-
Posts
241 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by DBT85
-
Are you sure your map is 100% filled? Its possible your orbit is slightly resonant so it keeps missing the same section. And are you putting all three scanner on one vessel? I've only played with Radar Altimetry and Multispectral on one vessel. If you're using all three, turn them all off and turn on one and see what its percentage is, if 100% then turn it off and move to the next.
-
Well its on CKAN. Can't seem to find the netkan though so no idea who added it.
-
That's what I've done. I've actually just been sitting there with probes at different altitudes and inclinations testing it out. Just seemed odd to me that in a thread about ideal orbits a fair few of them are at such low inclinations that they can't possibly scan the entire surface. Just wondered if maybe the FOV had changed or something, or maybe nobody questioned it before.
-
Has something changed or am I just a bit dense? I've been testing SCANSat out as part of my SCANSat contract pack and have just gotten around to the Minmus Multispectral one. The very top orbit in the "best orbits" thread for Minmus and Multispec is 7 (1.22) 273.963 km +/- 1.24 km (44.41°) 7h 59.6m 27h 58.6m +/- 09.4m (12.6°) I just put a craft in a 275km 44.3 degree orbit and it took at least twice the 27 stated hours to even get to 50%, because the top and bottom chunks of the map are being missed and apparently the tiny bit extra was making me be nearly resonant which wasn't helping. But I'll never get 100% if the top and bottom are never getting scanned at all. All the others I've used thus far for Kerbin, Mun, Minmus, Eve, Duna and Ike have been fine. Am I being thick?
-
Contract Packs for Contract Configurator - General Thread
DBT85 replied to nightingale's topic in KSP1 Mod Development
That's probably a question for the actual contract configurator thread. This one is for contract pack development. I'll add it as an issue on the git. I believe my contract pack that is currently available still uses HasPart, but my dev version has updated to the new format so those errors will go when I release 0.5.0. -
Throttle defaulting to 50% causing problems
DBT85 replied to NomenNescio's topic in KSP1 Gameplay Questions and Tutorials
Surely a simple check that if the first stage comprises a liquid rocket and the spacebar is pressed with 0% throttle then a notification could pop up to show/remind the player that they need to give it some beans and how to do that. The notification can have a "Ok" button and a "Don't remind me a again" checkbox. I would say the best mode for new players is science. No contracts, no funds, no trying to unlock patched conics or manoeuvre nodes so they can follow a Scott Manley tutorial. Just parts and building stuff. I only ever recommend Science mode for new players along side a few youtube playlists. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
DBT85 replied to nightingale's topic in KSP1 Mod Releases
I'll test it out on Monday and actually make it work and for sure it could be added to help people out Maybe between us we can knock together a documentation pack that specifically shows practical use of various parameters and requirements with lots of nice comment lines. The documentation does mention define and vessel and refences the vessel key (which is what this is), but there isn't a working example of it. Also, I don't know how others are making their contracts, but I use notepad++ and have just configured it to treat cfg files as c++ files so that all the comments show as green so it's a little easier to read. There might be a better option I've not seen. One thing I've not played with much yet is the PartValidation Parameter for doing multiple different parts with different quantities for each. Wondering if in a future release something like the following might be possible where the number represents the quantity needed and would be displayed as Your vessel must comprise at least 1x Big Orange tank 4x Gigantor solar panels 2x Cupola Module PARAMETER { name = PartValidation type = PartValidation title = Your vessel must comprise at least part = 1, BigOrangeTank part = 4, GigantorSolarPanel part = 2, CupolaModule }- 5,225 replies
-
Your Seperatron, RT-10 and stack decoupler ones are easy to do as they are landed at Kerbin. You don't even have to go anywhere Just take all the fuel out and test away. The other test ones you can decline until you get ones that seem possible or reasonable. You don;t have to take every mission and there is no penalty for rejecting them. I tend to only do testing oens that are ethier a) landed at Kerbin or going to be part of my ship anyway. After that you need to get your orbit one done! That's mostly easy, but you'll learn a lot from your mistakes while trying for the first time. Try watching some of Scott Manleys videos for some help He's very good! Ep1 Ep2 - Starts at hitting the 31km altitude goal and covers orbit a bit later I should add, welcome to KSP. It's fun!
