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beabop

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Everything posted by beabop

  1. Does anybody know what functions get called when you click on the VAB or revert flight to it and to go back to KSC from flight in the escape menu/from buildings/from the main menu? How would I find this information? (Decompile -> grep EditorLogic *.csh?) It looks to me like an EditorLogic object gets passed to the "change scene to editor" function, which in turn chooses between the VAB and SPH scenes. However, I couldn't find the function itself in the community API.
  2. You could Hyperedit his rockets into orbit and turn on infinite fuel.
  3. Oh good, bases! I want to make a dome. Could the way Extraplanetary Launchpads spawns craft be a workaround?
  4. This looks so cool! I can't wait to try it out. Would it be possible to use KAS to refuel? So you EVA then plug in the fuel hose. Why exactly can't you make static bases on other planets? What's special about Kerbin?
  5. Can you use this mod to create new professions? I would like to make something kind of like the Tourists - no special abilities, just the profession name and a custom picture in the astronaut complex.
  6. Two ideas: - A whole line of tourist contracts. Create a space hotel that can hold X number of tourists. Deliver tourists to a base. Pick tourists up from a base. - Like the other "first time" contracts, you could do some for self-sufficiency.
  7. Real anything. Real Solar System, Real Fuels, ...
  8. I'm interested too. I'd especially like an alternate star system rigged with all resources.
  9. Yeah, I abused the crap out of this to do all the fiddly maneuvers to get my constellation in the perfect spot. I'll definitely check these out. I feel cheated that my power budgeting didn't pay off. The problem is, I need really precise pointing because I cut my power budget so close. So having 0.33 exposure isn't good enough. Yes. How on Kerbin does turning off your battery help? Hey, it was elegant enough for Hubble. Now that's a good mission to get the rendezvous contract.
  10. I just installed RemoteTech on my Hard career game because... well, I guess it was going too well. (Thanks for the amazing mod!!) Thirty part limit? Only the basic solar panels? Tight power budget? Very precise orbits? No problem. Keeping the solar panels facing the sun? It only takes a couple orbits before the solar panels are completely in shadow. I've tried leaving on SAS and the KILL rotation command in the flight computer, but half the time when I check back on them, they're facing the wrong way, and there's only 40 charge left - charge that drains really fast with no power coming in, leaving me with a dead satellite before I can react. Unfortunately, since sun-tracking solar panels are above 100 science tier, and since on Hard it's 900,000 funds to upgrade R&D, I'm going to be stuck static solar panels for a while. Is there any way to program a RemoteTech satellite to keep a certain attitude with respect to the sun?
  11. Sweet! KSP takes forever to load on my computer. Having just configured mod control for a Dark Multiplayer server, I wonder how you would combine that with this mod? Stock servers are the #1 reason I ever disable mods. Currently, I don't think it would work. DMP checks if a DLL is at a path and optionally runs a SHA256 checksum on it. It doesn't know anything about this mod having unloaded any particular mods.
  12. Okay, I figured it out. It's working now. !resource-whitelist #Only select one of these modes. #Resource blacklist: clients will be allowed to use any dll's, So long as they are not listed in this section #Resource whitelist: clients will only be allowed to use dll's listed here or in the 'required-files' and 'optional-files' sections. #Syntax: #[File Path] #Example: MechJeb2/Plugins/MechJeb2.dll Engineer\Engineer.dll Engineer\EngineerToolbar.dll !required-files #To generate the SHA256 of a file you can use a utility such as this one: http://hash.online-convert.com/sha256-generator (use the 'he\ x' string), or use sha256sum on linux. #File paths are read from inside GameData. #If there is no SHA256 hash listed here (i.e. blank after the equals sign or no equals sign), SHA matching will not be enforced. #You may not specify multiple SHAs for the same file. Do not put spaces around equals sign. Follow the example carefully. #Syntax: #[File Path]=[sHA] or [File Path] #Example: MechJeb2/Plugins/MechJeb2.dll=B84BB63AE740F0A25DA047E5EDA35B26F6FD5DF019696AC9D6AF8FC3E031F0B9 #Example: MechJeb2/Plugins/MechJeb2.dll !optional-files #Formatting for this section is the same as the 'required-files' section Engineer/Engineer.dll Engineer/EngineerToolbar.dll !resource-whitelist #!resource-blacklist #Only select one of these modes. #Resource blacklist: clients will be allowed to use any dll's, So long as they are not listed in this section #Resource whitelist: clients will only be allowed to use dll's listed here or in the 'required-files' and 'optional-files' sections. #Syntax: #[File Path] #Example: MechJeb2/Plugins/MechJeb2.dll I didn't read quite carefully enough and put the paths in the wrong section! Derp. I think it would be cool if the server threw a warning if you put paths under a !resource-whitelist section. Just to help other derps like me.
