for instance.
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SPACE STATIONS! Post your pictures here
Angelo Kerman replied to tsunam1's topic in KSP1 The Spacecraft Exchange
New player here, I finished my first space station last week, during my first ongoing play-through. This is Kerbolab, based on Skylab. I launched the whole thing in one shot; the lab's built-in fuel tank was part of the launch vehicle. I had a tank on the other side of the jumbo docking port that had a mainsail engine on it, and had big orange tanks all around it. I was originally going to convert Kerbolab into an interplanetary vehicle, but decided to build Nautilus instead (seen in second shot) after I realized that I had no need for the extra hitchhiker can. Nautilus' fuel cluster was launched in one go, with the mainsail engines dropping off as the tanks ran out of fuel. Eventually I replaced its last mainsail with nuclear engines once I researched them. -
Well, I'll definitely have to give that a try once I work through the tech tree. Finally got to the point where MechJeb will autopilot the ascent. Pretty nice, I've been flying on manual and there are times when I just want to hit go. I still do landings manually though, MJ likes to turn my landers into missiles, heh. Oh, and the NASA Asteroid Robotic Redirector Mission dropped today. Maybe the claw (the claaaawww!) will do what I need to grab space debris. Now that I think of it, cleaning up space debris would make for a good mission too!