Jump to content

LastStarDust

Members
  • Posts

    98
  • Joined

  • Last visited

Everything posted by LastStarDust

  1. Hello. There is a minor issue that I would like to point out. It arises in a very narrow set of conditions so maybe I am the only one to be affected. It is not a bug or whatsoever but only a little limitation of the logistic mechanics. I am going to explain myself: Imagine you have a farming/building base and you use Extraplanetary Launchpads to build your rockets. You want to build a rocket with a certain amount of supplies, fertilizer and mulch to go for a long term mission. So you build your rocket with EPL and it spawns with all tanks empty (as it should). Then you pump supplies and fertilizer in to fill the tanks ... and you would like to launch with filled tanks. But for the life of me I couldn't get those tanks and converters storage to stay filled. Local logistics always kicks in and level all the supplies and fertilizer tanks within range. (At least as far as I know) there is no way to freeze local logistics for those two resources. Even it I click on the green button to make it red an inhibit flow it doesn't work (for supplies I cannot even click it and for fertilizer it become red but it doesn't prevent it from being "stolen"). For all the other resources I can deselect (local logistics) in the container window. But for supplies and fertilizer containers and converters I couldn't find a way to stop them from being leveled. PS Machinery is another resource which is very difficult to pump in rockets built with EPL but the Machinery flow has changed so many times in the past months/years that I still don't understand it well enough to tell what is possible (and what not) to do with it. Thank you.
  2. Hello, first of all thanks for this wonderful mod that has been serving me well for the past few years. Anyway now I am playing with KSP 1.2.2 and devel version of FAR and I am getting somewhat inconsistent results with the calculated trajectories (I end up missing the target, going back to orbit, etc ...). It seems to systematically overestimate drag. Am I the only one to be affected by this kind of issue?
  3. Thank you for the answer. I am afraid the non of those conditions apply to me ... I must stress than once in a while (about 1 of 10) the staging is correctly displayed. Anyhow it is not so annoying as to make me uninstall one by one all 100 mods to spot the culprit.
  4. Is anyone having problems with "blank" staging in rockets built with EPL? Further in detail, each stage element is present but nothing is showing but the number 4. I'm asking here because I also use MKS and other 100 mods so if I am the only one it is (likely) an interference between different mods.
  5. Hello I created a netkan file to make the latest version of this mod show in CKAN. It installs correctly in my KSP 1.2.2 if I force the compatibility with KSP 1.2.0 in CKAN options. I opened a pull request on the github of CKAN but I don't know if I opened it correctly. Anyways it would be better for the author to do that maybe. Thanks again for the wonderful mod. These are the files: InlineBallutes.netkan { "spec_version" : 1, "identifier" : "InlineBallutes", "$kref" : "#/ckan/github/riocrokite/InlineBallutes", "license" : "CC-BY-NC-SA-4.0", "$vref" : "#/ckan/ksp-avc", "suggests" : [ { "name": "FerramAerospaceResearch" }, { "name": "EntropyRealChute" }, { "name": "ModuleManager" } ], "install": [ { "file": "KermangeddonIndustries", "install_to" : "GameData" } ], "resources" : { "homepage": "http://forum.kerbalspaceprogram.com/index.php?/topic/121162-12-inline-ballutes-ib-v127-25102016/" } } InlineBallutes-1.2.7.ckan { "spec_version": 1, "identifier": "InlineBallutes", "name": "Inline Ballutes", "abstract": "Inline Ballutes - aerobrake your rocket in an upper atmosphere", "author": "riocrokite", "license": "CC-BY-NC-SA-4.0", "resources": { "homepage": "http://forum.kerbalspaceprogram.com/index.php?/topic/121162-12-inline-ballutes-ib-v127-25102016/", "repository": "https://github.com/riocrokite/InlineBallutes" }, "version": "1.2.7", "ksp_version": "1.2.0", "suggests": [ { "name": "FerramAerospaceResearch" }, { "name": "EntropyRealChute" }, { "name": "ModuleManager" } ], "install": [ { "file": "KermangeddonIndustries", "install_to": "GameData" } ], "download": "https://github.com/riocrokite/InlineBallutes/releases/download/1.2.7/InlineBallutes127.zip", "download_size": 1246039, "download_hash": { "sha1": "05653D48A3F529F0B0D01BD7AE0816B04F967E78", "sha256": "5A7452E5D0D17BB6E7051F7E1B6F6E728BE7A3DDCC54DAD06FEB2BAD8985D820" }, "download_content_type": "application/zip", "x_generated_by": "netkan" }
  6. Thanks for the answer. I don't know why but I missed the notification for this thread and I didn't read it until now. In the meantime I found out by myself that your answer is addressing and solves the issue. On top of that the Vernor Engine comes with rotational degrees of freedom controls disabled by default.