  13. I was running as my personal user from said user's my home directory. (I'll create a user and directory just for DMP once I get it working.) Just in case, I ran chmod 777 DMPModControl.txt. Nope. I tried dos2unix and unix2dos. Nope. No error on DMPModControl.txt. I highlighted some sections of interest. It says "Loading whitelist" without any error messages. [14:24:38][DEBUG] : Loading plugins! [14:24:38][DEBUG] : Done! [14:24:38][iNFO] : Starting DMPServer v0.1.6.2, protocol 30 [14:24:38][iNFO] : Loading universe... [14:24:38][iNFO] : Done! [14:24:38][iNFO] : Loading settings... [14:24:38][DEBUG] : address: :: [14:24:38][DEBUG] : port: 6702 [14:24:38][DEBUG] : warpMode: 4 [14:24:38][DEBUG] : gameMode: 0 [14:24:38][DEBUG] : whitelisted: 0 [14:24:38][DEBUG] : modControl: 1 [14:24:38][DEBUG] : keepTickingWhileOffline: 1 [14:24:38][DEBUG] : sendPlayerToLatestSubspace: 1 [14:24:38][DEBUG] : useUTCTimeInLog: 0 [14:24:38][DEBUG] : logLevel: 0 [14:24:38][DEBUG] : screenshotsPerPlayer: 20 [14:24:38][DEBUG] : screenshotHeight: 720 [14:24:38][DEBUG] : cheats: 1 [14:24:38][DEBUG] : httpPort: 0 [14:24:38][DEBUG] : serverName: DMP Server [14:24:38][DEBUG] : maxPlayers: 20 [14:24:38][DEBUG] : screenshotDirectory: [14:24:38][DEBUG] : autoNuke: 0 [14:24:38][DEBUG] : autoDekessler: 30 [14:24:38][DEBUG] : numberOfAsteroids: 30 [14:24:38][DEBUG] : consoleIdentifier: Server [14:24:38][DEBUG] : serverMotd: Welcome, %name%! [14:24:38][DEBUG] : expireScreenshots: 0 [14:24:38][iNFO] : Done! [14:24:38][iNFO] : Starting SUBSPACE server on port 6702... [14:24:38][DEBUG] : Loading bans [14:24:38][DEBUG] : Loading admin list [14:24:38][DEBUG] : Loading whitelist System.Net.Sockets.SocketOptionName 0x1b is not supported at IPv6 level [14:24:38][iNFO] : Removed 0 debris [14:24:39][iNFO] : Done! [14:24:39][iNFO] : Done! In that case, I think the DMPModControl.txt comments should explicitly say that paths are relative to GameData, case insensitive, and use forward slashes. I am definitely editing DMPModControl.txt on the server (SSHed in). When I generated the whitelist from my client (Windows 7) and opened it, there was no whitelist entry, so I didn't bother copying it over to my server. I tried generating the whitelist again, this time I noticed the following: !required-files #To generate the SHA256 of a file you can use a utility such as \ this one: http://hash.online-convert.com/sha256-generator (use t\ he 'hex' string), or use sha256sum on linux. #File paths are read from inside GameData. #If there is no SHA256 hash listed here (i.e. blank after the eq\ uals sign or no equals sign), SHA matching will not be enforced. #You may not specify multiple SHAs for the same file. Do not put\ spaces around equals sign. Follow the example carefully. #Syntax: #[File Path]=[sHA] or [File Path] #Example: MechJeb2/Plugins/MechJeb2.dll=B84BB63AE740F0A25DA047E5\ EDA35B26F6FD5DF019696AC9D6AF8FC3E031F0B9 #Example: MechJeb2/Plugins/MechJeb2.dll Engineer/Engineer.dll Engineer/EngineerToolbar.dll Is that where the whitelist is meant to be? With this config, I can connect to the server with engineer on. But now I can't connect with a stock install. I also noticed that the DMPModControl.txt generated by the client has CRLF line endings.
