Badsector
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KSP2 Release Notes
Everything posted by Badsector
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Normals not flipping...
Badsector replied to Eskandare's topic in KSP1 Modelling and Texturing Discussion
For fix you need to apply all transforms to the object and after correct the normals in blender. -
Delta-V planning for Duna Orbit transfers.
Badsector replied to DStaal's topic in KSP1 Gameplay Questions and Tutorials
Little suggestion is install transfer window planner and you can do a lot of calculations for planning the trip, for cover your question a normal transfer to duna require ~1600 dv from a 100km kerbin orbit to 100km duna orbit and 305 days of flight (~1100 ejection, ~500 retroburn) but with 2000dv you can do the trip in 200 days or 150 days with 2800dv . Duna is enough easy and with few dv you can speed up a lot the trip -
Integrated Habitation module with possibly to add inflatables ? After losing bobcat habitat something like this can be interesting If you like i can help
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Can you watch for fix hatch and ladders colliders ? because now they create some phantom forces when kerbal is on the ladder , is possible to fix them by moving colliders center at 25-30 cm from parts colliders. Thanks for this great mod Regards Luca
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After 8 years with linux is hard go back to windows, i have a partition with win 10 only for use some space of the HD
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Are you able to download the 1.1 pre-release?
Badsector replied to Mjp1050's topic in KSP1 Discussion
Nope -
Steam User: "Why mod X is not updated to 1.1" KSPStore user: "In the time of 1.1 development you had time to put out 1.05 but not for fix the patcher?"
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For 2 or 3 days the game is bugged and not playable but in 1 week the game is enough stable for play career and all mods are updated to 1.1 Topic already closed for squad because we are powerless
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@Dyna Soar Watch this you don't need to add a magnet.
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After playing a bit with it i have find hangar and iva are a bit too little and i have think to rescale the all parts from 5.4x9m to 7.2x12m (1.333 ratio) what do you think ?
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[1.2.1] SimpleConstruction - Stock rocket building v3.3
Badsector replied to MatterBeam's topic in KSP1 Mod Releases
Little suggestion, if you tag the collider with Icon_Hidden, Docking port maintain the same aspect ratio in part browser -
Thanks, i have take the inspiration from the martian (Hermes solar Panels works on this way) but all the credits for the original idea for KSP go to @Dr. Jet , inside Chop Shop you can find different sizes of the inline solar panel.
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- centrifuge
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New version UP, read the first post for all the changes
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Probably for the iva and for KSP 1.1 i have to switch to IR, but i wait for the release first to do something
- 129 replies
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- centrifuge
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Cluster EndCap 1x5m 4x.125m with integrated radiator and forward rcs, fuel tank now use interstellarfuelswitch for LF+OX,LF,Xenon
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Please wait for the new parttools, i'm using linux and for do emissive animations i need rebuild the asset in windows.
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For now is only a sketch, i'm doing some experiments and i post here when i have something to show
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Thanks for your appreciation Regards Luca
- 129 replies
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Probably the fast way for solve it is use mass instead of ratio @PART:HAS[@MODULE[ModuleResourceConverter]:HAS[@OUTPUT_RESOURCE[MonoPropellant]]]:FINAL @description ^= :$: After alot of tinkering this beauty is now capable of turning ore into metal!: MODULE { name = ModuleResourceConverter ConverterName = Metal StartActionName = Start Metal Refining StopActionName = Stop Metal Refining AutoShutdown = true TemperatureModifier { key = 0 100000 key = 750 50000 key = 1000 10000 key = 1250 500 key = 2000 50 key = 4000 0 } GeneratesHeat = true DefaultShutoffTemp = .8 ThermalEfficiency { key = 0 0 0 0 key = 500 0.1 0 0 key = 1300 1.0 0 0 key = 1700 0.1 0 0 key = 3000 0 0 0 } UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 //If the setup fo the variabels worked, this should too. INPUT_RESOURCE { ResourceName = Ore Ratio = 0.235 //Default 1 @Ratio *= #$/mass$ FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 14.117 // Default 60 @Ratio *= #$/mass$ } OUTPUT_RESOURCE { ResourceName = Metal Ratio = 0.117 // Default 0.5 @Ratio *= #$/mass$ DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } }
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Without extension you get that error in player.log ? (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [OD] ERROR: getting pixelFloatD with unloaded map OPM/KopernicusConfigs/SarnusMoons/PluginData/Slate_height.dds of path OPM/KopernicusConfigs/SarnusMoons/PluginData/Slate_height.dds, autoload = True (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [OD] Map OPM/KopernicusConfigs/SarnusMoons/PluginData/Slate_height.dds enabling self. Path = OPM/KopernicusConfigs/SarnusMoons/PluginData/Slate_height.dds (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Cannot find preset 'High' for pqs 'Slate' (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [OD] Map OPM/KopernicusConfigs/SarnusMoons/PluginData/Slate_color.dds enabling self. Path = OPM/KopernicusConfigs/SarnusMoons/PluginData/Slate_color.dds (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [OD] Enabling Body Slate: True (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Kerbin: Resetting (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Unpacking Kerbin Mapsat (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) HighlighterOff.OffRails(): Enabling Highlight (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Packing Kerbin Mapsat for orbit (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [Kopernicus]: New object found near Kerbin: Ast. VKK-898! (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [Kopernicus]: No new objects this time. (Probablility is 50%) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [Kopernicus]: No new objects this time. (Probablility is 50%) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [Kopernicus]: New object found near Kerbin: Ast. PYN-194! (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [Kopernicus]: New object found near Kerbin: Ast. XMY-075! (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [Kopernicus]: No new objects this time. (Probablility is 50%) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [Kopernicus]: New object found near Kerbin: Ast. SWZ-142! (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [Kopernicus]: New object found near Kerbin: Ast. LMS-208! (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Unpacking Kerbin Mapsat (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) HighlighterOff.OffRails(): Enabling Highlight (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [PlanetariumCamera]: Focus: Kerbin Mapsat (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Trajectories: attaching camera listener (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Trajectories: Initializing aerodynamic model... (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [PlanetariumCamera]: Focus: Kerbin Mapsat (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [OD] map OPM/KopernicusConfigs/SarnusMoons/PluginData/Slate_color.dds disabling self. Path = OPM/KopernicusConfigs/SarnusMoons/PluginData/Slate_color.dds (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [OD] map OPM/KopernicusConfigs/SarnusMoons/PluginData/Slate_height.dds disabling self. Path = OPM/KopernicusConfigs/SarnusMoons/PluginData/Slate_height.dds (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [OD] Disabling Body Slate: False (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [OD] ERROR: getting pixelFloatD with unloaded map OPM/KopernicusConfigs/SarnusMoons/PluginData/Slate_height.dds of path OPM/KopernicusConfigs/SarnusMoons/PluginData/Slate_height.dds, autoload = True (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
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Next Update Tsumugi Pipes , because is not Kidonia without Pipes
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The mod is started with a 18x30m hull after for terms of gameplay and for don't have troubles with KSP i have rescaled it to 9x5.4m. Increase the size increase the weight and lenght and some values go to the limits of the simulator here is one example 5.4x9x12 = 517.59 m³ x 0.125 (default density of ksp) = 64.95 T 1.5 scale 8.1x13.5x18 = 1746.86 m³ x 0.125 = 218.35 T Fuel 1746.86x1000/5 = 349372 LF units x 0.005 = 1746.86 T Those values are only for the tank and if you add others parts and fuel is easy go over 10000T On the other hand no one's stopping you to use Tweakscale and do what you like
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In fact it was planned from the start to have an adapter for orion engine, now i'm doing a big retesturing of the outside hull and after is not that hard add a cluster cap, today or tomorrow probably is ready. Thanks for the appreciation Regards Luca Edit Little Preview of the next release
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[1.2.1] SimpleConstruction - Stock rocket building v3.3
Badsector replied to MatterBeam's topic in KSP1 Mod Releases
Little suggestion, can you change the patch on this way for give to all parts stock and from mods workshop ability ? @PART[*]:HAS[@MODULE[ModuleCommand]:HAS[#minimumCrew[>0]],!MODULE[ExWorkshop]] { MODULE { name = ExWorkshop ProductivityFactor = 3 IgnoreCrewCapacity = false } } @PART[*]:HAS[!MODULE[ModuleCommand],#CrewCapacity[*],~CrewCapacity[0],!MODULE[ExWorkshop],!MODULE[ModuleScienceLab]] { MODULE { name = ExWorkshop ProductivityFactor = 3 IgnoreCrewCapacity = false } } @PART[*]:HAS[@MODULE[ModuleScienceLab],!MODULE[ExWorkshop]] { MODULE { name = ExWorkshop ProductivityFactor = 5 } } Regards Luca Edit For make the Lab work with thermal modifiers you have to change the patch @PART[Large_Crewed_Lab]:FINAL { MODULE { name = ModuleOverheatDisplay } MODULE { name = ModuleResourceConverter ConverterName = RocketParts StartActionName = Start RocketParts StopActionName = Stop RocketParts AutoShutdown = true TemperatureModifier { key = 0 100000 key = 750 50000 key = 1000 10000 key = 1250 500 key = 2000 50 key = 4000 0 } GeneratesHeat = true DefaultShutoffTemp = .8 ThermalEfficiency { key = 0 0 0 0 key = 500 0.1 0 0 key = 1000 1.0 0 0 key = 1250 0.1 0 0 key = 3000 0 0 0 } UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = Metal Ratio = 1 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 30 } OUTPUT_RESOURCE { ResourceName = RocketParts Ratio = 1 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } MODULE { name = ModuleCoreHeat CoreTempGoal = 1000 //Internal temp goal - we don't transfer till we hit this point CoreToPartRatio = 0.1 //Scale back cooling if the part is this % of core temp CoreTempGoalAdjustment = 0 //Dynamic goal adjustment CoreEnergyMultiplier = 0.1 //What percentage of our core energy do we transfer to the part HeatRadiantMultiplier = 0.05 //If the core is hotter, how much heat radiates? CoolingRadiantMultiplier = 0 //If the core is colder, how much radiates? HeatTransferMultiplier = 0 //If the part is hotter, how much heat transfers in? CoolantTransferMultiplier = 0.01 //If the part is colder, how much of our energy can we transfer? radiatorCoolingFactor = 1 //How much energy we pull from core with an active radiator? >= 1 radiatorHeatingFactor = 0.01 //How much energy we push to the active radiator MaxCalculationWarp = 1000 //Based on how dramatic the changes are, this is the max rate of change CoreShutdownTemp = 4000 //At what core temperature do we shut down all generators on this part? MaxCoolant = 500 //Maximum amount of radiator capacity we can consume - 50 = 1 small } } Otherwise without thermal system @PART[Large_Crewed_Lab] { MODULE { name = ModuleResourceConverter ConverterName = RocketParts StartActionName = Start RocketParts StopActionName = Stop RocketParts GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = Metal Ratio = 1 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 30 } OUTPUT_RESOURCE { ResourceName = RocketParts Ratio = 1 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } }