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DBT85

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Everything posted by DBT85

  1. My exact same thoughts. On Tuesday before I tried this I think KSP just crashed to the desktop about 5 times (I was playing all day ). I didn't notice anything like that yesterday. How many mods are you running that its at 2.6GB in DX11 in that scenario? Having looked at all the numbers myself that looks more like its a stock version rather than correctly with the right command. Look at my number a bit further up. In standard mode I'm at about 2.6GB after launching a ship then going back to the KSC. About 22 mods. With the command running correctly that's down to 1.6GB in the same situation. Easiest test. Put an RT-10 SRB under a capsule and launch it. If the ship goes pink once you start getting atmospheric effects then you're in DX11.
  2. I'm doing a 15 hours shift at work today with very little to do, so I'm going to try and make a few more contracts for the SCANSat pack. I know you said to wait for 0.5 but I can tweak later and I'm bored lol.
  3. As I said further up, the Contract Configurator mod is looking promising to allow anyone to make mission packs fairly easily. There''s already a demo pack for SCANSat and its very good. Using those and the mods ability to block types of generic contracts like Satellite is going to be perfect for what you want. You'll not get another satellite mission again that isn't with purpose. In time the same can be true for stations with the various station mods there are. It also give you the opportunity to create contracts that focus on the same ship. So I can create a mission saying "put SpaceLab 1 into xyz orbit with this particular part on board". In a later mission I can then say "add abc part to SpaceLab 1 and shift to this orbit" etc. In addition, you can create a sequence of contracts that won't appear unless a certain part has been researched, or a previous mission has completed. So I can make a set of contracts to so a whole relay network around Kerbin, Mun and Minmus, and they'll all unlock at the appropriate time and in a sensible order. No more pointless satellite contracts!
  4. While not yet running at full tilt, Contract Configurator will be allowing modders to make mission packs for their mods easier than before. It's only about 2 months old and already very good. Thus far only one mission pack has been made as far as I know, and that's for SCANSat (dev version) and was a demonstrator for the idea. in a few months I think we'll hopefully see mission packs for all sorts of mods including Station Science, Orbital Material Science etc. I think Remote Tech will be useable in the next version too. It also allows you/modders to disable varous types of default in game missions. So for example, if you had a Remote Tech and SCANSat mission pack installed, you might want to disable the generic satellite contracts you get. Check it out! Have you any other mods like Kerbal Engineer, Docking Port Alignment Indicator, Contract Window +, etc? They don;t add parts or missions but are incredibly useful.
  5. Ah ha. Marvellous! You are doing sterling work. I look forward to the progress of this mod and your way points!
  6. Been using this all day while fiddling with another mod and can report no other issues yet. The craft does go pink under atmospheric stress but goes back to normal again when it's gone. Not been to Minmas yet to see if it's wrong.
  7. Nightingale, I've noticed a issue with the following code and a variation of it PARAMETER { name = VesselParameterGroup1 type = VesselParameterGroup duration = 4d title = Hold the satellite in position to completely scan the surface. PARAMETER { name = OrbitApoapsis1 type = OrbitApoapsis minApA = 70000 maxApA = 80000 } PARAMETER { name = OrbitPeriapsis1 type = OrbitPeriapsis minPeA = 700000 maxPeA = 800000 } PARAMETER { name = OrbitInclination1 type = OrbitInclination minInclination = 82.3 maxInclination = 83.6 } } It's checking to see that your orbit is inside those parameters. However, I've noticed that once you hit one of those parameters, it gets checked. But if you then move your orbit out of those parameters it doesn't uncheck. It's like its only checking that you've been there at some point, not currently in that orbit. What it means is that if at any point in my ascent to orbit I manage to get an inclination of between 82.3 and 83.6 degrees, that part of the contract is complete, even if I then move on to another inclination/orbit entirely. should it not be checking in these instance that you are IN that orbit, not HAVE BEEN in that orbit? I know in the code above the values for Apoapsis and Periapsis should be the other way around, but that's not my code . In my version its correct and still does the same thing.
  8. Yeah, CKAN wont show you dev builds and stuff which is what the CC mission pack is set to use as hopefully it'll be released soon. I've been using 9.0 today with no issues to my knowledge.
  9. If you're talking about the one that appears on the right hand side, that's Contract Window +. Nighingale and tattagreis I wonder if you can help. I've used the following to set the orbit for the display and also for contract completion // Use this to generate an orbit with specific parameters FIXED_ORBIT { // Body for the orbit - defaulted from the contract if not supplied targetBody = Kerbin // Actual orbit details. Note that REF represents the reference // body - but will be overriden by the targetBody. ORBIT { SMA = 1090000 ECC = 0.0012841657 INC = 80 LPE = 270 LAN = 0 MNA = 1.55872660382504 EPH = 31.3999999999994 REF = 1 } } That's generating an orbit with a PE of 488,600 and AP of 491,400 with the INC, LPE and LAN you can see above. Is there a way to directly pull the PE, AP, INC, LPE and LAN created from this and put them into the body of the contract? Currently I've tried using the following which just puts a rather generic "Reach the designated orbit around Kerbin within marginal deviation" as a contract check. PARAMETER { name = ReachSpecificOrbit1 type = ReachSpecificOrbit // The index (0-based) in the OrbitGenerator behaviour of the orbit we // wish to reference. // Default = 0 index = 0 // The deviation window for how close we must match the given orbit. // wish to reference. Higher values give more room for error. Note: More // testing is required to better document the realistic range of values. // Default = 3.0 deviationWindow = 1.0 } Also, I've included screens of the contract at this stage. I've added the checks for altitude and calculated the min and max Ap and Pe that it should trigger at to fill it out a bit more. I do however have an odd extra ": complete" just above the "reach designated orbit" part of the active contract shot.
  10. I've been playing with Nightingales Contract Configurator and Tattagries missio pack for SCANSat. I modified it slightly as its only a demonstrator for the idea. I changed the orbit and added the nice orbit line, so recorded myself from start to finish accepting the contract and completing the contract! Real time took about 22 minutes with a bunch of time acceleration (7 in game days). Cut down to just 3:19 for you folks. Sorry for no talking, I have no mic.
  11. Just thought I'd post this up. I fiddled a little with the pack from tattagreis to change the orbit and add the nice orbit line, so recorded myself from start to finish accepting the contract and completing the contract! Real time took about 22 minutes with a bunch of time acceleration (7 in game days). Cut down to just 3:19 for you folks. Sorry for no talking, I have no mic.
  12. I've been playing with the Contract Configurator mod today. One feature is being able to disable any of the generic contracts you like (like satellites, rescue steve etc) and another is the SCANSat addition that tattagries wrote to go with it. I've been tinkering with that to try and improve it some as it was only a test to demonstrate it working. Once the mod is fully fleshed out and there are contracts made for all of SCANSat and Remote Tech I'll be a happy bunny.
  13. Just downloaded this to try out tattagreis SCANSat contract and am very impressed! Good work to all involved! I'm tempted to try and add to his pack but I think it's a bit beyond me right now! With contracts for that and Remote Tech satellites are much better!
  14. I've not done one yet but my plan is to repurpose once complete. It would be nice if you have SCANSat/Remote Tech installed if you got contracts that made sense for those and not these other ones. Also maybe a weather sat network or GPS. EG. We need some basic data of the planet, put a low res SCANSat in a 75k polar orbit around Kerbin. We need a relay network to send probes out. Put X Remote Tech sats in xyz orbit with these parts on board with y separation.
  15. Well following on from my successful launch of ComSat 2 above, ComSats 4, 5 & 6 were also all put into the same 1000km orbit around Kerbin with a 90 degree separation between them. Their orbital periods vary by 1.5 seconds between them. Never done that before so quite proud. ComSat 3 splashed down somewhere downrange of KSC after a staging malfunction thanks to me removing the fairing to make a change and putting it back and assuming the staging would remain! As Mr Manley says, "check yo staging". Also today I put my first ever SCANSat into a perfect 75km polar orbit around Kerbin.
  16. I did all of these with no calcs. I used Engineer to ensure my lift off TWR was down at about 1.4 and then dropped the fuel accordingly. When my Ap reached the target I started banking over to not hit the next target. For the 56k and escape the atmosphere you need a separator if you're using DRE as otherwise you'll burn the chute. I also use FAR btw.
  17. I've just tried this myself as I'm very interested to see a benefit if possible. I've a 32GB machine for photo work but with the 64bit version being a bit jank I've gone back to using the 32bit *Prays for Unity 5* This is on a ATI 6950 though. Standard 32 bit with my 1gb GameData folder (20 something mods but no EVE or anything like that) 2.17 used just getting to the intro screen 2.3 used after new sandbox created and looking at my KSP Complex. 2.41 used once in the VAB. 2.57 used after loading FAR Shuttle Montauk in VAB 2.54 used after moving to launch pad (Ship exploded at 1500m lol) 2.63 once back looking at my KSC Complex 2.57 once in the Tracking Station. After doing all that with the command in the OP and writing it all out, I noticed that the command in the OP is wrong and missing a - as Captain Sierra has included in post 13. So 1.19 at the intro screen 1.31 at the KSC 1.39 in the VAB 1.52 with ship in VAB 1.54 on pad 1.64 in the Tracking station. A few graphical glitches but I've not really played with it yet. At least I get some AA this way! Here is a before and after with the ship on the pad at least. Just those weird black bars on the latter version as far as I can see in a hurry. Seem to be around the prebaked shadows/burn marks. Full 1080 versions if you view full size.
  18. I don't know if this has been mentioned and I have no idea if a correction is possible. I just launched a satellite with solar panels on, shrouded by the proc fairing. It was dark and as expected the power started to drop as the probe was drawing power, however once I got into the sunlight the battery recharged, despite the solar panels still being covered by the fairing!
  19. Just wanted to say thanks for this mod. Just put my first ComSat into orbit around Kerbin and am now proceeding to add 3 more.
  20. Out of interest what kind of money/vehicle are you talking about here? I just put my first ever ComSat in orbit at 1000km for Remote Tech at a cost per launch of 11,500 (Normal mode prices). The Sat itself gets to low orbit and then has 4200m/s dV using Mono to go to its appropriate orbit and enough power to last through the dark side of the planet. It's still got over half its mono left for further corrections. For your perusal. I've actually added 4 more RCS blocks and took 2 solar panels off in the redesign, without the 4 extra blocks its 9,390 and just a bit slow making the burns. Just working out myself how to get 4 sats in a nice orbit with each other!
  21. I just launched my first ever Remote Tech ComSat into orbit. Shortly followed by the second because the first failed! A small launcher with a couple of cans of mono, probe core, battery, SAS and RCS thrusters with about 4000 m/s dV just in the satellite from the mono. ComSat 1 launch was going well but I lost contact with KSC just before orbit had been achieved. I immediately launched ComSat 2 in a vein attempt to establish contact before hope was lost but it was too late, however ComSat 2 did make orbit before losing comms thanks to a much steeper launch profile. At a 1000km orbit with 0.000 eccentricity and 0.46 inclination. Still just over half the mono left.
  22. hehehehe. Be happy. Yesterday I started a new career, put Jeb in the pod strapped to a small SRB and a chute with the simple and easy missions of "launch a new vessel" and "reach 5000m". I pressed space. My chute and rocket started at the same time.
  23. I made it just now. However with no manoeuvre nodes my burns were very bad and Samvan is lest with just 188m/s dV to get home, so he'll be staying there for a while. All that new science too
  24. Just put Samvan on the Mun for the first time in 0.90 and in career mode. I've got the Launch pad and Tracking station at lvl 2 so still no manoeuvre nodes. Only 188m/s dV remaining so he shan't be coming home
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