  14. I'm trying to set up a DMP server. I am successfully connecting to it, however, I can't get any mods to work. My PC is Windows 7 SP1. My server is Debian 7 (Wheezy). DMP client and server are both v1.6.2. Here's my mod config. I tried every combination of Linux and Windows paths I could think of: And here's the mod check fail: Edit: I also tried to generate ModControl.txt in game from my client, but apparently that only creates a blank mod control file: Switched server to empty blacklist Connected with client that had loaded Engineer mod DMP - Options > Generate a server DMPModControl: > Generate a whitelist DMPModControl.txt. What's wrong with my config?
  15. Is there a guide out there to setting up a [dedicated] server? I can't get the mod list to work right.
  16. It worked! It would be nice if this could get fixed in the actual mod.
  17. I don't use IVAs often because I find them harder to use. In third person, I can glance down at the navball with my eyes. IVA, I have to hold right click, drag down, stabilize my view on the navball, look, drag up, stabilize my view again on the windows. Plus most have tiny windows. I would like IVAs that are as good as real cockpits - all the instruments you need (no vertical speed indicator in stock!), a HUD, and a decent view.
  18. This. We don't use nuclear thermal rockets because the public is terrified of a launch failure. We don't have nuclear-powered aircraft because the radiation would kill the crew, or the radiation shielding would make it too heavy to fly. So, maybe these two things are enough to balance nuclear rockets: Crashing the LV-N on Kerbin ruins your Reputation. Kerbaled craft need a radiation shield to use the LV-N. It's too heavy for spaceplanes. You also can't operate one near a kerbaled space station. Unless you want to kill your kerbals.
  19. Hey kerbal engineers! I've heard that a space elevator is impossible in KSP, because parts over 2.25km away in thick enough atmosphere instasplode, and an elevator ribbon must go all the way to the surface, through the atmosphere. But... if Squad implemented Futurama's ship drives (they move the universe around your ship) to make Krakensbane, then why can't we do something equally ridiculous to fake a space elevator? Let's brainstorm how it could work! Parts list: Cable. Runs from an anchor to another anchor or ends in space. Length could be a tweakable, effecting mass and cost. Ideal material, doesn't taper. Launched as a spool, deployed from a menu when in the proper orbit. (It unrolls both up and down.) Any given elevator cable would have multiple instances, each a view of the entire gigameter long structure. Elevator state could be saved in a master cable part; the views would refer to it. Spins with the planet. Anchor. Attaches to the surface of a planet or an asteroid. Has a special attachment node for a cable. Climber wheels. They consume electricity and climb at a throttleable rate. Menu options to turn them on or off and to detach or attach them from cables (like docking). The key to making it work: the elevator cable would mostly exist outside of KSP, in mod code. The mod would give KSP 2.25km views of the full elevator whenever in physics range and would move anchors and climbers around on custom rails for the tracking station/map. Since force is transmitted through our parts, we can implement anchors and climber wheels as engines! Tracking station craft. The cable is strung between these outside of KSP, and forces are exerted on them to keep them on that cable. Ground anchor. A craft containing an anchor, on a planet's surface. Anchor station. A space station (or asteroid) beyond stationary orbit. Climbers. Any craft with a climber wheel part. Cable end. Marks the end of a cable without a counterweight. Half of the fun of KSP is spectacular failures, and for a space elevator, they could be spectacular indeed. In Red Mars, the cut elevator cable screams in through the thin Martian atmosphere and obliterates everything on the equator, even creating diamonds where it hits! People in the anchor space station and upper elevator cars go flying off into space. I imagine some players might want to sabotage their space elevators to see what happens. Afaik, real world engineers still don't agree on what would happen, so our bar for realism is the low one set by KSP's stock aerodynamics model. ;-) Potato version: Simplified cable model - a straight line from ground anchor to space anchor. Cable can only be deployed within a couple degrees solid angle of an equatorial ground anchor from a stationary orbit. The in-space anchor would jump to directly above the ground anchor when you change focus. Cable deploys instantly. Another cable part (a view) is spawned and attached to the ground anchor. Cable has two states. If there isn't enough of a counterweight, it falls to the planet when you change focus and everybody onboard dies anti-climactically (just like with atmospheric first stages). If there is enough of a counterweight (long enough cable and/or a massive enough space station or asteroid anchored to the space end), then it hangs perfectly vertically. Climbers climb when on rails at whatever rate they were last throttled at. If going at different speeds, they will go right through each