  7. Hello, after a month of absence I came back to playing KSP. Among other mods I found out that KSPI-E had undergone a major overhaul regarding ISRU. The old cupola-shaped ISRU refinery is gone, superseded by an ensemble of other more specialized refineries. Too bad the old model was way better looking than the new ones. Anyways there are some functionalities have disappeared or moved to some place I couldn't make out. This raised the following questions (old ones as long as new ones), and inevitably here I am pestering you with them: Thorium extraction: where is it gone? What is Monazite used for? I see the point of having all these different specialized converters (even if the All-in-one ISRU Refinery can handle everything) in being able to save mass and space if you need only some functions. But at this stage I feel that the All-in-one ISRU Refinery should be made much bigger and heavier to accommodate all the required machinery. But this is only my personal feeling so worth very little if anything. Bug Report (Sort of): from time to time I check if the Uranium Tetraflouride Ammonolysis converter is working but is always broken as it was some years ago. The converter is converting the resources instantaneously: no matter what their ration is input resources are used up and output resources are filled up. I would be very grateful if you could address the issue in the next release. Lastly I take this opportunity to make some remarks about this mod developing. First of all I want to stress that this is only the opinion of a student with very little programming background and no software developing experience and I am in no ways displeased with the mod itself (that I regard as the best and biggest mod for KSP). But I feel that recently it has undergone too many and fragmented changes. Maybe it is only me, but I am bit tired of having to learn again how to use KSPI every month. Changes themselves are not evil and I see where the mod is aiming (better ISRU, better beamed power, etc etc) ... the fact is that these changes are not accompanied by relative documentation (or very little) and they are a bit too fragmented (for instance the molten salt reactor has changed models and functions tens of time ... but now finally has reached a stable point). I understand that in order to deliver a good mod these changes and testing are unavoidable, but shouldn't the documentation been written as long as the changes? And if something is introduced in the final mod shouldn't it be left as unmodified as possible to avoid that the player has to learn it again and again? ... Again these are not complains (I am in no way entitled to these) ... but only my personal feeling about it (and as such of very little value).
  8. @bewing the only mods that could interfere with RCS operation that I can come up with are mechjeb and throttle controller avionics. I will try to uninstall those. @fourfa each ship has its reserve of monopropellant and the RCS light is on
  9. Hello. I am currently playing with asteroid and I have an issue with attitude control of one of them. I have USI Asteroid Recycling Technologies installed. This mod modifies the mass and density of asteroids as so they are bigger and denser than stock (a C'ish' asteroid becomes big as an E'ish' one and so on). In order to steer the asteroid I have placed 2 ships on the opposite sides of it and they are equipped with a lot of RCS. When the ships are detached the RCS is behaving like it should but when they are attached to the asteroid not even a single drop of monopropellant is used and I have to rely only on reaction wheels for attitude control. How is that? Is there any option that can enable the RCS to work even when attached to an asteroid. As a side note I would like to stress that I do have Mechjeb installed too and I tried fiddling with its options but to no avail. Thanks
  10. If anyone is interested, I made a very little and simple MM patch to get the Fuel Hatch to hold every USI resource (excluding "commodities" which personally I don't even know what it is and what is used for). The texture for these other resources is the white unlabeled one I found in the part folder. @PART[HA_FuelHatch]:NEEDS[UmbraSpaceIndustries] { @MODULE[FStextureSwitch2] { @textureNames = UmbraSpaceIndustries/ART/FuelHatch/Ka;UmbraSpaceIndustries/ART/FuelHatch/LF;UmbraSpaceIndustries/ART/FuelHatch/OX;UmbraSpaceIndustries/ART/FuelHatch/XE;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate;UmbraSpaceIndustries/ART/FuelHatch/DifuseTemplate @textureDisplayNames = Karbonite;LiquidFuel;Oxidizer;XenonGas;MonoPropellant;MetallicOre;Uraninite;Substrate;Minerals;MaterialKits;Metals;Polymers;Supplies;Ore;Machinery;Recyclables;SpecializedParts;Fertilizer;Hydrates;Gypsum;Dirt;Silicates;Silicon;RefinedExotics;ColonySupplies;Organics;Water;Chemicals;Mulch;LqdHydrogen @fuelTankSetups = 0;1;2;3;4;5;6;7;8;9;10;11;12;13;14;15;16;17;18;19;20;21;22;23;24;25;26;27;28;29;30 } @MODULE[FSfuelSwitch] { @resourceNames = Karbonite;LiquidFuel;Oxidizer;XenonGas;MonoPropellant;MetallicOre;Uraninite;Substrate;Minerals;MaterialKits;Metals;Polymers;Supplies;Ore;Machinery;Recyclables;SpecializedParts;Fertilizer;Hydrates;Gypsum;Dirt;Silicates;Silicon;RefinedExotics;ColonySupplies;Organics;Water;Chemicals;Mulch;LqdHydrogen @resourceAmounts = 0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001;0.0001 } } I tested it and is working (at least for me). Thanks again to RoverDude for his wonderful mod "universe".
  11. Thanks a lot for the aswer, I got it. Anyway do the other receivers/relays work as I outlined, don't they? Yes I knew the wiki and it is really helpful. But I would need something that explains thoroughly the various wavelengths differences, how is modeled water absorption, how power is splited if I have multiple receivers, ecc ... and ultimately what the tens of parameters, that pop up when I right click a beamed power antenna, mean ...
  12. Hello, I would need just a quick clarification ... I am setting up a microwave beamed power network around and between kerbin and then mun. I have launched several relay satellites each one equipped with two Microwave Phased Array Transceives. If I understood this clearly ... one transciever is to be set as receiver with the button "activate receiver" and then linked up with the button "Link receiver". The other one needs only to be set as relay with the button "Activate relay", doesn't it? Anyway I am looking forward the moment a real wiki/tutorial about beamed power will be issued ... I tried my best at guessing its functioning but it is a bit daunting without any formula and without knowing the underlying model. But maybe that is because this part is still under development ... Thanks in advance
  13. Actually today I performed a quick test in a vanilla install and the problem occurred again while fiddling with the Hyperhedit Ship Lander default locations. Step to reproduce: Launch a craft (I used only the Mk1 Command Pod) Load a location from the Ship Lander Load menu Land the craft there Load another location Land the craft there (and this is the moment that the issue presented itself again) The craft will be teleported under the planet surface exploding. These are the logs: KSP.log output_log.txt
  14. I have the very same problem. Actually is from KSP 1.1.3 that this issue is unresolved (for me). Anyway I use MKS to build rockets so I don't know if it is an issue of EPL itself or it is due to the interplay between EPL and MKS.
  15. I have done some testing these days and although it seems to work (even if instantly), in reality it is severely broken. It uses all the input resources up and fill all the output resources up no matter their relative ratio.
  16. Can't wait to the end of the tutorial to know how the new microwave-infrared-visible-ultraviolet beamed power mechanics function ... lol
  17. Hello. This guy read my mind and anticipated my post so I am just quoting ... could you point us to some guides, resources, or YouTube videos that explain even partially the new beamed power mechanics? Thanks
  18. As expected in a vanilla install the problem is not occurring. It could be caused by the interaction with an another mod
  19. I play a heavily modded game (around 100 mods). Is it of any use to report this behavior given this fact? I haven't tested on a vanilla install but I am pretty sure it wouldn't occur in that case.
  20. Hello I am experiencing some "strangeness" with hyperedit Ship Lander function. Half of the times it teleports the ship under the surface and so causing it to explode. On the other hand, sometimes it teleports the ship way higher than intended (it seems to be related to the difference of the height above terrain vs absolute height). I wanted only to know if the problem had been already reported and addressed. Otherwise I am willing to provide logs, saves, as needed.
  21. I already tried to hide empty resources but to no avail. Anyway I can hide them individually.
  22. Hello. Some versions of KSP-I (and KSP too) ago I built two crafts which I tested thoroughly and then launched and shipped to their destinations. Now, after 3 - 4 months of absence from KSP (I was busy and hadn't much time to play), I tried to fly those crafts and found them way under-powered as far as I can remember. The two engines I attached are Solid Core Nuclear Reactor in one and Direct Cycle Nucler Turbojet in the other. Is it only my memory failing or has some change happened in the mod that resulted in decreased IPS or/and TWR?
×
×
  • Create New...