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Everything posted by micha
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-46 (-)
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- the number war
- electric boogaloo
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-45 (-)
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NO MOVE It was my understanding that the moves count and edits were allowed to fix the NC. Anyway, this thread is too broken for me now. Good luck!
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-25 (-) (Taking into account @Hotel26's move of "-23 (-)" which should be "-24 (-)") EDIT: And their second move is invalid so ignored (double-moves) EDIT2: And now posts were reorded which means no double-post... so the resuilt of my move is actually: -26 (-)
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-22 (-) EDIT: ARGH - correcting NC (my move of -1 is valid though) New NC = -23
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-13 (-)
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-13 (-)
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[1.12.x] Trajectories v2.4.5 (2023-08-22) : atmospheric predictions
micha replied to Kobymaru's topic in KSP1 Mod Releases
So I've recompiled this for 1.8. I've included the bug-fixes supplied by @Devoblue and @Xyphos, as well as catching (and logging) exceptions when using FAR. Can be downloaded from GitHub which also has all the changes I made to the source code. PLEASE NOTE: THIS IS AN UNOFFICIAL RECOMPILE; PLEASE DO NOT RAISE BUG REPORTS TO THE ORIGINAL AUTHORS IF USING THIS BUILD Bugs can be PM'd to me or raised on the GitHub tracker for this unofficial recompile. EDIT: Log is full of "CheckEncounter: failed to find any intercepts at all" and exceptions after parachutes are deployed. If any modder knows how to fix this (it's raised in the call to PatchedConics.CalculatePatch(), I'm failing to find any relevant information.) EDIT2: I've got a hacky fix which prevents calling PatchedConics.CalculatePatch() when timeToPe/timeToAp become infinite. This stops log spam. But it also breaks the ground intersect calculations.- 986 replies
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[1.12.x] Trajectories v2.4.5 (2023-08-22) : atmospheric predictions
micha replied to Kobymaru's topic in KSP1 Mod Releases
Based on the first line of the exception, the crash happens inside FAR, however as far as I can tell (I don't use FAR), Trajectories checks all the input parameters before invoking the call to FAR. So at a guess I'd say it's FAR's fault.- 986 replies
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-14 (-) NB: above two posts have wrong NC.
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-14 (-)
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-12 (-)
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If you do a lot of docking, and not using an alternative (such as Navball Docking Indicator), then yes, yes you are!
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This is a bit odd. The forum thread does have that license, but the original README distributed as part of the mod says "CC BY-NC-SA 3.0", which does allow modifications. The license terms ALSO explicitly state that no legal terms may be used to apply further restrictions, so presumably if @Krasimir changed his mind that would only apply to new versions of the mod, not the original one. To add further confusion, the license on Curseforge is "CC BY-NC-ND 3.0", which again, is restrictive. In this case where multiple licenses exist for the same content, all uploaded by the original author, what's the rule? Most restrictive? The one distributed with the material itself? But I can see why you'd be hesitant and err on the side of caution regardless. ---- Anyway, looking at your MM config, it seems you forgot to increase the mass of your "handle type1a", presumably it should be 0.0085 as per the others. Thanks for maintaining this mod.
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Thank you for elaborating; I saw that analysis a couple of days ago but took it at face value as I have very little clue about aerodynamics.
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Source? According to an engineer that's modeled the airflow it's surprisingly aerodynamic. More than traditional Ute's anyway. https://electrek.co/2019/11/25/tesla-cybertruck-aerodynamics-cfd-rendering/ Not having flat sides might make loading/unloading more difficult, as well as lack of tie-downs (unless inside the bed area?). On the other hand, the sides look like they protect the load more from wind. The integrated loading ramp in the tailgate is awesome (has anybody else done that before?). Personally I like it, although not in the market.
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-9 (-) No thanks to an ever-expanding universe with the resultant heat-death.
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[1.12.x] Trajectories v2.4.5 (2023-08-22) : atmospheric predictions
micha replied to Kobymaru's topic in KSP1 Mod Releases
Not to be a downer, but the rules say you cannot post a mod without source code[1]. Binary-only releases are a big no-no. Please fork on GitHub and release there so that everybody can see what, if anything, you changed, or include in your zip. [1] See section 4 :- 986 replies
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After yesterday's rather disastrous mission, todays' was a bit more successful. After more station work, we repurposed the ship with no parachutes as a Munar Transfer Shuttle, refulled it, and Val and Brubro took off to finally rescure Voren from Mun orbit. This had been a bit tricky since his orbit is retrograde, and no previous ships had had enough delta-V for the required plane-change maneuver before (they had all gone to the station first, so would have required a 180-degree flip). A few hours later, and Brubro was finally aboard and with more than enough dV to flip the orbit and also make a brief resupply stop at our Mun Station. We need to pick up a few completed experiments for return to Kerbin. Time to start handing in some very long-running missions. After everybody (except for station staff) is back it's time to plan our first Kerballed expedition to Minmus. The final low-res Scan results enabling us to pick a suitable landing site were just transmitted.