other. They will stop in a neat line if they reach an anchor, or climb right off a cable that ends without one, entering their own orbit. When the cable is cut, everybody below the cut point dies anti-climactically. Everything above the cut point flies off into space, with cable parts despawned. Forces applied to the anchor will not move the cable. Polished version: Cable is simulated in segments. Now fails correctly when cut. Cable can be deployed with a greater margin. Anchor or cable end will migrate to stable point (above the anchor) realistically Cable unspools at a certain rate, consuming power. Cut cable segments not attached to an anchor or a climber despawn. Within physics range, cable is still perfectly straight, but now can be at a non-vertical angle. Can exert a force (through spool or anchor) on attached craft. Attaching a rocket and moving the cable end/anchor station will now move the cable realistically. Ideal version: Separate tracking station icon for space elevator climber. Space elevator cable rendered in tracking station. Loosen/eliminate deployment restrictions, but simulate the consequences of deploying far from the anchor or not in a stationary orbit. I.e. you're never gonna anchor that sucker. Hooking the other end of the cable becomes its own challenge. A "cable end" craft would be necessary, which you would steer to the anchor or vis versa. What might the specifics look like? It would be cool if this problem could be solved in all sorts of ways - e.g. move the anchor, move the anchor station in its orbit, grab the cable with a crane, attach a ton of ducted fans to the cable end, etc. A cut cable can destroy KSC buildings and landed craft if it hits near them fast enough - and if it survives coming through the atmosphere. Cable segments that fly off into space or survive reaching the ground become cable debris. Within physics range, a cable could wiggle and wobble if not pulled taught. Most commonly when being first deployed. Cables would be simulated well enough to make skyhooks. Realistic version: Real materials. E.g. steel, Kevlar, carbon nanotube. The cable spool would be heavy. Cable can snap from too much weight/stress. Cable taper. Realistic materials would have it. Some materials need to be absurdly wide to support their own weight past a certain length. Dampers now must be installed manually along the cable. I hope you calculated your vibrational modes correctly... Mods that would be nice to integrate: KSP Interstellar. With the stock mod, your climbers could only be powered by solar panels. With KSP Interstellar's wireless power transmission, you have another option. Change needed: climbers preferentially consume Megawatts. Flight Manager for Reusable Stages. Would let you pilot each climber and the anchor station to rescue Kerbals from a cut cable catastrophe. Change needed: Are there any? Afaik, not if cable state is stored well in the save files. ISRU mods. Change needed: A Cable Extruder part lets you make cable out of space-mined materials using one of several community-defined, minable resources. Extraplanetary launchpads or Kerbin-Side. It would be nice if locations other than right next to KSC's launchpad were practical. Change needed: make a planetary anchor a special EPL that only works for climbers and attaches them to the cable. Or, add a crane to move climbers from launchpads they're anchored right next to. FAR/NEAR. To simulate a cut cable accurately in atmosphere, if possible. Change needed: ? What do you all think? Could this work? I would love it if we could work out a specification then create a mod from it. I am a coder, an amateur cartoonist, and an amateur 3D modeler, so I would love to help any community effort we could get going. But I've never modded a game nor do I know Unity, so I'd rather not take the lead on something this ambitious. TL;DR: Simulate space elevator in mod code to get around the 2.25 km physics range. Attach special parts to it.
  20. So before I give you a critique, I just want to say that I *love* this mod! I really appreciate the shock diamonds and pretty colors. Which is why I'm critiquing it - I don't want to have to turn it off! Can you see the helipad? Me neither. SABRE tiltjets, on the other hand, land just great. Landing a typical stock VTOL with a vertical Basic Jet engine is a nightmare. And, while I now empathize with helicopter pilots landing in brownouts, I don't think this is even realistic. Have you ever seen an airliner or a fighter jet create a thick smokescreen? As if they aren't hard enough to land already. In addition, the thick smoke can make our frame rates dip, right when we need them the most. If we dialed back the smoke to the same level as the SABRE or removed it entirely, it would fix this issue.
  21. What's the best way to turn down/off jet smoke at low speeds? The smokescreen (and lag) make it very, very tough to land VTOLs.
  22. EditorExtensions_v1.4.zip from the direct download link makes my Windows 7's unzipper freeze for some reason. I had to use Cygwin's unzip. It could be just me, but if it's not, I thought you ought to know.
  23. Cool! IMO, this would be an awesome addition to the Star Systems mod - they already have a black hole.
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