-
Thanks guys didn't know the chutes would be so heavy!
-
Configure upgrade level for buildings at start
DBT85 replied to Marclev's topic in KSP1 Suggestions & Development Discussion
I agree, though you can set the failure setting to like 10% and then all building upgrades are dirt cheap. I'd like to see missions that when completed get you a new building or at least a discount, say govt funded. -
My question would be, why do you only have the resources to do those missions? They are best undertaken with wheeled vehicles and planes really, but plenty can be done with just rockets even if all you have are SRBs. You can't do EVAs until you upgrade the Astronaught complex, but you can use a stranded in orbit kerbal to perform EVA reports to get you some science for new parts!
-
Contract Packs for Contract Configurator - General Thread
DBT85 replied to nightingale's topic in KSP1 Mod Development
I currently have an expanded SCANSat pack that I'm still working on. It's listed in the m ain thread but it's also still undergoing further testing. Hopefully once I'm happy with it I can start on some other packs. Happy to help anyone out that wants to get started! -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
DBT85 replied to nightingale's topic in KSP1 Mod Releases
As Nightingale said, that's all doable right now provided you made the station with a contract in the first place. You can then reference that station in a later contract and add other modules to it or crew or whatever. For example, in my first contract for SCANSat, you put a sat into polar orbit and it gets defined as Maxwell I behind the scenes. (Hopefully soon it'll also actually change the name). In a later contract I have an optional part of a mission set to put Maxwell I into a suborbital trajectory to de orbit it. For your code for the first mission to put the base segment of your station up might look like this. It's not perfect or tested (at work) and I've had to make part names up as I don't keep a list with me name = ISS1 // Contract text title = Start a space station description = All kerbalkind has come together to fund a space station for research of all kinds. We need to get the first part launched before we can build on it. synopsis = Put a habitation module, some fuel and some big solar panels into a 300km equatorial orbit. Don't forget a docking port. completedMessage = Terrific, we can now start to get other launches ready to add to the station1 // Target Celestial body - controls where the contract must be completed, has some automated // effects on numeric parameters (increasing science, etc.) targetBody = Kerbin // Always offered by the R&D department agent = Research & Development Department // Contract rewards, Kerbin multiplies by 1.25 on Normal mode. advanceFunds = 10000.0 rewardScience = 10.0 rewardReputation = 10.0 rewardFunds = 10000.0 // Can only be done once maxCompletions = 1 maxSimultaneous = 1 // Prestige level 2 prestige = Significant PARAMETER { name = Station1 type = VesselParameterGroup define = International Space Station disableOnStateChange = false PARAMETER { name = HasCrew1 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = PartValidation type = PartValidation // making part names up here! part = HabitationModule part = SomeFuel part = GigantorSolar part = 1.25mDockingPort part = SomeRCSStuff } PARAMETER { title = Achieve an orbit with the following parameters name = Orbit type = Orbit targetBody = Kerbin minApA = 295000 maxApA = 305000 minPeA = 295000 maxPeA = 305000 maxEccentricity = 0.00244 minInclination = 0 maxInclination = 1 disableOnStateChange = false } // Once all of the above are complete, start the countdown. PARAMETER { name = Duration type = Duration duration = 6h preWaitText = We need a stable orbit for at least waitingText = Orbit acquired, monitoring. completionText = Stable orbit confirmed! } } }CONTRACT_TYPE:{ And then the second mission to crew it might look like this name = ISS2 // Contract text title = Crew the ISS description = With the station stable in