

AlonzoTG
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[1.1.2] Station Science (v2.0: New models by SpeedyB)
AlonzoTG replied to ethernet's topic in KSP1 Mod Releases
Hey, I have this issue. I have a 660 ton ship out at Minmus. I have already run through the science cycle twice on it. I get this contract to do a new experiment so I send it up with a cheap disposable taxi craft out to the big ship. (I've done this several times before with outstanding results). The taxi carries a little kibbal and the requested module and the most minimal return vehicle possible. This time, I fire it up and get no eurekas. The lab says I have the normal production rate... I fired up one of the station's permanent experiments that I've used before, no eurekas. The kuarks worked just fine. My only guess is that Jeb (who is on board) was kerbaling with the wiring... I am running this on a DMP server so you can witness this first hand. I just had a network device switched out so I may or may not be up and running. =\ -
Al's tutorial post Here's my best understanding of how to use this mod. 1. repairs: the kethane based resource conversions are broken (as of 8.8.x) you will need to re-write them in the .cfg files to some other resource conversion utility that Actually Works . 2. There are an excessive number of useless parts in the distribution, weed out all parts that have type = none or are just silly and redundant, like the dozens of versions of the same crappy tank. Replace with Procedural Parts tank, there is a cross-compatibility part that magically appears when both mods are installed. 3. The runway and especially the launchpad parts have beautiful animations but are so unweildy as to be useless. It might be possible to use them with KAS but I have not tested that yet. The launchpad is especially broken because it has a node hanging out in mid air/space several meters away from the stack. It also has a crew of 2 despite not having a compartment or hatch for said crew making it impossible to transfer them to another craft. The only usable part is the orbital spacedock. 4. The construction process begins with the Orez. Ore is a standardized resource that may be obtained through one of several mods. It may be obtained using the kethane style scanning and augur equipment that comes with this mod, it may also be obtained with Karbonite's parts or from asteroids from the Asteroid Resource Toolkit (or similar name). There could also be some other mods out there that will provide it. 5. Since smelting discards 40% of the mass as slag, you REALLY want to smelt it before launching it. Also, with the procedural tanks and KW rocketry, it is possible to launch a 350+ ton slug of metal from Kerbin. 6. A functioning construction base must have the construction dock. It must also have a workshop with a parts converter in order to process the metal. The conversion process is 70% efficient, The filings/shavings/waste should be recycled with an on-board smelter which can restore the system to 100% efficiency. So the smelter goes under Really Should Have . You will then need a bin for the parts and a fuel depot with at least enough to get the rocket to the next fueling station. 7. Assuming the UI component is working (it uses KSPAPIextensions) it will be possible to select any of your designs, or even subasemblies, and send them to be fabricated. The fabrication process can be sped up by having more kerbals in suitable modules on the base. My ship had a crew of 21, including the workshop. This could be an issue because there aren't all that many astronauts in the program and it is likely that you have at least a skeleton crew at each of the bases the contracts want you to build.
