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Alvin853

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Everything posted by Alvin853

  1. These mods don't provide binary releases on the github page. You have to use the forum or Curse URL and download from there.
  2. https://www.dropbox.com/s/y72z2khr809tslo/2.sfs?dl=0 In this save I have to put up a satellite in a keliostationary orbit with longitude of ascending node 299.7°. But keliostationary means inclination is 0°, which means defining an ascending node is pointless. I haven't actually tried if the contract completes, but it should not require a longitude of ascending node in the first place. Edit: looking through the source code I guess it skips the check if the orbit inclination is less than 1°, but still issues the contract including the longitude of ascending node. So in theory it should just be a case of giving out unnecessary information, but the contract should be complete-able. I'll give it a test tomorrow.
  3. How am I supposed to match the ascending node on an equatorial orbit? That seems a little hard to do. Also please stop giving out contracts for tundra orbits around the sun, that's a really bad idea for a satellite position
  4. I've tested your mod, but the huge chance of failure of decouplers is forcing me to abort every other launch, so I had to get rid of it again. Please make the initial chance for failure of decouplers much smaller, and maybe reduce their lifetime so failures do happen on longer missions. Or do something like: chance of Failure = final chance of Failure * (1 - Reliability), so that 100% reliable parts can't fail at all Edit: Also your mod breaks the order of magnitude display on the altimeter, going to 1 million meters makes the number change to 1000, but the magnitude doesn't change to "K"
  5. Are there CLS configs for the labs somewhere or do I have to write my own ones?
  6. And it seems, that the medium sized smelter, both the reconfigured EPL and the blast furnace output metal one order of magnitude too high (0.1 ore -> 0.85 metal, should be 0.085?)
  7. You made it worse, now there's a second download link without text, just a space. I think you have to edit in source mode, not in WYSIWYG mode
  8. I think it got there when you introduced the Pre-release download, it's been like that for a couple days. My mod manager always had me choose if I wanted the D or the OWNLOAD
  9. FYI: the D and the OWNLOAD in the first post are 2 seperate links, would be awesome if you could fix that so my mod manager doesn't get confused
  10. Radiators work by radiating off more energy than they are absorbing. In order to do that, they need to have a certain temperature. So they first need to build up some waste heat, in order to increase the amount radiated. At some point they will reach equilibrium, because they are warm enough to radiate the same amount of heat they are taking from the reactor. You will never get to 0 waste heat while you have some heat source on your vessel, even a small solar panel will give you some waste heat until the radiators reach equilibrium. For that very reason you will never get the full efficiency out of your thermal generators, which is why people use the charged particle generator instead for later reactor types. It's just thermodynamics, that's how the physics work. Edit: The thermal helper should have told you a "radiator resting temperature" and a "generator resting efficiency" or something like that, which gives you the numbers at equilibrium point.
  11. I'm using your Mod Manager on a laptop that has both integrated Intel graphics as well as a dedicated nVidia chip. With the GeForce everything is perfectly fine, but starting the program on integrated graphics it looks like this: And while I'm at it: is there any way to skip an update? I have a mod where the forum post gets updated more often than the mod is actually updated, and I don't want to download and install the same version over and over again, especially since I have changed a couple of the files. I wish I could acknowledge that the post was updated, so the mod manager uses the new timestamp as reference, without actually downloading/installing anything.
  12. I have some concerns about the use of MW the way you're using it now. In my opinion it should be changed to kW for two reasons: 1. KSPI uses the definition 1kW = 1 Electric Charge per second, while Karbonite seems to use 1MW = 1 EC/s. Going by production/consumption of stock parts I think the KSPI definition is the correct order of magnitude. 2. The cute little Karbonite generator outputs 250MW of electric power, or about 1/4 of a typical commercial nuclear reactor. This is just not feasible with current Earth technology which seems to be pretty similar to Kerbal technology. Again 250kW would be a much more realistic number.
  13. So I got a little problem here: how do my Kerbals get into/out of the Rocket Building Workshop? Apparently it doesn't have a hatch
  14. Noticed that too, and couldn't find an answer in the thread. Is this something we have to live with, or is it fixable?
  15. I seem to have run into a little problem with the smelters: When hovering over any of the smelters in the part catalog, the preview keeps increasing to ridiculous sizes. Out of all my mods and all parts the smelters are the only ones that show this behaviour. ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[AvailablePart+ResourceInfo].get_Item (Int32 index) [0x00000] in <filename unknown>:0 at PartListTooltips.GetPrimaryInfo (.AvailablePart aP, Int32 maxLines) [0x00000] in <filename unknown>:0 at PartListTooltips.ShowTooltip (.EditorPartIcon part, .AvailablePart aPart) [0x00000] in <filename unknown>:0 at EditorPartIcon.MouseEnter () [0x00000] in <filename unknown>:0 at EditorPartIcon.MouseInput (.POINTER_INFO& ptr) [0x00000] in <filename unknown>:0 at UIButton.OnInput (.POINTER_INFO& ptr) [0x00000] in <filename unknown>:0 at AutoSpriteControlBase.OnInput (POINTER_INFO ptr) [0x00000] in <filename unknown>:0 at UIManager.DispatchHelper (.POINTER_INFO& curPtr, Int32 camIndex) [0x00000] in <filename unknown>:0 at UIManager.DispatchInput () [0x00000] in <filename unknown>:0 at UIManager.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) I am using Actice Texture Manager and wrote this config for EPL: ACTIVE_TEXTURE_MANAGER_CONFIG { folder = ExtraplanetaryLaunchpads enabled = true OVERRIDES { ExtraplanetaryLaunchpads/Textures/.* { compress = true mipmaps = true scale = 1 max_size = 0 } } } I'm not sure if ATM or the latest update of EPL is causing this problem, if you need anything else just ask.
  16. Just placing an SRB or a stock fuel tank as first part leaves the total at 0.0, and after right clicking the part it changes to some value, that is different from what the part is supposed to cost.
  17. Don't worry, that's just a check if RealFuels is installed, it does nothing when you're not using RealFuels... probably some deprecated code
  18. Would it take too long to release an update for MFT on the current KAE version so we at least have everything working for now?
  19. MFT is not updated for .24.2 and will cause issues as of right now
  20. Delete your GameData\ThunderAerospace\TacLifeSupport\PluginData\TacLifeSupport\LifeSupport.cfg The old mod stored the consumption per day in the settings, the new version does consumption per second, so instead of consuming 1 unit a day it's now consuming 1 unit of oxygen a second and depletes almost immediately. You don't need to do anything else, on the next launch the mod will find that there is no config and just create a new one with default values. Unless you're having old ships that were created before TACLS 0.9, in that case the containers are probably of the wrong size and will run out quicker than intended.
  21. Working as intended. The Kerbal to rescue doesn't have any life support supplies to begin with, but the first check by TAC is done when he gets into physics range while approaching him. At that moment the system registers his resources are depleted, but he can go a while without resources, in the standard config one hour. Only if you don't save him during that time he will die.
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