orbit we can now send a small crew up to begin studying the long term effects of weightlessness. synopsis = Send 3 Kerbals to the ISS, and keep it kerbaled for 4 weeks. completedMessage = Interesting. Bob appears to have turned greener but aside from that everyone is looking good! // Target Celestial body - controls where the contract must be completed, has some automated // effects on numeric parameters (increasing science, etc.) targetBody = Kerbin // Always offered by the R&D department agent = Research & Development Department // Contract rewards, Kerbin multiplies by 1.25 on Normal mode. advanceFunds = 10000.0 rewardScience = 10.0 rewardReputation = 10.0 rewardFunds = 10000.0 // Can only be done once maxCompletions = 1 maxSimultaneous = 1 // Prestige level 2 prestige = Significant PARAMETER { name = Station1 type = VesselParameterGroup vessel = International Space Station disableOnStateChange = false PARAMETER { name = HasCrew1 type = HasCrew maxCrew = 3 minCrew = 3 } // Once all of the above are complete, start the countdown. PARAMETER { name = Duration type = Duration duration = 28d preWaitText = We need the station crewed for 4 weeks. waitingText = Crew undergoing long term weightlessness completionText = Long term weightlessness achieved! } } }CONTRACT_TYPE:{ And then maybe a third mission to attach another module and boost to a 500km orbit might look like this. name = ISS3 // Contract text title = Add a cupola module to the ISS description = The guys up there are doing well but have asked for more windows to look out of. synopsis = Attach a Cupola module to the ISS and at the same time, boost the orbit to 500km. completedMessage = Outstanding. With more windows to look out of we're getting more pictures back of Kerbal looking all pretty. // Target Celestial body - controls where the contract must be completed, has some automated // effects on numeric parameters (increasing science, etc.) targetBody = Kerbin // Always offered by the R&D department agent = Research & Development Department // Contract rewards, Kerbin multiplies by 1.25 on Normal mode. advanceFunds = 10000.0 rewardScience = 10.0 rewardReputation = 10.0 rewardFunds = 10000.0 // Can only be done once maxCompletions = 1 maxSimultaneous = 1 // Prestige level 2 prestige = Significant PARAMETER { name = Station1 type = VesselParameterGroup vessel = International Space Station disableOnStateChange = false PARAMETER { name = PartValidation type = PartValidation // making part names up here! part = CupolaModule } PARAMETER { title = Boost the orbit to the following name = Orbit type = Orbit targetBody = Kerbin minApA = 495000 maxApA = 505000 minPeA = 495000 maxPeA = 505000 maxEccentricity = 0.002 minInclination = 0 maxInclination = 1 disableOnStateChange = false } // Once all of the above are complete, start the countdown. PARAMETER { name = Duration type = Duration duration = 6h preWaitText = We need a stable orbit for at least waitingText = Orbit acquired, monitoring. completionText = Stable orbit confirmed! } } }CONTRACT_TYPE:{ So the first mission defines the vessel as International Space Station with the define command PARAMETER { name = Station1 type = VesselParameterGroup define = International Space Station } And any subsequent mission to that station would use the vessel command to identify that the mission must occur on that specific vessel. PARAMETER { name = Station1 type = VesselParameterGroup vessel = International Space Station } Personally I'd also use the ability for Contract Configurator to also disable stock station contracts. I've done it already for satellite contracts in my game. If you'd like to start a pack up pop into the development thread and we can help out http://forum.kerbalspaceprogram.com/threads/107661-Contract-Packs-for-Contract-Configurator-General-Thread- 5,225 replies
-
I'm loving the look of this!
-
Congrats! The first dock is the hardest but to do it without RCS is even better. It's much easier with RCS! Now download the Docking Port Alignment Indicator and make it even easier still.
-
[0.24.x] Ideal SCANsat Altitudes v1.0 [Aug 16]
DBT85 replied to technogeeky's topic in KSP1 Tools and Applications
Has something changed or am I just a bit dense? I've been testing these out as part of my SCANSat contract pack and have just gotten around to the Minmus Multispectral one. The very top orbit in this thread for Minmus and Multispec is 7 (1.22) 273.963 km +/- 1.24 km (44.41°) 7h 59.6m 27h 58.6m +/- 09.4m (12.6°) I just put a craft in a 275km 44.3 degree orbit and it took at least twice the 27 stated hours to even get to 50%, because the top and bottom chunks of the map are being missed and apparently the tiny bit extra was making me be nearly resonant which wasn't helping. But I'll never get 100% if the top and bottom are never getting scanned at all. All the others I've used thus far for Kerbin, Mun, Minmus, Eve, Duna and Ike have been fine. Am I being thick? -
Throttle defaulting to 50% causing problems
DBT85 replied to NomenNescio's topic in KSP1 Gameplay Questions and Tutorials
Install this http://forum.kerbalspaceprogram.com/threads/92076-0-90-DefaultThrottle-set-the-default-50-throttle-on-launch-to-what-YOU-want! -
Will you be using Contract Configurator for these contracts?
-
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
DBT85 replied to nightingale's topic in KSP1 Mod Releases
I'm happy to work with you if you like I believe tattagreis has a pack under construction that you might want to look at to see what he's covering. It might be something you can collaborate on or at least see where he's going. I believe right now it's covering from a first launch to early orbit missions and then a whole bunch of missions to Mun. Hopefully more mods can be incorporated like the orbital science ones or Cacteye orbital telescope etc so that packs can be made for them. EDIT: More importantly, the only correct answer is Coke.- 5,225 replies
-
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
DBT85 replied to rbray89's topic in KSP1 Mod Releases
I don't even use EVE at the moment, I was just replying to the other poster. I don't "want" anything. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
DBT85 replied to rbray89's topic in KSP1 Mod Releases
I think the issue is that because CKAN doesn't say its ok for 0.90, it won't install it. The thread is also just called 0.24 while other threads get updated to the latest version they work with so that its easy to see it works. The changes to the netkan and thread could be done in 2 minutes, even if there is a new version on the way soon. -
Sorry if it's been discussed but why is a powered landing a more desirable option than chutes? I'm guessing that chutes alone would mean that nasty sea water will get everywhere when going into the sea, but an inflatable lifeboat type option could be viable no? I'm just wondering about the weight of the fuel needed to slow it down versus the cans of air and chutes to slow it down. Very excited they are trying anyway and hope for success next time out. Will be watching, again.
-
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
DBT85 replied to nightingale's topic in KSP1 Mod Releases
Ok, first up, thanks for trying it out! There is a little confusion because both I and tattagreis have a SCANSat Pack out. His was an initial pack that I believe was a demonstrator for the ideas and only covered LoRes and that was about it and he said he was happy for others to release another with more stuff. I'll talk to him to see what we're going to do there as I'm happy to combine. The ContractConfigurator-SCANsat is tattagreis pack and AFAIK still does install to his choice of cc_contracts. The ContractConfigurator-ContractPack-SCANsat is my pack and is on version 0.4.0 and installs to the ContractPacks directory (should appear in there as CC-CP-SCANSat). In the GUI for CKAN, my pack appears right next to Nightingales RemoteTech pack and the Contract Configurator, while tattagreis pack appears a little further down (I think). I'll get an OP sorted tonight hopefully, just been busy testing things out! As you may have seen, in version 0.4.0 you have all the missions are unlocked so you can get them all the time, also the rewards are a bit skewed as all are set to be 10lk or 10 and the games multiplier is working it out. In the dev branch for 0.5.0 I so far have 5 of the contracts balanced for the rewards and locked so that you can only get them at specific times. My plan is for each contract to only be dependant on either parts being available, or scan data from Kerbin, Mun or Minmus. I'm reluctant to require scan data from Duna before going to Jool for example, as it'll take bloody ages to do everything and I don't feel it particularly realistic! Thanks Thanks for even making it possible! The license is now in the post. I'll add some more to the CKAN description for people to help differentiate. I'll talk to him and we'll sort something out one way or another Without both your work mine wouldn't have been possible at all! Ah ok, excellent. IN my pack the issue seems o rear its head most when the scan percentage is showing up before the countdown is complete, so just running that disabeOnStateChange will work fine as the timer will always be running.- 5,225 replies