TheShandyMan
Members-
Posts
8 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by TheShandyMan
-
[0.25] PartCatalog 3.0 RC8 (2014-10-08)
TheShandyMan replied to BlackNecro's topic in KSP1 Mod Releases
Yeah; mine looks similar which is why I'd asked about "auto-paging" for large categories; in the interim I rename "storage" to "storage 1" and then make a "storage 2" and move all the lesser-used storage categories to the second one. Sorry; I was kind of guessing based off memory. Are you 100% sure that you're actually got a lockup and it isn't just auto-tagging all the parts? I have a decent computer but I run a TON of mods; so whenever I wipe my part catalog settings (usually because I've screwedthings up by manually changing tags) it lags hard for a minute or so while it re auto-tags everything. If you run even more mods than me; or have a slightly older computer I could see where it would hang long enough to think things had crashed. If it actually is crashing there *should* be a crash report inside your KSP folder (usually named as the Date + time of the crash I believe); that would be a good place to look to see if there's a conflicting mod or something. -
[0.25] PartCatalog 3.0 RC8 (2014-10-08)
TheShandyMan replied to BlackNecro's topic in KSP1 Mod Releases
They're under Storage > ElectricCharge I *THINK* Pods > Manned does this, but I'm not 100% sure off the top of my head. I seem to remember it showing me anthing with crew capacity not just command pods. Something I would like is automatically adding a new "page" (or column, whatever) for a category. For example with all the mods I run, I can't see all the categories for "ALL > Storage" because there are too many options and the first half a dozen are off the top of the screen; so I have to manually add a "Storage 2" and move some of them there. -
I've got a wish-list item if I may; This part is for testing lifter design payload capacity right? Well typically if I have a 300t payload; the payload is PROBABLY going to have more than 20 units of torque on it. This means I either need to spam a bunch of SAS modules under the test weight and hope I get close to what I'd really have; or do a test flight on a rocket that probably isn't going to control anything like my real payload will. So what I'm asking; assuming it's possible; is that the SAS force scale with test weight. Just don't ask me what a reasonable scale factor would be; I haven't thought that far ahead lol.
-
Test of continuing KER developments [0.24.2]
TheShandyMan replied to Padishar's topic in KSP1 Mod Development
+1 on that; although I usually build my payload first; and then use a subassembly launcher I've pre-tested with NRAP. Basically I've made a set of lifters; each rated to a certain payload capacity that can lift to at least a 100k orbit. These two I don't understand but I might want if I did Another +1 to that; I've been using KER almost since I got KSP; and hate it whenever a game update breaks things and I have to wait for a fix :-DThe only thing I can think of on a "wish list" type thing; is in the VAB I would prefer things were more vertical; opposed to horizontal. I tend to build rockets that are typically taller than they are wide; so sometimes KER gets in the way; or I'll go to click on KER and miss and hit a very finicky symetrical part and never get it back in the right place. I think if things were laid out more how they are in flight it wouldn't be as bad. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
TheShandyMan replied to cybutek's topic in KSP1 Mod Releases
Not being snarky but I couldn't find where you first mentioned problems so I'm going off of just this post. Unless you're running with modified part config files; you'll need to add one of the KER parts to your craft. This also means you'll need to go to the main KER thread and install the latest release there; and then over-right the dll's from this thread. Somewhere someone posted a MM config file which automatically ads the KER config options to any pod; thats the only way you can run with JUST the dlls. EDIT: My bad; I thought this WAS the experimental thread when I posted it. -
I'll admit I have little knowledge of (modern) programming; but since the toolbar already stores what buttons are visible on a given screen; wouldn't it be possible to store the buttons last state on a particular screen as well? You wouldn't really have to care WHAT the button does; just whether it was clicked once ("on") or twice ("off"); and then when a scene changes; simulate a click for each button that was last stored as "on." Basically; the button could open a webpage showing Hamster Dance; but toolbar shouldn't care; it just has to tell the button that the user clicked it as if they really had. In pseudo-code.... on_scene_change($scene) { load button_status ($scene."_status.cfg"); while $button_status != EOF; do { if $button_status[$i] == 1 { simulate_click_on_button; $i++} } } on_button_click { if $button_status == 1 { $button_status = 0 } //button was on but was just clicked; store value as off else { $button_status = 1 } //button was off and was just clicked, store it as such } Like I said; my knowledge of things is quite dated; and I don't know if KSP / Unity would allow for this easily or not; though. Then again maybe I'm mis-understanding you and you mean that KSP / Unity doesn't have a method of "click simulation" and you'd have to basically have your own API where toolbar would have to tell the individual (other) plugins what their status was the last time; and rely on the (other) plugin makers to put the API to use. If that's the case; well aren't we already half-way there now? I mean it's up to the plugin makers now to determine what their buttons do already; a little more work to give the option of storing it's last state couldn't be TOO hard right :-D
-
Yesterday was busy for me so I didn't get a chance to reply (and I haven't yet finished catching up on the thread so if anybody else replied to me; thanks in advance). Long story short it was a glitch on my end somewhere (maybe a bad download of KSPI? Or some cruft file in my KSP install, dunno for sure but everything works now at any rate. I do have another question however regarding relay's. As it stands now; I have about 25GW combined power being sent from a bunch of stations in orbit around Kerbol. I also have a relay network around Kerbin to make sure that I can put that power to use. However; whenever one of my transmitting stations orbits to the far side of Kerbin; my available power (obviously) drops. If I were to put a second relay network in a higher orbit (compared to my generator stations) around Kerbol; to where no generator was out of site of at least one Kerbol stationed relay; would I always have full power available on Kerbin (full power minus loss due to transmission, distance etc)? I had to double check my install since I always used to run KOSMOS; but it appears as though I forgot to install it. I just assumed I hadn't unlocked those parts yet; silly me. My "real" arrays use the OKEB-250's from NearFuture. I'll have to re-install KOSMOS to compare but the 250's produce 250EC at "normal" distance from Kerbol. With 8 of them per-station I think I'm actually generating more than I can transmit due to lack of EC storage. IIRC the Balka's only do ~200EC; however I might be able to fit more of them onto my stations since I think they're smaller than the OKEB's. It might be time for me to start working on the MK VII of my Icarus stations :-D
-
So I've only recently really started to use the features KSPI has. Or rather; I'm attempting to use them. I'm trying to setup a solar-based power network and the documentation is lacking (I know; the wiki is out of date). It took me quite a while before realizing that transmission output is tied to storage capacity on the array itself; which wasn't intuitive (8X of the OKEB-250's from NearFuture; at some insanely close distance from Kerbol was only giving me ~800KW of output until I tried spamming more batteries; now I get ~5GW). Where I'm now stuck however; is in "getting" that power to use. No matter what I do; nothing can receive what my arrays in Kerbol orit are transmitting. I even went so far as to make a "stock" install (Just KSPI and HyperEdit for testing); slapped together a basic Sat with like 200K EC storage + 8 of the Gigantor Arrays and put it in Kerbol orbit at ~3.75mm. With the large transmitter this gets me ~380MW when the solar panels are directly facing Kerbol. I then sent up a second Sat; put it ~75m away from the first; set to receive and bupkis. This is a picture of the transmitter This is the receiver Relevant .craft file of the satelite Long story short I don't know what I'm doing wrong here. I've been reading the thread the last few weeks; I have the latest version I've seen linked on the current Steam version of KSP. This log snip shows some errors for KSPI but it's complaining about ArcJets and Fission reactors; not anything to do with the Array's........ I'm sure it's something absolutely silly that I'm forgetting to do but for the life of me I can't figure it out.