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Alshain

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Everything posted by Alshain

  1. Since 1.0, that seems to be what they have been doing. You can now select 1.0(.5). and 1.1(.3) so I would imagine 1.2(.2) will also be on there. 1.2.9 is 1.3, that one doesn't count, it's just Squad and their strange numbering again.
  2. That likely wouldn't change the cost of it all though. While that might make it easier to locate all the game engine code, you would still have to completely rewrite the wrapper, plus it would have been a lot of work to write that wrapper in the first place, basically duplicating functionality of the engine classes on the assumption that you might one day want to change the engine.
  3. As many have said, same as rotation is cheaper however how much cheaper depends on the planet/moon. The Mun for example is tidally locked so it only rotates as fast as it's orbit around Kerbin. The savings are technically there, but negligible. The faster the axial rotation, the more savings you will get.
  4. Well, I'm uncertain what exactly you are looking for, but a static model will never represent what you will find on a planet. My assumption was you wanted to test in environments like a planet, but the planets are not made the same way the KSC static models are. If the ramps at KSC work for you, then I guess that is great but I don't understand what you are testing for because you won't find that terrain on a planet anywhere.
  5. If that bugs you hope you never find the Tranquility Base monument.
  6. I doubt it, but I do not know either. Earthly physics simply don't need them, and most games are nothing but earthly physics.
  7. Which is exactly what robotpilot99 said, launching rockets. That's what Harvester's original design was. He said nothing about orbitial mechanics, YOU made that argument so that you could then attack it.
  8. The biggest issue is that it would be artificial like the tier 1 runway. Static models don't simulate terrain well. The Grasslands really is your best option.
  9. Well, I disagree. It's pretty textbook stawman. Clarification wouldn't have said his statement wasn't true and then later agreed with the same statement. It would have been fine if he made the remark on it's own, but he offered it as a counter argument to an unrelated statement.
  10. But you made a strawman argument. Paraphrased: robotpilot99: It supported all the physics for rocket simulation wumpus: No it did not support all the physics for interplanetary travel, but it did support all the physics for rocket simulation. You see the problem here, right? He was making one point, which was accurate and you agreed with him, but you stood up a straw man argument to attack instead... a argument that he never advanced in the first place.
  11. Are you you aware you are arguing with yourself?
  12. I'm not sure what you mean by "rank".
  13. The Legend of Kerbal: Breath of the Mun or alternatively The Legend of Jebediah: Breath of the Kerbal
  14. We do not know that this was a stock game. The OP never said it was.
  15. -1 is a number, it can occur for many reasons but in this context NaN occurs when a floating point exceeds the boundaries defined by datatype. The reason this is important is because NaN, despite meaning Not a Number, is the result of what could be an actual number, it's value simply can't be represented. In other words, it's too big to store in a variable. Other causes for NaN can really be not a number, such as trying to convert a non number string value to a number, but I don't think that is the case here.
  16. There is a spot where 6 biomes are in close proximity, I think that is likely the best bang for you buck, so to speak.
  17. Ok, here is the patch. This patch uses the PartOverhauls in place of the old engines while maintaining stock engine stats. So if you use this patch, you can compete in stock-only challenges and still be legitimate (as long as you don't use the T15 or 303). This is valid as of 1.2.2 but will need to be re-checked after version updates to ensure Squad doesn't change anything. I've included the removal of upgrades from the T15 and 303 so that they don't surpass their big brothers, that can be deleted if you want them to upgrade for some reason. To install follow @Kerbal101's instructions for Option 3 but use this config file. Kerbal101, feel free to copy this to the original post if you wish. // we remove those first, but just after Squad parts are loaded /// should you encounter a mod, which changes properties and fuels of MK1 parts, /// please add ":BEFORE[xxxx]" just after "[Squad]" below, working all the way down to the end, /// with xxx being directory name of the mod. /// for