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Everything posted by lextacy
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[quote name='NathanKell']If you want the same mass of solid fuel, you need to multiply the original non-RF units by their density ( 0.0075 ) and then divide by the density of the new solid fuel you picked (probably something close to 0.00178 although it does vary a few grams PSPC/HTPB/PBAN/etc).[/QUOTE] THANKS! I did the maths and it came up with around around 5x the tank sizes needed.
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[1.0.2] Kerbal Launch Failure v1.0.0 (5/29/2015)
lextacy replied to stevehead's topic in KSP1 Mod Releases
Can this mod be used in a way to give certain engines more failure than others? I know testflgiht does this , but testflight does not offer launchpad explosions. What is [I]propagationChanceDecreases = False[/I] and [I]failurePropagateProbability = 0.7[/I] ?? -
questions ! :D 1. How much units of [U][B]solid fuel[/B][/U] do I need to put in this line ? Do I put what the stock value was? Or do I need to use a converter? [SIZE=1][I] MODULE { name = ModuleFuelTanks volume = x <-------------- type = PSPC }[/I][/SIZE] 2. Ive been experiemneting with mixture ratios. Here is an example....... LqdHydrogen 68.00 % LqdOxygen 32.00% Is this going to burn evenly? Will I get fuel left over when the engine flamesout due to a bad mixture? What I mean is will both bi-propellants empty in the tank at same time?
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[quote name='Mipe']You mean you're going to edit those values to extremes and try reaching the orbit by popping out of water?[/QUOTE] Ill leave that one up to DannyK :)
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good eye mecripp !! buoyancy = 1.5 buoyancyUseSine = False will use that code to have FUN!!!
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[quote name='CliftonM']You change the mass. Simple as that.[/QUOTE] no , bad idea
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I need to get airbags so a capsule will float in water. My Mercury capsule from FASA seems to sink underwater. I want to apply "airbags" to the FASA floats. How can I accomplish this? From what I hear the water in KSP now can accept buoyancy from parts, but I dont know how to code a part to do so.
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[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
lextacy replied to DMagic's topic in KSP1 Mod Releases
No geiger counter yet? KSP now supports radiation, we must have a way to measure this right? Is there going to be a future release that will include radiation experiments/meters? -
That "module resource converter" thing...
lextacy replied to lextacy's topic in KSP1 Gameplay Questions and Tutorials
[quote name='Streetwind']It's not more "robust" as such, it's a different option, depending on what you want. Sometimes you don't want to blanket-change all parts that carry a specific module... but yeah, when you do, search terms are useful.[/QUOTE] YES! THats why I wildcarded fuel cell, so It would just apply to the 2 squad parts. I need moduleResourceConverter to be open to multiple types because down the road these converters are going to do methane and other various extraction elements. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
lextacy replied to pingopete's topic in KSP1 Mod Development
[quote name='Felbourn']Perhaps replace the RSS texture with something temporary that shows the clouds, then later when real clouds exist you can change the texture back to normal.[/QUOTE] i might try to color correct existing cloud textures and then make them the Venus ones for now. Might go for a tan hue. Thank you for a temporary fix to get me through! -
That "module resource converter" thing...
lextacy replied to lextacy's topic in KSP1 Gameplay Questions and Tutorials
AHHHH! HHAHA ... ok I copied paste you code and you mis-capitalized resourceName and ratio....so that killed the inputs....and as far as the outputs, I did this fun thing. [code] @PART[FuelCell*]:FINAL { !MODULE[ModuleResourceConverter] { } MODULE { name = ModuleResourceConverter ConverterName = Fuel Cell StartActionName = Start Fuel Cell StopActionName = Stop Fuel Cell FillAmount = 0.95 AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = false INPUT_RESOURCE { ResourceName = LqdHydrogen Ratio = 0.0016875 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = Oxygen Ratio = 0.0020625 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 1.4 DumpExcess = false } OUTPUT_RESOURCE { ResourceName = Water Ratio = 1.0 DumpExcess = false } } RESOURCE { name = Water amount = 0 maxAmount = 500 } } [/code] By killing the original module and just re-writing a new converter, I was able to get it to work AND made for a cleaner config with the @%@%@%@% everywhere. Wondering if just using the % water part would have been an alternative? -
That "module resource converter" thing...
