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Everything posted by akron
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Toggling UI Instruments on Probes
akron replied to ZooNamedGames's topic in KSP1 Suggestions & Development Discussion
@ZooNamedGames What is likely draining your batteries is your SAS or a science/telemetry instrument (Like a SCANsat radar). I do see where you're coming from though. As @GrouchyDevotee said, those UI displays are really ground control data and not equipment on the mission itself. I can give you a real life example, which is the Voyager probes. Their RTGs supply a steadily decreasing amount of power (not an exact analogy, but bear with me). In order to maintain the probes active with decreasing power, NASA/JPL devised a plan as you suggested to turn off things to save power. Here is Voyager 1's power save plan as the years go on: VOYAGER 1 The following lists those loads that have been turned off in VIM and the year: 1990 — IRIS Flash-off Heater OFF (+31.8 W) 1990 — WA Camera OFF (+16.8 W) 1990 — NA Camera OFF (+18.0 W) 1995 — PPS Supplemental Heater OFF (+2.8 W) 1995 — NA Optics Heater OFF (+2.6 W) 1995 — IRIS Standby A Supply OFF (+7.2 W) 1998 — WA Vidicon Heater OFF (+5.5 W) 1998 — NA Vidicon Heater OFF (+5.5 W) 1998 — IRIS Science Instrument OFF (+6.6 W) 2002 — WA Electronics Replacement Heater OFF (+10.5 W) 2003 — Azimuth Actuator Supplemental Heater OFF (+3.5 W) 2003 — Azimuth Coil Heater OFF (+4.4 W) 2003 — Scan Platform Slewing Power OFF (+2.4 W) 2005 — NA Electronics Replacement Heater OFF (+10.5 W) 2007 — Pyro Instrumentation Power OFF (+2.4 W) 2007 — PLS Science Instrument OFF (+4.2 W) 2007 — PLS Replacement Heater OFF (+4.3 W) 2008 — PRA Science Instrument OFF (+6.6W) 2011 — IRIS Replacement Heater OFF (+7.8 W) 2014 — Scan Platform Supplemental Heater OFF (+6.0W) 2015 — UVS Replacement Heater OFF (+2.4W) 2016 — UVS Science Instrument OFF (+2.4 W) [source] Notice that nothing related to "UI" telemetry is turned off. After all, we determine Voyager's altitude in relation to Earth and velocity by the doppler shift of signals received from and bounced from the probe; rather than any sort of altimeter on board. I don't want to down-play your suggestion, but it may be a better idea to incorporate any additional potential power savings into the existing hibernation mode, for simplicity. I do wander what might have drained your probe's power though -
Not sure, really. But as a parts mod, I don't expect there to be any difference between using it in 1.4.1 instead of 1.4.2
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@Hafym @Gordon Dry New push out to the Github repo. If you're having issues with parts not showing up/partLoader errors, go ahead and install it and let me know if you still see issues. Moving on to RCS fixes. Hopefully that part loading problem is solved. I am glad I could finally replicate in 1.4.2.
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It works in 1.4.x with some know issues mostly with the newer, more complex parts and the RCS effects (Which affected all mods using the old module, not just mine) The Github repository will always have the latest WIP version if you want to try the latest release. I posted the link up in the page. As @LatiMacciato said, it is a work in progress. the Github repository always has the latest.
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Welcome to the Forum. Try this, go the the Github page (LINK) and download the latest repository. Instructions are on that page. Install that update and let me know if it fixes the issue @Gordon Dry I just had that happen to me in my new 1.4.2 test install. KSP's texture referencing is absolute crap. I'll either not be able to save you guys some RAM (by using duplicate files) or simply reduce model quality. I'll probably just reduce detail on the Juno magnetometer because it's not that critical. It's 2018, things should just work
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I've started meddling again with the mod files. I hope to fix those rcs and get some other issues solved starting this week. Look out for random Github pushes if you wanna test. I just fixed the disappearing Draco and TexturesUnlimited compatibility. More to come
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Like @Cheesecake mentioned, no, not yet. Viking is coming on the next update, and I don't think I can avoid rover parts for much longer after that. By the way, welcome to Forums!
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Coatl Aerospace/ProbesPlus/Assets/aacs.mu Coatl Aerospace/ProbesPlus/Assets/probes_a_D.dds Coatl Aerospace/ProbesPlus/Parts/Control/aacs.cfg
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I would just copy the cfg and change the part name. It will still reference the part in my mod and you can then make whatever changes you want. What is it you're trying to do that the mechJeb config does not already? Just curious
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Sure. Go for it. I'm just not sure what you need from me. Also. Fyi I already have mechjeb and Engineer enabled on that part. I'm assuming you need it setup differently.
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@ddavis425 yes, sorry. I was out and about. Voyager did have 3 ish, a third sensor was mounted on the magnetometer boom.
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@RyboSenpai thanks, it is not just me, from responses on my bug thread, others are seeing the issues as well. I may just have to redo every part to use the new module. Not looking forward to that @ddavis425 That's odd. I must've missed it Thank you! I will fix it
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[Bug] Has moduleRCS changed for 1.4.1?
akron replied to akron's topic in KSP1 Technical Support (PC, modded installs)
Let me know what you find. I'll try LGG's suggestion, but I doubt it will work in my case. I also logged it in the KSP bug tracker, but I don't expect any response from Squad there for a while since it's the weekend. I hope it's not an intentional change or a lot of old mods just broke visually, unless we can get a new custom rcs module -
[Bug] Has moduleRCS changed for 1.4.1?
akron replied to akron's topic in KSP1 Technical Support (PC, modded installs)
Did you also have to rotate the nodes in Unity from Y+ to Z+ ? -
[Bug] Has moduleRCS changed for 1.4.1?
akron replied to akron's topic in KSP1 Technical Support (PC, modded installs)
Thanks. Unfortunately, it does matter in this case. Those modules use different orientation nodes to calculate thrust. Z+ vs Y+. They are different in how they do their effects as well since the new one uses the newer particle system -
I can replicate it on my install. I am assuming this is a bug in 1.4.1 I sure hope this is fixed or a lot of older legacy mods are broken forever if you don't have the source files Known issue, texture swap lines don't work for a number of people. I have never been able to replica this. I posted a fix a few pages back. I'll look for it later and send it your way, or you can read back a bit and find it I'm ok with this. I'll include it on the next patch if it works for everyone
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I did see that. Before you remove it, just try it and see. I am hoping Squad didn't change the orientation node for moduleRCS as it would break my parts