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So I made a craft and yeah, it works. I forgot about those little side-trusses, they don't show up in normal (top-of-rocket) fairings. But it's much larger than the engine-plate style interstage and there's still the lack of continuity I hate if the next engine up the stack is a smaller size. I'd actually love to see more of the Soyuz-style interstages, especially if there was provision to mount stuff inside the structure.
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Great info, thanks, haven't tried using fairings for interstages before. Now that you mention it, I do dimly recall a changelog mentioning this. Shame the fairings aren't decouplers though. IIRC, they also become available quite a bit after the engine plates. The engine plates are great because they are really really cheap, are a decoupler AND a "fairing" all in one. I guess almost cheaty-good except for the downsides which I wasn't aware of (ie, not really shielding their contents and not allowing crossfeed). Quick question : if you "deploy" the interstage fairing, don't you just end up with magical nothing holding the rocket together? ie, there's no actual truss graphics, right? And all the bits you mounted on the interstage nodes are just floating in space.
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There's mods which I consider "essential", just because they enhance the core gameplay experience rather than adding new gameplay. These include: KER[*] (Kerbal Engineering Redux), KAC (Kerbal Alarm Clock), DPAI (Docking Port Alignment Indicator) Of the ones which add new gameplay, it's hard to pick a favourite, but I pretty much always have the following installed: KIS (Kerbal Inventory System), NEOS (Nehemiah Engineering Orbital Science), SCANsat, Snacks Then there's nice-to-have's which I also almost always install: EVE (Environmental Enhancements), Distant Object Enhancement, [X]-Science, Corvus CF, Ship Manifest, Connected Living Space, Final Frontier, Contracts Window+, I also often have these installed: DMagic Orbital Science, Station Science, Universal Storage, Stage Recovery, Trajectories, So I guess if I discount my "essentials", my all-time-favourite is probably KIS. It really adds significant additional gameplay possibilities. [*]I've found that I've used KER a lot less than I used to in 1.8; I still do use it, but it may no longer be "essential" and rather in the "nice to have" category now.
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Just a "simple" mission to rescue a couple of stranded kerbals in low-Kerbin orbit. While at it I figured I may as well take some KEES experiments up to my station (had a contract to run one of those as well) and hope that one of the kerbals to be rescued would be an Engineer to attach to the station. Well, of course, no Engineer... and I'd forgotten to attach RCS thrusters to the rescue ship so that would've made docking at the Station a bit challenging to say the least. So, retro-burn for home, steep descent trajectory, hopefully land close to the KSC to get some money back. May as well try to recover the engine and fueltank as well to minimise the losses. At 60km altitude (and dropping rapidly) I realised I had also forgotten parachutes!!!! Just as well I still had the fueltank and engine attached! Full blast of the Terrier, ship starting to glow cherry-red. Will we make it back to orbit?? Managed to claw back into orbit (got down to 40km altitude) - thank the Kraken! So off we head to the station after all - need to get the Kerbals into slightly roomier accommodation (and with more Snacks) until we can mount a rescue. Worst case, get close and EVA over. But some rather skillful maneuvering, if I may say so myself, and we were aiming straight for a docking port. Shortly afterwards with a satisfying *clunk* we were docked and munching on a Snack or two to recover from that rather harrowing flight. Jeb lives to die another day!
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What do you do when your manned missions run out of fuel?
micha replied to έķ νίĻĻάίή's topic in KSP1 Discussion
KIS allows an Engineer to detach (and reattach) pieces. It's a most brilliant mod. -
Lememone reconfigured the Mun station quite a bit with his electric screwdriver. Instead of ditching a transfer stage we've now got lots more fuel storage capacity here. (forgot to transplant several items from the transfer shuttle before it left) Recompiled a few mods, then used Ship Manifest to transfer some resources around my Mun Waystation (can't work out the new KAS, miss all the legacy parts) before taking Jeb and Bob down to the surface in the Lander. Eventually found a Mun Stone but didn't deploy the surface experiments as I don't have the dish yet and no Engineer to cobble something together. Returned to orbit and docked, transferred science and personell to the transfer shuttle, and headed back to Kerbin leaving Lememone to kerbal the station (he should have enough Snacks before the next mission gets launched). NB: A fiery reentry later and finally Bob is home from his first mission. Over 900 science and several contracts completed with this trip. Noice!