dzikakulka
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Everything posted by dzikakulka
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BahamutoD, I fell in love with your CritterCrawler. I messed with it a lot and found few weird occurences: Critter seems to accelerate indefinitely if on even terrain but ONLY if "forward" key is not pressed. If I hold it, it doesn't gain velocity. I release and it's like constant 0.5m/s^2. I don't really know which of these is intended (if it should be like wheel accelerating or like legs having max velocity) but looks like something is off If I retract legs on my vessel (was a little probe), it nicely sits on the bottom. But if I then switch to tracking station vessel disappears on my eyes within like 0.5s and there is one line added in log: "[WRN 20:26:03.141] Vessel Pioneer Moonfarer crashed through terrain on Minmus". Nothing more is related to that in log so I don't think there's reason to post it all. If vessel is left with legs extended, it's all ok. These are minor issues but I just wanted to let you know if anyone haven't ran into this before. And second thing, that "Sticky feet" option is awesome! From what I was able to read from source, it works by applying downward force to the CoM, right? There's also line of comment on adding or actually reducing angular momentum but I couldn't find it in code. Anyway, would it be possible to wrap this all into a separate module or using what there already is create a new part that has "sticky feet" option? Would it work with normal wheels? A reaction-wheel-like part that dampens all this tilting for rovers would be incredibly useful I think. Anyway, thanks for all this great stuff
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
dzikakulka replied to erendrake's topic in KSP1 Mod Releases
@Laie I was trying to cope with similiar problem and I figured a temporary fix would be to add a node like 100 years ahead and then check if nextnode:eta is lower than 95 years. If it is, there was another node. But I couldn't figure out manual node adding (especially time of added node, which I needed for that) and just gave up. I didn't try too hard tho. -
[1.12.x] Freight Transport Technologies [v0.6.0]
dzikakulka replied to RoverDude's topic in KSP1 Mod Releases
Cool stuff! Really, thanks to your work KSP got second wind and feels like there is so much to do... On topic, are there any plans for some cool heavy duty wheels (caterpillar tracks mmmm)? Would also fit the theme well. And have you thought about Honeybadger "hub" section? This three-way extension is nice but as stuff can connect to one part only anyway it can be wonky. Hidden KAS magnet module helps but it's another duct tape solution. And about the atmospheric VTOL - while I'm an awful pilot, I think it should have shorter reaction time. It's electrical engine after all. But that's nothing a MM config woudn't solve, just wanted to leave my impression. As for existing parts there's nothing to add really. Great looking and purposefull as always. -
[1.2] Procedural Fairings 3.20 (November 8)
dzikakulka replied to e-dog's topic in KSP1 Mod Releases
I think you can't tweak that in game. Try messing with adapter2.cfg - it's quite complicated cause of all the features but trial and error could get you where you want as always -
parts [1.12.x] Asteroid Recycling Technologies
dzikakulka replied to RoverDude's topic in KSP1 Mod Releases
With mass drives specifically designed to move around roids it could be more effcient (as in zero cost actually) if you don't mind waiting. I haven't got to test it fully yet (damned rock 50mil km apoapsis at like 2500m/s and 85 degree inclination.....) but I guess ability to tow almost anywhere a huge natural tank with some bonus resources to grab along the way is quite rewarding for setting up a solid base. -
30? Pshh! But on topic, NanoGauges has similiar fearture but only for heatshields. Displays ablative shielding and heat on a gauge, pretty nice if you don't want to clutter screen with whole resource bar and right click menu open.