example: -PART[mk1pod]:AFTER[Squad] --> -PART[mk1pod]:AFTER[Squad]:BEFORE[FuelChanger] /// this will cause replacer do the job before the said mod touches the parts. -PART[mk1pod]:AFTER[Squad]:FOR[PartOverhauls] {} -PART[liquidEngine3]:AFTER[Squad]:FOR[PartOverhauls] {} -PART[liquidEngine]:AFTER[Squad]:FOR[PartOverhauls] {} -PART[liquidEngine2]:AFTER[Squad] {} -PART[fuelTankSmallFlat]:AFTER[Squad]:FOR[PartOverhauls] {} -PART[fuelTankSmall]:AFTER[Squad]:FOR[PartOverhauls] {} -PART[fuelTank]:AFTER[Squad]:FOR[PartOverhauls] {} -PART[fuelTank_long]:AFTER[Squad]:FOR[PartOverhauls] {} // then we rename newer parts to older part names, effectively replacing them. // precise names were tested against ksp wiki. @PART[fuelTank100]:AFTER[Squad]:FOR[PartOverhauls] { @name = fuelTankSmallFlat } @PART[fuelTank200]:AFTER[Squad]:FOR[PartOverhauls] { @name = fuelTankSmall } @PART[fuelTank400]:AFTER[Squad]:FOR[PartOverhauls] { @name = fuelTank } @PART[fuelTank800]:AFTER[Squad]:FOR[PartOverhauls] { @name = fuelTank_long } @PART[mk1podNew]:AFTER[Squad]:FOR[PartOverhauls] { @name = mk1pod } @PART[liquidEngineT45]:AFTER[Squad]:FOR[PartOverhauls] { @name = liquidEngine2 } @PART[liquidEngineT30]:AFTER[Squad]:FOR[PartOverhauls] { @name = liquidEngine } @PART[liquidEngine909]:AFTER[Squad]:FOR[PartOverhauls] { @name = liquidEngine3 } @PART[liquidEngine|liquidEngineT30*]:AFTER[PartOverhauls] { @entryCost = 3200 @cost = 1100 @MODULE[ModuleEngines] { @maxThrust = 240 -UPGRADES {} -atmosphereCurve {} atmosphereCurve { key = 0 310 key = 1 265 key = 7 0.001 } } } @PART[liquidEngine2|liquidEngineT45*]:AFTER[PartOverhauls] { @MODULE[ModuleEngines] { @maxThrust = 215 -UPGRADES {} -atmosphereCurve {} atmosphereCurve { key = 0 320 key = 1 250 key = 6 0.001 } } } @PART[liquidEngine3|liquidEngine909*]:AFTER[PartOverhauls] { @entryCost = 1600 @cost = 390 @MODULE[ModuleEngines] { @maxThrust = 60 -UPGRADES {} -atmosphereCurve {} atmosphereCurve { key = 0 345 key = 1 85 key = 3 0.001 } } -RESOURCE[LiquidFuel] {} -RESOURCE[Oxidizer] {} } @PART[liquidEngineT15*|liquidEngine303*]:AFTER[PartOverhauls] { @MODULE[ModuleEngines] { -UPGRADES {} } }
  18. In the real world yes, where you have control over every aspect of the craft. In KSP, Asymmetry is insanely difficult. Even if you can match mass on both sides of the craft without symmetry, matching drag without symmetry is worse. The craft I posted above is still symmetrical. However, after @Red Iron Crown's last post I've realized I did not correctly understand the OP's request.
  19. I need a little help. I'm trying to remove a resource from a part using the following code but it isn't working as I would expect. This is part of a bigger patch and all other changes are working so it is modifying the part, just not removing the resources. -RESOURCE[LiquidFuel] {} -RESOURCE[Oxidizer] {} EDIT: Nevermind, it was working but had mod conflict. ModularFuels was taking hold first, I just had to prioritize ahead of it.
  20. So, I'm trying these for the first time and I followed this guide. It turns out this is incorrect. Craft are not backward compatible. Part models are. Craft created with the engines in this part compilation will no longer function as they did before in vanilla 1.2 because they do not have the same thrust and ISP stats and to make matters worse they have upgrades which the stock parts do not. So, does anybody know how to install these just for looks replacing the old part models but not altering the stats? EDIT: oops. looks like @fourfa asked the same question. I should have read a little. fourfa, I'm working on a patch that will reset them. Removing the upgrades is easy, but the base stats are different too so it's going to take a little bit of time.
  21. Oh, duh. I wasn't looking at spoiler tags, I was looking for code windows. Thanks
  22. Hey guys, it's been a while since I've played and I'm getting set up to start again. Has anyone come up with ground station scripts for the additions in 1.2? I checked back several pages and couldn't find any. I can do it, but it sure would save me some time if they already existed.
  23. Ok, this thread got me started. After posting the example above I just kept building. It needs some take off refinement, but it actually flies surprisingly well.
  24. If all you want is a surface attachable cockpit, we can do that with module manager patches. Though there are ways to have offset cockpits without patching at all. The biggest challenge is balancing the mass, but that is a craft design issue (I'm sure someone out there has tried to build a Bespin fighter).... or maybe I'm not understanding the request.
  25. Everything comes back to money eventually but that wasn't what he asked.
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