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I was trying to get to Minmus, ended up in a highly eccentric orbit of Kerbin, my launch altitude was ~3,333 which is what I found to be a good altitude for launching big ships. My orbital velocity was a few hundred m/sec. (all of this can be de-coded from the orbital specs I pasted earlier.) The ship was still more or less pointed pro-grade, iirc. the orbital dock was mounted on the side of a sub-unit of the ship.I was facing extreme space constraints when designing that sub-system and ended up making many compromises in order to make it compact and structurally viable. I since replaced some stock structural elements with procedural parts so I could tighten up the design some more. I since cleared away most of the ship there are only three modules remaining, a badly damaged "omega tug" unit, the resource processing modules including many of your parts, and a xenon auxillary propulsion unit on the tail. There are no control units of any kind remaining, especially no mechjebs, attempting to spawn the new ship still produces the same error. My DMP server is public so you can download my modpack, see what changes I made, and then log into my server and play with the ship I'm talking about. it is still in its original orbit, I since moved the middle of the ship, a "Station Science" section, out to minmus to do score a few dozen sci points. http://godarklight.info.tm/dmp-serverlist/
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update to previous, looks like there's a cross-interraction with mechjeb going on. any ideas for a workaround? [LOG 17:41:03.321] [FLIGHT GLOBALS]: Switching To Vessel Starship Bow OC ---------------------- [LOG 17:41:03.330] stage manager resuming... [LOG 17:41:03.334] [iR GUI] vessel probeStackLarge [LOG 17:41:03.334] [iR GUI] 0 groups [LOG 17:41:03.335] Vessel assembly complete! [LOG 17:41:03.335] stage manager starting... [LOG 17:41:06.813] [MechJeb2] Focus changed! Forcing Life Sciences Starship to save [ERR 17:41:08.006] MechJeb module MechJebModuleStageStats threw an exception in OnFixedUpdate: System.ArgumentException: An element with the same key already exists in the dictionary. at System.Collections.Generic.Dictionary`2[Part,MuMech.FuelNode].Add (.Part key, MuMech.FuelNode value) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.ToDictionary[Part,Part,FuelNode] (IEnumerable`1 source, System.Func`2 keySelector, System.Func`2 elementSelector, IEqualityComparer`1 comparer) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.ToDictionary[Part,Part,FuelNode] (IEnumerable`1 source, System.Func`2 keySelector, System.Func`2 elementSelector) [0x00000] in <filename unknown>:0 at MuMech.FuelFlowSimulation..ctor (System.Collections.Generic.List`1 parts, Boolean dVLinearThrust) [0x00000] in <filename unknown>:0 at MuMech.MechJebModuleStageStats.StartSimulation () [0x00000] in <filename unknown>:0 at MuMech.MechJebModuleStageStats.TryStartSimulation () [0x00000] in <filename unknown>:0 at MuMech.MechJebModuleStageStats.OnFixedUpdate () [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.FixedUpdate () [0x00000] in <filename unknown>:0 [LOG 17:41:08.418] [544.5616] DarkMultiPlayer: Setting spectate lock [WRN 17:41:08.443] [PartJoint]: None of the provided nodes was valid! [LOG 17:41:08.983] [EL] { SMA = 17093548.4030748 ECC = 0.859426132710733 INC = 1.37930788873447 LPE = 306.678832805453 LAN = 58.5270876601787 MNA = 1.80713946553649 EPH = 891578.16657066 REF = 1 } [-25188399.844923, -11869968.9877865, 610828.356918611] [LOG 17:41:08.983] [EL] { SMA = 17093526.3724643 ECC = 0.859425849688235 INC = 1.37929050449993 LPE = 306.678431549433 LAN = 58.5274170668415 MNA = 1.80729194282867 EPH = 891583.811009867 REF = 1 } [-25188389.1334781, -11869931.0887539, 610821.972466744] [WRN 17:41:08.985] [HighLogic]: =========================== Scene Change : From FLIGHT to TRACKSTATION =====================
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=( I'm getting crash here. This is one of the roughest mods in the modpack I use on my dmp server. I had to make extensive changes to it to make it acceptable for inclusion. I only did this because it is essential to have a viable remote assembly facility when playing with lots of planet factory planets. Due to the brokenness of the animated launchapads, I only have the orbital dock on one of my starships.... Last night I set up a burn and went to bed, I had flown the ship before and I didn't think it would tear itself apart, well it did. =( I spent today cleaning up the mess.... When I turned my attention toward rebuilding, I realized I could streamline the design of my ship by building it on orbit as I could omit numerous docking rings and adaptors. I sent up a mofoton of metal (A 350 ton slug of the stuff..) and used it to re-build the ship. Enough of the original ship was still intact that it could still fabricate its own replacement parts. Keep in mind, that before it started falling apart, the starship