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Everything posted by Kowgan
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[1.0.4] EVA Enhancements - pitch/roll/navball and more!
Kowgan replied to seanmcdougall's topic in KSP1 Mod Releases
Yes, finally! This has been much needed for so long! Thank you so much, Sean! Have some rep! -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Kowgan replied to ObiVanDamme's topic in KSP1 Mod Releases
Awesome!! Thank you for the update, Obi! It works like a charm, and the new features are very welcome as well. I can now continue my outpost operations! My sincere gratitude for your effort. Out of curiosity, I wonder if this bug was being caused by what we thought it was, and you just had to move things out of "OnLoad". to somewhere else. Cheers! -
Looking great. I've pinned that on the OP. Making a Github project for it would be good. I've got a big interest to turn your template into the main one, and continue further versions of the map through it. And if you're thinking of releasing the .svg file, it would be great for that. Thank you for your effort.
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You forgot to update the total dV for all the bodies. Here's the sum results for you: Keostationary: 4515 Mun: 5150 Minmus: 4670 Moho: 8390 Eve: 15850 Gilly: 5020 Duna: 6540 Ike: 5330 Dres: 6680 Jool: 22300 Pol: 6600 Bop: 6830 Tylo: 9260 Vall: 7880 Laythe: 10390 Eeloo: 7480 Kerbol: 91050 There's no time for reaching Kerbol's Elliptical orbit periapsis (which actually would be better put into the Kerbol's Low Orbit, I guess); The "87 days" thingy. Is this on purpose? That seems to be all. Everything else seems flawless. Yes, I guess those plane/rocket designs wouldn't look so good if zoomed out. But the figures are there to symbolize jet engines usage (plane) and... not ("rocket" fuel).
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It completely depends on the time of departure. Depending on the target planet's position, it could be at a point where both planets match planes, and as such, reducing the plane change dV drastically. Or they could be at their maximum plane change difference. As such, you can't say "how often this number is used entirely or partially". I personally would not include the plane change dV on the final calc. I think it's easier to add it later as needed, than to subtract the unused dV from it, or for most cases, end up carrying a lot of un-needed dV on board. On another subject, I must reiterate that your solution for the node type (intercept, elliptical, low orbit) is brilliant. It's simple and elegant. I love that. That inspired me to doodle two different nodes for "Land/Reach" target body. One for when aerobraking possible (Kerbin, Laythe) and another for casual land (Mun, Eve, etc). Here's the idea. I just felt like sharing it.
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Yes, I can finally retire! That's seriously an awesome job there, Swash. I'm in love with this version. Thank you! Now, for the review: - What do you think about changing Dres time to intercept from "1 years" to "1 year"? - Is it your intention to keep the mix (actual dV spent) dV values, instead of the recently-converted Vacuum ones? Kerbin being 3400 instead of 3200, etc. Unfortunately, I won't maintain the mix dV values anymore for further updates. If you may, I'd like to attach that map to the OP.
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I guess that's exactly what he changed.
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Don't get fooled by the OP. I've added the license name after your first post. I should've put that there in the first place, though. Also, you're right. We should put the CC BY-NC-SA icons on the image itself. Thank you for the tip! Ignoring. Am I doing this right? -- Map updated. Now contains the license in it.
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All the necessary credits (apart from yours for remixing) are already contained in the image itself, on those upper-left notes. As long as you leave those there, you're free to rock'n'roll. The license doesn't need to be in the map itself. If you post the map somewhere else, you can just specify the license name on the description. You'll be looking at the 'Vaacum Delta-V stats", but that doesn't mean you'll have to be guessing anything. That's why it's called a conversion from atmospheric Delta-V. Here's a visual reference on what you should be looking at when building your vessel, if you use either MechJeb, KER, or any other mod that shows Delta-V stats: [ÃŽâ€V stats] Notice that both mods can be set up to show Atmo and Vacuum Delta-V. When building your vessel, you should be looking at the Vacuum Delta-V indicator. This example vessel have a total of 4238m/s vacuum dV, more than enough to put us in a LKO. The first stage has 2477m/s, not enough to put us into orbit, but enough to oomf our way up. (actually, enough to set our Apoapsis at 80Km and still have some fuel left) The second stage will burn the remaining 923m/s (3400-2477=923) to make sure we're in a circular orbit, and still have plenty of dV left. I hope this have clarified something. Let me know if there's any more questions.
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As it always have been.
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@Tatonf: Easy way to understand it: A certain amount of fuel will provide you 6000 Atmospheric Delta-V in Eve. The same amount of fuel will provide you 10000dV in Vacuum. No practical values were changed. You don't actually need more delta-V now. Only the unity of measurement was changed. It's like converting Miles per hour to Kilometers per hour. 87mph = 140km/h, but both are the same speed.
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Updated to v1.2.1. All values are now measured as vacuum delta-V. Changelog: [B]1.2.1[/B] (06/08/2015) - Converted values to be measured as vacuum delta-V - Added aerobraking arrows towards Kerbin SOI (Thanks Jofwu!)
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Kowgan replied to ObiVanDamme's topic in KSP1 Mod Releases
Glad to be of help, Obi. Thank YOU for making this mod a reality. It's really awesome. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Kowgan replied to ObiVanDamme's topic in KSP1 Mod Releases
Just wanted to report a few more tests. I've run the mod in a clean install, containing KIS, KAS, MM and Workshop (and SQUAD) only. No MM patches, though: I've changed the MaxPartVolume value directly into the workshop part file, hoping that the issue could be related to a MM patch, or even some mod incompatibility. No luck. The workbench doesn't detect any inventories available - not even the Kerbals'. It goes straight into the configured value. :| -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Kowgan replied to ObiVanDamme's topic in KSP1 Mod Releases
Good luck in the tests. Crossing fingers for a good result. By the way, am I one of few experiencing that, or can you easily reproduce that issue as well? -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Kowgan replied to ObiVanDamme's topic in KSP1 Mod Releases
Oh, that's right. My bad. In that case, my guess is that, as the vessel loads, the mod is kicking in before it can detect any other parts attached to the lab, and thus, not detecting the containers. Maybe if you could delay the detection, or somehow re-verify the available storage in the vessel...? That's just a guess, though. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
Kowgan replied to ethernet's topic in KSP1 Mod Releases
While trying not to put any pressure on you, I'd like to let you know that I'm eager to see the results as well. Can't wait to put some modules inside a shuttle and take them to space. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Kowgan replied to ObiVanDamme's topic in KSP1 Mod Releases
Talk about being weird. I've readded the MM patch that turns the MPL into a 3D lab, and tested with that. As you can see in the picture, there are no kerbals on the vessel. Yet... 300L. I also tested with Kerbals in it, and the capacity was also straight down to 300L. Not even a 18.000L this time. So, I didn't bother switching vessels. Note: The root part in this vessel is the MPL itself. Now, about the vessels separating. I have a remote clue that this might have been caused by one of the Kerbals trying to climb up and stumbling hard against the vessel. This might have disconnected the nodes, but I can't be sure. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Kowgan replied to ObiVanDamme's topic in KSP1 Mod Releases
Hey, Obi. Here's a few more info from some more testing. Descriptions contain steps to reproduce. TL;DR: Whenever I unload/reload a vessel containing the Lab, the crafting space gets reduced to 300L. Here's the craft I'm using. Both pods (Lander can and lab) are fully crewed. It's got a 6,000L container on the bottom. When I take this craft freshly out from the VAB, straight into the launchpad, I access the workbench and note the available crafting space: 18,000L (as per settings), instead of 6,000L. When I unload the vessel (switch to another one, switch scenes, etc.), and load it back, I check the workbench once again and note the new available crafting space: 300L. On my first test, I also EVA'd one of my Lab Kerbals onto the ground, and told them to climb back up to the lab. After that, I noticed both the Lab and the Can became two different vessels, although they remained attached. I couldn't reproduce this issue. I hope this is somehow helpful. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Kowgan replied to ObiVanDamme's topic in KSP1 Mod Releases
Thank you once again for you effort, Obi. I really appreciate it. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Kowgan replied to ObiVanDamme's topic in KSP1 Mod Releases
I guess the same is happening to me, then. And this is weird. On pic 1, I guess the workshop isn't detecting the 6,000 capacity inventory just under the lab. As such, it seems to be using the Kerbals maximum capacity (300). What makes pic 2 even weirder: Although the available inventory space is 300 (from each kerbal boarding the 3d lab), the shown available space is as per configuration, 18,000. And if I try to build something bigger than the inventory capacity, it gets stuck on 100%, and I can't do anything about it. Here's the log file. In this log, I've reproduced steps to create pics 1 and 2: Hyperedited a 3d lab to land right next to the minmus base, and then switched to the minmus base. -
Thanks for the reports, guys. I'll assume it was a memory limit issue, then.
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Kowgan replied to ObiVanDamme's topic in KSP1 Mod Releases
Obi, do you know of any case that could turn the 3d printing lab from 2000L limit to 300L? Here's what I did: - Deleted the MM config that adds the workshop module to the MPL. - Created a MM patch that raises the default 2000L limit into 18000L. - Landed a 3D lab on Minmus, just to notice that, while at the launchpad, it was 18000L. But once on Minmus, it has been lowered to 300L. I hyperedited a copy of the same lander to the same position as the previous one, and the same thing occured. (could it somehow be a bug in the .craft file?) I've also hyperedited a new craft containing a 3d lab, probe core and two crew to the same position as the original, and that didn't reproduce the change. pic 1 pic 2 Thanks. -
Conventionally enough, I've had the game open for some good time, and loaded a bunch of crafts before both crashes happened. So, the memory issue possibility did come through my mind. But the "crash-from-memory-limit" for 32bit is different. It actually shows a KSP custom crash message, and a log folder is created. None of this is the case. And yes, I've waited about a minute in both situations.