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You can click "source" on first posta and on github page above a purple bar you'll see "releases" button. You can get any version from here. Not sure if direct link was removed or it was always like that. Edit: Oh, it was violating new rules. Well, you can still download it "on your own risk" i guess.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
dzikakulka replied to cybutek's topic in KSP1 Mod Releases
Okay, so I finally managed to convert my game from 0.6.x to 1.0.x and wanted to share a method. You of course have to delete all KER parts from ships in flight so they won't break. Deleting it from crafts in SPH and VAB is also needed if you want to load them afterwards. First thing first - you shouldn't try to delete parts with simple notepad save editing. While deleting "leaf parts" (surface attached, not linked to any other parts) may seem easy it totally can break your vessel. I've done it, I've read about it and there is no 100% safe way. Especially landed vessels seem to not like that method, my rover got sucked inside body by Kraken every time. But it can be done way way easier: ChopIt! mod by marce can gracefully detach parts from vessels. In it's config file you can find "onlyeva" or something like that bool which will allow you to use it with probes. If you have uncontrolled vessel, you can add probe core module to the KER parts you want to detach (cfg file, copy from some probe core cfg) - it will allow self-detachment and leave vessel as it was. Then just terminate all the detached KER parts (debris, usually on 30km/s kerbol escape trajectory ) and you can save, delete old mod and paste new one. For me everything works fine so far (did some testing, last time it also looked fine but broke soon after). --------------- And huge thanks to cybutek ad Padishar for new version, especially for ability to hide customized windows from control bar I also have noticed that sometimes entries are too long (deltav with burn time usually) and continue on next line but there is not enough space and they clip into next line making stuff unreadable. Is there a way to manually resize the window? I couldn't drag the corner etc -
Okay, again, y = amount of mk16 chutes, all units SI: Whole vessel mass: 275000 + 300y Whole vessel cross-sectional area: 0.008 * (275000 + 300y) Whole vessel drag coefficient assuming 0.2 for eveything araort from chutes: (275000*0.2 + 300*500*y)/(275000+300y) Eve surface gravity force: 275000*16.7 = 4592500 =~~4600000 Eve density at 1500m: 5.3 Drag formula: Fd = [0.5] * [velocity^2] * [density] * [drag coefficient] * [cross sectional area] Fd = 4600000 -> 0.5 * 6^2 * 5.3 * (275000*0.2 + 300*500*y)/(275000+300y) * 0.008 * (275000 + 300y) = 4600000 y = 39815 Please point out errors Sources: http://wiki.kerbalspaceprogram.com/wiki/Atmosphere#Drag, http://wiki.kerbalspaceprogram.com/wiki/Parachute, http://wiki.kerbalspaceprogram.com/wiki/File:Atmosphere_kerbin_eve.png
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It probably means that someone better at math should come and do this all over again. But if you don't mind modding you could insall RealChutes mod and use it's chute config manager. It has everything you need (you can write down numbers and then come up with a number for stock stuff). @Marvin Right, I'm dumb. But it still gives stupid stuff
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If we do not want to guesstimate, maths could be a little complicated. But we can do the not-so-kerbal assumption that average drag coefficient for your whole ship is 0.2. It's cross-sectional area is 2200m^2 (because mass * 0.008). Next thing to note is Eves gravity force on that monster - again, assumption at surface level: 4.6MN. Eve's atmosphere density at 1500m = ~5.3kg/m^3 (please someone do it for me, I'm bad at this). So let's say 6m/s is safe velocity. We want to have equal drag and gravity forces at 6m/s. 4600kN = 0.5 * 5.3 * 36 * 2200 * Dc So our wanted drag coefficient is ~21.9. Every parachute apart from drogue has 500 Dc. (0.2*275000+(500*0.3)*y)/(275000+0.3y)=21.9 (y = amount of heaviest, mk3 parachutes) So y = 41605.7. It's quite unexpected but I spent 10 minutes on this and I'd like to know where are the errors, anyone? Edit oooh wait wait: Back to drag: 4600kN = 0.5 * 5.3 * 36 * (2200+(0.3y)) * (0.2*275000+(500*0.3)*y)/(275000+0.3y) y = 13 791 !!!
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
dzikakulka replied to TaranisElsu's topic in KSP1 Mod Releases
@sober667 This is example module for high efficiency water converting: MODULE { name = TacGenericConverter converterName = HE Water Conversion conversionRate = 8.16 inputResources = WasteWater, 0.000022876512176, ElectricCharge, 0.1 outputResources = Water, 0.000019807576966, false, Waste, 0.000004610769896, true } I've added it to Mk1 pod (simple copypaste between any other module) cfg file and it works, efective consumption is down to about 5%. Works on-rail and with time warp (thanks to nice and smooth TacGenericConverter code). To make similiar ones for CO2->O2 and waste->food you have to look up their consumption rates in LifeSupport.cfg file in TACLS/PluginData/TacLifeSupport and insert waste production rate as input resource and desired fraction of consumption rate for recovered resource as output resource. Their names are same like in LifeSupport.cfg. Don't forget to switch notation from scientific (1.234E-03) to standard (0.00123). After adding all 3 modules you should have your makeup cryopod completed. If you did that to existing command module it already has storage for LS resources, if not you have to add them (perhaps copy from one). Let me know if you'll have any issues -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
dzikakulka replied to TaranisElsu's topic in KSP1 Mod Releases
I *think* TacGenericConverter does work on-rails (when vessel is not controlled) but I'd have to test it to be sure. You can probably copy the modules as they are from stock TAC converters (Recycler_WaterPurifier.cfg etc) but they are commented well enough so you'll probably understand how to write your own, universal and highly efficient one. These modules are universal as most are in KSP (not part-specific), you can add them to almost anything you want. -
@Rukaprime: They start out empty by default, just right click them in VAB and drag left click on resource bar to add some BTW mass also increases so you probably want to do this before thinking if this gets to destination. Just be aware that rocket parts weigh(t?) exactly the same as the thing you can build off it. For optimal building you probably want to settle on some body (perhaps no atmosphere, low gravity, other area than kerbin for more deltav savings) with ore and then send all resource-gathering stuff and empty res containers there. passinglurker, what idea do you mean? I'm just curious
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
dzikakulka replied to TaranisElsu's topic in KSP1 Mod Releases
@papics - I did that, technically it is no problem (I guess mod needing new save wouldn't be popular ) Now, the thing is: Ships that are in flight will not have any LS resources. Totally dry, so kerbals can survive for ~2h in worst (no oxygen) scenario. Lil bit more (6h) if on a body with oxygen. BUT, these conditions will NOT apply until the said craft is loaded first time with TACLS on - until you switch to it or get closer than 2.5km with an active vessel they can feed off air and dust as usual. So if you want to have additional fun, you can just install it and delivier stuff to existing ships as long as you won't need to switch to them earlier than 2h before supplies arrive. And if everything fails you can simply turn TACLS off temporarily or tweak consumption rate or edit save to add stuff to command pod. Just backup your saves as with all gameplay-changing mods (more in case of gamebreaking bug occurence) and install it, it is easily tweakable and will not kill your kerbals without a warning. -
I was getting so infuriated so many times when it turned out my lander desn't have lights because I swapped boosters last. And then last stage sepratrons are missing, destroying whole ship. Or that I somehow placed SAS under decoupler leaving my stuff almost immobile on orbit. KAS really helps me out now. Add a module to interesting part, add container to basic light ship, load container with additional heavy stuff to feel like I'm carrying everything needed to mount it and here goes Jebediah to the rescue! Its quite fun.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
dzikakulka replied to stupid_chris's topic in KSP1 Mod Releases
You're probably missing log files and KSP version you play on in your post c: -
Method for customizing KSP music?
dzikakulka replied to eataTREE's topic in KSP1 Gameplay Questions and Tutorials
http://forum.kerbalspaceprogram.com/threads/65726-0-24-2-Soundtrack-Editor -
Is rocket+lander worth it?
dzikakulka replied to Xadhoom's topic in KSP1 Gameplay Questions and Tutorials
But goo and science jr. need cleaning or they won't work -
Is rocket+lander worth it?
dzikakulka replied to Xadhoom's topic in KSP1 Gameplay Questions and Tutorials
Actually you had great idea, with rocket consisting of lab and docked lander (with all the science stuff) you can land, perform experiments and then dock with "base" module (lab). When you're docked you can clean up goo and science jr. experiments making them reusable, load your lander with more fuel if you have some to spare and grab all the experiments with kerbal on eva and put them into "base" command module. You don't have to do the last thing, but it will allow you to have multiple "crew reports" - you can't do one if you have one already stored but you can transfer them (and have multiple that way) no problem. Sorry if you know this all, maybe others can see that too then Have fun and many "succesful" missions! -
Is rocket+lander worth it?
dzikakulka replied to Xadhoom's topic in KSP1 Gameplay Questions and Tutorials
Yes it is. It saves a lot of fuel - you probably can do an extra hop or two between biomes and still return than you would if moving that whole mass at once. It also (most of the time) gives you better control, easier landings and is a great opportunity to train at randezvous and docking. Which are important to get most of the game -
Can someone help me on why I have separate living spaces on connected docking ports (regular size)? http://i.imgur.com/8ucq7s0.jpg Isn't that supposed to be connected? When launched, hatches start open and toggling them does not change anything. Should I start uninstalling mods to find the issue or this is not supposed to work? This KSP instal takes time to boot up
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
dzikakulka replied to cybutek's topic in KSP1 Mod Releases
Thanks cybutek and Padishar, I simply removed all trace of KER in my saves and ships and 1.0.5 works perfect now And that's some amazing stuff! My own customized window is what I wanted sooooo much. Also my suggestion would be a toggleable "appear in control bar" for group (or autohide if short name left empty). Too much buttons too few space GUI space at least. Thanks again for that wonderful addon. I can't play without it at all. EDIT: Actually, Kraken ate all of my ships. And broke a lot of parts. Hm. Maybe deleted one more bracket than needed, will try again later. -
Miro, when you do not know if some mod is compatible with newest KSP version, check out few last pages of the discussion (if there was any after update) - there is great chance you are not first to ask about that. On the topic tho, taniwha has provided a fix for that, you can find it in this thread and it resolves all compatibility issues.