weighed 2,000 tons and a purely theoretical dv of around 5,000 m/sec. The specs of the part I was trying to build was 169 tons dry, with 464 tons of resources. mechjeb reports a vac dv of 9590 m/sec and a start twr (kerbin) of 0.39 which is just fine when you're already in orbit, or about 30% of the entire ship I had up there. The previous version of this design, which I had been launching from the ground, weighed 430 tons on orbit, before refueling. So I sit there on high warp, occasionally re-starting the parts converter which is much faster than the slave labor and finally I am at finalize build... I click that and BOOM!!!! the subassembly appears briefly but then It crashes to the tracking station where the entire UI is foobar and there are glitches everywhere, there is nothing to do but kill the program. =( My buzz is throughly killed. =((( I thought the entire point of building on orbit was to be able to build HUUUUUUUUUUUGE stuff without having to worry about launching it in pieces and assembling it into a flight-worthy structure on orbit. crap, /me notices that one of the attach nodes on the nacelle tanks was missing, design was broken to begin with... =(
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My issue is that when I land on planet A, then decide that planet B is taking up more memory than it's worth, when I re-load, all my stuff ends up on planet C. =\
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hey, I have some issues. 1. some of the texture names are not compatible with case sensitive operating systems, such as Linux. 2. Some of the PNG files consume too much disk space and can be compressed better without sacrificing quality using more aggressive settings in the appropriate software. 3. I'm trying to explore minios but it's map/distance rendering representation is glitched out, I'm not sure what the issue is, the files seem OK. I'm not sure how those .bin files work though. GRONK? My ship that was slowly drifting down a slope on the rock (no warp) just self destructed??? the speeds involved were in the mm/sec range so I'm like WTF???
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I guess "God mode" terraforming is kinda nice, I have been editing planet.cfg's to fit as many planetfactory planets into my solar system as possible. =P But what would be amazingly awesome would be gamed terraforming, where you drop a terraforming core part, something obnoxiously huge like a 5M, 80 ton monster. Once landed, it would tell you the raw materials it requires to terraform to life-sustaining or some other spec, say "bring twenty class E astaroids and seventy comets" Which would become a permanent contract or something. Once completed, it would be able to do the terraforming after which life support supplies would not be required to sustain a base.
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Kerbin+ v1.1 - Planet Pack for PlanetFactory
AlonzoTG replied to neocromicon's topic in KSP1 Mod Releases
I like the planets but the SoI's are really making navigation a nightmare, especially around Minmus. If you are just copying template planets and there is no built-in way to compute it, then you will have to compute the altitude of the Kerbin L1 (lagrange) point given the respective gravities and set SoI to that. It is really important for navigation that these be correct. UPDATE: Yukon dematerializes when it enters that other planet's SOI -- you can fly right through it. =( I had to move the other planet over to Eve. I think the mass for that outer planet (Inherited from Tylo) is set to twice what it should be for it's gravity and that's why the SOI is so large. -- but that's just a theory. -
I love the planets in this mod but it is just too glitchy to play. =( There's the contracts bug, ok, but beyond that two of the planets collide with each other!, just pass right through each other... Haven't studied it closely but it really prevents me from doing much with this mod until the orbits are reasonable. Both of the intersecting planets are very interesting so I don't want to just delete one of them, which leaves me in a quandry. So yeah, the orbits need to be fixed and the contracts sorted out before I can seriously play the mod. I love Fragum and the other planets are pretty awesome too so I really want this to work. =(
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Version control hell. Hey, i'm trying to put together a "conquor and colonize" dmp server. Many packages use different versions of KSP API extensions. The version you require throws an error message on load, which is not good so I want to avoid that by using an alternate version. Unfortunately, your code is hard locked to that version and will not work without it. (the menu does not display, I am 83% sure this is the root cause). So in order to minimize redundancy on my server, I want to eliminate as many similar files and parts as possible. Can you plz look into making a new build that is less of a version control .... about this dependency?