lextacy replied to lextacy's topic in KSP1 Gameplay Questions and Tutorials
@Streetwind. That config made it way worse, it went back to liquid fuel and oxidizer. I put back [SIZE=1][I] INPUT_RESOURCE { ResourceName = LqdHydrogen Ratio = 0.0016875 } INPUT_RESOURCE { ResourceName = Oxygen Ratio = 0.0020625 } [/I][SIZE=3]The inputs were showing hydrogen and oxygen the way I had it put. As far as the outputs , thats weird , im stumped[/SIZE][/SIZE] -
getting lockups at loadtime. It happens everyother load. No joke. It takes it turns and here is the end of the KSP log. It states something about the phyics file. I did write-protect that file so that MM wont edit it behind my back, because it has done that and messed my physics up. So here is the log.... [code] [EXC 03:25:03.826] UnauthorizedAccessException: Access to the path "/home/alex/Desktop/KSP-5/GameData/ModuleManager.Physics" is denied. System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share) System.IO.File.Open (System.String path, FileMode mode) ConfigNode.Save (System.String fileFullName, System.String header) ConfigNode.Save (System.String fileFullName) ModuleManager.MMPatchLoader.SaveModdedPhysics () ModuleManager.MMPatchLoader+<ProcessPatch>c__Iterator0.MoveNext () [U][B][COLOR=#ff0000]//<---this is where the game stops loading![/COLOR][/B][/U] [/code] It does it EXACTLY at the 67% mark if you do the "quick reload" thing. So during a cold start of the game it appears it also does it at 67% although it dont give a read out. What are my options to get back a clean booting game? If I have to enable r/w on that file, how can I make sure the game keeps my physics setting without MM killing it?
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I need to add a 2nd output of what the generator will create. Im trying to make a real world fuel cell that uses the proper fuels and outputs the 2 real things. So far Ive come up with this, but its not working. Im only getting the electric charge as output. [code] !INPUT_RESOURCE { !ResourceName = LiquidFuel !Ratio = 0.0016875 !FlowMode = STAGE_PRIORITY_FLOW } !INPUT_RESOURCE { !ResourceName = Oxidizer !Ratio = 0.0020625 !FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = LqdHydrogen Ratio = 0.0016875 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = Oxygen Ratio = 0.0020625 FlowMode = STAGE_PRIORITY_FLOW } %OUTPUT_RESOURCE { %ResourceName,0 = Water %ResourceName,1 = ElectricCharge %Ratio = 1.5 %DumpExcess = false } [/code]
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
lextacy replied to pingopete's topic in KSP1 Mod Development
anyway to get Venus to look like Venus? It looks like this: [IMG]http://i1164.photobucket.com/albums/q561/chadro_6963/screenshot19.png[/IMG] Its just a plain ball of lava and boring. -
I cannot get into orbit with 12,000 dV ships using real world ascent profiles. How are you guys achieving orbit?
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What is Aero Heating Production?
lextacy replied to lextacy's topic in KSP1 Gameplay Questions and Tutorials
I will try this out on a pod. Ill even do quick loads and make it easier. -
[quote name='Azimech'] As a background chatter for the car chase? [COLOR=silver][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] [/QUOTE] yessh! lol
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How to prevent the docking port bug
lextacy replied to jarmund's topic in KSP1 Gameplay Questions and Tutorials
As CLAW states, its a nasty lil bug that makes its way to every version. BUT !!! There are ways to treat the problem , since there is no vaccine. 1. You can use hyperedit and place your craft more than 2.5km away from where you are docked. Its important to make sure your orbit is moved by that much or you’ll be in physics range and bad stuff will happen. 2. You can make all your docking ports a decoupler with a 0 force. This requires you to place a code into a .cfg file . I can help you with this one if you want cuz im fairly versed in module coding. The possible side effect on this method is that you will lose your port once its jettisoned. Try to decouple from the ship side, not the station side. Most the time the undocking ship is leaving a space station to be disposed of anyway....aka Soyuz, Dragon ect. -
[quote name='Araym']There was a Vostok IVA on older Tantares release, but it was deprecated after new-actual model were implemented. Actually a lot of crewed parts are missing an IVA definition: for myself I add them using some of the placeholders ones that KSP still has in the Squad folder... (or, like I said, having a lot of older release, still using the older ones from Tantares when I feel they could fit...)[/QUOTE] oh ok, lol What I did was I found the internals in the SPaces folder, then took the name of that and made an Internals module entry in the part file. Fixed it right up . Also this might be what you guys where talking about earlier....I have the same re-entry heating problem everyone else has? I put 6000 units of ablator on it and still it ate it all, and my trajectory was a standard arch. Is this due to the ball like design ?
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What is Aero Heating Production? Is this the official re-entry heating slider?
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Id like to report a bug , there is no IVA in the Vostok capsule. At first I thought my kerbal was missing , but he is really inside because when you recover craft it shows crew member recovered. But the lower right hand IVE/EVA kerbal photo is missing due to no IVA being provided. Now im using 1.0.4 , I dont know if you fixed this issue for 1.0.5.
- 22,528 replies
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- totm march 2020
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(and 2 more)
Tagged with: