Ricardo79
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Everything posted by Ricardo79
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Make a custom window. (custom window editor) And on that you can choose from the available options/infos/buttons And I am pretty sure there is that Use RCS checkbox or something. Just uncheck it. (Rcs rotation (not intended) is more like a bad designed ship issue...) I understand not all orbital base part should have an RCS thruster... So I use KAS and get rid of them (the surpluss) after the docking maneuvers.
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You really should make a configuration window for this autostackscale stuff. I cannot turn it off. So maybe last time we just missunderstanded each other. My problem is simple: try attaching a jumbo tank directly for example to 0.625 part (maybe another tank) under in stack and bammm babyjumbo or even worse A rockomax tank and put under that tiny '47 engine. It gives you automatically a Jumbo '47 engine with ridicoulous thrust. So this is the one I'd like to permanently turn off. I'd like to be the only one in charge responsible for Kerbals stole materials out of the jumbos. How can I manage it? I mean PERMANENTLY not just for the given workflow. Thank you in advance.
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Ricardo79 replied to TriggerAu's topic in KSP1 Mod Releases
Understanded it. Anyway thank you for give us the informations. Just a question: programmed two step hop? I mean just about the time of a SOI change an unwarp (instant) than 1 sec later a rewarp? This is cosmetic only. Forget it. Just thinking about how many more silly things I can put up as an Idea Anyway I really think this thing is the most wanted mod for me. So I will install it first allways. Thank you. -
Umbra Space Industries - (Roadmap and WIPs)
Ricardo79 replied to RoverDude's topic in KSP1 Mod Development
Thank you. As it could be maybe it is just me. I didn't wanted to poison the release threads. So we are from different culture. I just don't want to be rude with those who can use without errors these awsomnesses. But the point is good on what you told me. Thank you again. -
I didn't tried that, But I see "positive" changes inside the windows. Minor ones, like a +- button on the node precision scale. That's neat. I don't know if the mod don't allow it or I am just blind. But in the custom window editor I cannot see the execute next node button as a usable option. I created one window with all the info I'd use but that one. Is it there somewhere? There are buttons like open and close solarpanels. (I didn't see toggle though... ) But hey what is inside it changed a lot since I first saw it. And absolute into the more positive sfera. Thank you. P.S.: Yesterday was a run for a 6 hour gaming in one go. built up 25 craft and only 600 MB surplus memory usage (from start to finish) So I am absolute sure about that memory leak problem is gone.
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While I was having memory issues and were close to the limit of the 32bit. MJ was crazy sometimes. And yes made some interesting moment for me for example forgot to brake and crashed my ships sometimes. (good designed ones) So maybe you have some memory issues too. just check if KSP is below 3gig RAM usage. Right now with the 405 I am playing for 2 hours (building. So massive screen changes between VAB and launchpad) The memory eating seems to be gone. Thank you.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Ricardo79 replied to stupid_chris's topic in KSP1 Mod Releases
ohhh Just press t after landed or hold f (factory default) Speaking of which a toggleable break should be a fine addition -
Maybe You missunderstanded it. This disscussion is about to left out things (we decide) from staging temporaly. A staging "place" which not staging, but we can rearange if ever needed. For example, not to fat fingering parachutes willing to use as a landing brake. Or accidentally tear apart our spacestation with the newly docked SSTO...and such. Anywhere on a ship you attach a parachute It will stage sooner or later, no matter what kind of struts you use. So we asked for a way to allow us decide (on the fly) which parts we wanna stage or not. And there was some really interesting idea.
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multi-subobject material
Ricardo79 replied to Ricardo79's topic in KSP1 Modelling and Texturing Discussion
So that is allowed ingame then. Thank you. For later possible animations it will be easier too. Thank you again. -
Umbra Space Industries - (Roadmap and WIPs)
Ricardo79 replied to RoverDude's topic in KSP1 Mod Development
The MkS thread has been closed. I wanted to make it there. Thank you for the additional info how to post these. I'll make that next time. (I am a newb on these kind of communications.) Edited here: Strange.... I must have exchange the threads. The MKS is still open now. I'l get there and post the pic. Edited 2: Yes it was the dev thread of the MKS which is closed. So am I supposed to make error reports in the release threads? -
No way I can use this search engine... typed in multi sub object. And it gave me only release threads of mods... Anyway I'd like to ask a serious question as I stuck. Working in 3ds Max. I created a solarsail and I like to use 2 material on one model. Usualy I go with multi-subobject material after unwrapping it correctly the renders working out to be nice. AS soon as I load it into unity the materialID 2 seems to lost it's UVW maps. (which maps were correctly setup in max) What should I do? separate one model into pieces? and use that way two simple material? Or other workarounds? If the answer is the first one do I have to cap each the models? This model is basicly an (open) umrella shaped 2m long 1m with base and a 26m wide solarpanel around it's base I try to make a inline useable solarsail. matid 1 is currently the wide part and it is mapped planar and scaled 4 times up to a full 1024x1024 picture of a solarpanel. matid 2 is the base part and reusing my old packed style texture (basicly that is just a cylinder with 24 sides and endcaps). so there is no way I can combine these two textures in it's current form because of the tileablility of the solarpanel's texture. Any IDEA how this should be done right? This doesn't using animations yet. Just a static mesh with a collider. Thank you in advance. Any kind of help appreciated.
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Thank god this is a new thread. Where can I get info on the necessary nodes/gameobject...etc to create a sollar panel? I do have modeled it in max and I triing to figure out how to make it working ingame. It is static and have two sides I want em to cach sunlight. So beside the colider, and the mesh itself what else should I model/setup in max or in unity, to make this thing work? As for the part file I think I can figure that out from the stock static panel. My question is modelling/setup related for example what is that named transforms / sun catchers you mentoined? (Do I have to model and give it any name or they are just GameObjects with specific direction setup? Do they have a specific naming convention like the thrustTransform? Thank you in advance for clearing things about this.
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Umbra Space Industries - (Roadmap and WIPs)
Ricardo79 replied to RoverDude's topic in KSP1 Mod Development
Another Strange thing happend. I want to create a solar wing (stock Ion engines on plates two docking ports and a probecore, and a PDU From OKS) For testing only (the final one should not have the PDU) When I fired it up and wanna start the generator the PDU states missing resource. Does it requires other than Enriched uranium ? (as it packed with that for sure 250 units) -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Ricardo79 replied to stupid_chris's topic in KSP1 Mod Releases
Just for your personal use: If you want to reduce partcount and get SAS in the same time just edit your files and add a module via an MM config: MODULE { name = ModuleReactionWheel PitchTorque = 20 YawTorque = 20 RollTorque = 20 RESOURCE { name = ElectricCharge rate = 0.5 } } } And even a module advsas or something. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Ricardo79 replied to TriggerAu's topic in KSP1 Mod Releases
I like that IDEA (Massive Step reducing) if we can warp not just the soi change but the next periapse in the new soi that would be great. -
It sounds to me this is a desing failure. (spacethugs mostly uses just monoprop and some of them uses the smallest LFO engines But they are in no way heavy.) If it is an asteroid mover that's another story... But still if MJ points to the heart of the planet that is a common maneuver called circularize. Just look at the map (or the MJ's orbital info window) if you find your orbit is eccentric that's why MJ points your ships nose down. (Also for heavier more bulky craft's try to adjusting the curve of the ascend start the gravity turn late 20-25k high and flatten it out higher even 450k despite what kind of a low orbit you wanna make). In this way the fuel efficiency is not the best, but the stability is maxed out during ascend. edited here: As for the below horizon thing. If you circularize in the uppermost part of the atmosphere you can get away with poorly designed ship sometime by building up orbital velocity. Where there isn't much air resistance you can build up speed for sure even below 1g TWR with a little descend or better levelled flight. Just watch SSTO-s video in the youtube. If you have a 55-60 Km circular "orbit" and can gain even the tiniest amount of speed your apoapse will rise over time, and you find yourself slipping out from the atmosphere.
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
Ricardo79 replied to RoverDude's topic in KSP1 Mod Releases
It is a good thing to make it hard to get. So have to mine uranium in order to raise xenon level And yes Those scoops are really helpfull It is a shame that doesn't came out in probe sized (I did make one to myself scalerate .261 = 0.625m with a 0 attach node size) Ohh I do have some question if I may: How can I make it less effective I mean there is an effeciency but either the 2.50 and the 1.25 uses 1 on that. Is that intended? And how can I make them different? Can I use a bigger or a smaller number there? OR is it set by another parameter somewhere else? -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
Ricardo79 replied to RoverDude's topic in KSP1 Mod Releases
I am thinked it alot. I mean xeon is so underestimated in your mods. I know if teher is an atmosphere presents you can use those nice scoops from Karbonite I suspect. But without atmosphere you have no way to get xenon (only using USI mods). Two way I can think about around this "problem": 1. make the distillers not just creat monoprop but xenon too as a byproduct from karbonite. 2. make the aclumbiere drive using monoprop instead of xenon as the fuel for the those "correction drives". I'd prefer the first one (as you see if downloaded the zip I sent you in the dev-thread, I using my own IonDrives. They are sooo much overpowered for the sake of that demo. the real ones have the original ISP inside athmosphere. So I neeeeed a lots of xenon anyway ) I don't know what about the new "byproduct" from PDU's in MKS. Am I dreamed or read it in the changelog, but they do generate xenon. Let's try that one. -
Thank you. I assume Tomorrow's (today's here) first step will be downloading and testing it to hell. As you wrote the screen changing was the place of the error... hmmm. I do created lots of new craft recently (building launching reverting, building launching reverting... ) So maybe that's why it seemed to me accelerated. (a 2 weeks ago I could play hours 1-2-maybe 3 withouth a single crash) but that last few days... the longest was about 30 min. Anyway I am glad to give you an idea. And thank you for the express correction.
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Umbra Space Industries - (Roadmap and WIPs)
Ricardo79 replied to RoverDude's topic in KSP1 Mod Development
Ok. That's wierd. Last time on the same instal that didn't worked. (only change since, that I get rid of Mechjeb). I created a new save file. after installed the AMT without overwrite. The first craft I launched had some issues.. as it lost evey part behind the (root part) regolith excavator after returning to space center. kerbin seemed to lost its texture. Terminated the craft Via Tracking station, created another one. drive it to the nearest asteroid. And it working right now. Avesome. Conclusion: I do have to check again all the mods every time I've got an error Sorry. This one works fine. I try to recreate the rover too. ---------- Edited Here Not working. Every time I defocus it (by going to the KSC) and try to refly it from tracking station it "destroys" each and every parts (even the attached asteroid). At least making graphical bugs. Logs shows this: [Log]: DistObj ERROR: Tried to draw part probeStackLarge within rendering distance of active vessel! ^^This is for all the missing parts (even Potatoroid) Except the inline mining laser (which would be: REGO_MiningLaser according to the part file) [Log]: [PlanetariumCamera]: Focus: Basic AMT [Log]: set target body via vessel = Sun (CelestialBody) [Warning]: [CurrencyWidgetsApp]: No live widgets to Despawn! [Log]: Tac.FuelBalanceController[FFC15BBA][3302.73]: Rebuilding resource lists. Part rightclick "shows no asteroid detected". So all the parts except that excavator has been vaporized. Savefile, VAB ship along with my own mod just parts but needed for the craft. Can Be Located Here Modlist directory text file here -
Umbra Space Industries - (Roadmap and WIPs)
Ricardo79 replied to RoverDude's topic in KSP1 Mod Development
A Quick Question: I just downloaded AMT it comes with a different sized asteroid.cfg (inside the bundled Regolith) So what is the correct install step by step if I have almost all the other USI stuff (except ART and FFT. I usually take a peek to the version files. Or decide to install the latest by date. But could this breaking the game (or the mods) in any way? As I did it the last time also. (When those insufficient power message came out inside the inline lasers menu when triing to start it. (with a ton of EC produced and stored.) I have to wait for an answer to proceed. The question is which regolith (Asteroid.cfg) should I use right now? -
Umbra Space Industries - (Roadmap and WIPs)
Ricardo79 replied to RoverDude's topic in KSP1 Mod Development
I tried every way on the rover base's. It snappping but when I want to drive it it has allways go in the other direction it should. I tried it assemble on place and in VAB too. I even tried to assemble it in VAB without the patrackrover base. So I just attached it to a base created from standard structure. even with the stock rover base. I tried to flipp over the probecore for it. But in anyway this is just going inverted. Maybe another mod incompatibility should be there? Anyway I am giving you the craft file maybe I did something wrong in the whole time. Acknowledged, thank you. Oh ....... Did you told them about this already? If not I am happy to report it. (If we have to use mods to the game in order to be a somewhat enjoyable one, The mods should not braking the experience.) Ok. I can create a more or less stock craft with the same parameters or Just give you my "mod" along with a craft file. I didn't see anything suspicious in the logs. So a log copy won't help much. But I willing to upload one (If I know where to look for it without a crash?) This question was something 2 weeks ago in the AMT thread. So since then I deleted the originals as well as "WIP full of bees AMT". So try to recreate it. (I hope it will not bugging again I don't know if that mod has an update since maybe the error gone?!?!? I'll try it right away and then upload a zip containting everything I promissed including rovers.) What else can I help you with that? Oh and thank you, for all the answers. -
Umbra Space Industries - (Roadmap and WIPs)
Ricardo79 replied to RoverDude's topic in KSP1 Mod Development
Dear RoverDude, I don't want to poison your release threads. So I'd like to write here my observation reports on your parts. In the hope to help you develop error correction and us having fully working great things to play with. Maybe these are just me not knowing base game mechanics or maybe minor bugs: Exploration pack: Patrack rover wheel. No matter which symmetry I use no matter if I just KAS grab and exchange wheels. It is allways go in the wrong direction. More rover I tried to build and with these nice little wheels (I prefer the attach node on them) I allways end up go forward for a backward key. Also with KAS I have to rotate the part 180 to get the desired alignment. So for instance this wheel's base facing upwards when green (KAS attach) but as soon as i attached it it turns 180 and the wheel's base facing down in this style: attaching: /° attached: \. And if I exchange the right wheels with the left one it is still goes the wrong way. Also turning inverted. I had no problems like these attaching the almost same stock part. In your FFT: The honey bagger's symmetry has something serrious wierdness. For examples: tanks attached symmetrically and changed resources and color. It went any kind of colorfullnes. Ending up orange left side and brown rightside and such. I tried balancing a VTOL from it. And the symetrically placed parts have ended up different ammounts of LFO (I using those neat electric engines so no LFO consumption should be) I seted the slider to 538 on one of the symmetric part. Checked the other one still 538. Launched the craft and ended up on the start before the first staging. 538 in the left side and 600 in the right side. (I didn't adjusted that way for sure) MKS Base modul Still having issues with the KAS container and the range it can opened. I even stick Bob Kerman to an unarmed (inexpanded) expando tube accidentally. So you have to push over the base in order to get the open container option in the contextmenu from that part. As for the alcumbiere drive I have to apologies because I accused that mod for the freeze of my game near timewraps. I found the cause ultimately. It was a memory overload from Mechjeb. After I removed that one and only mod my game becomes uber stabil. Yesterday played 13h in one go. And I'd really like to know why my asteroid miners haven't get enought Power (Electricity maybe) to operate. I mean on the back of my ship there is a OP Iondrive made by me and included a 50 EC/sec generator always on. So there is no part on those "ships" which should use any more electricity than that. But just for testing. I even sticked 8 gigantor solarpanel to them. The problem occured only with the inline laser and with that grabber crusher thing. It writes me to not have enought POWER and won't start. So what power means in this case? do they have to have puchcards? or much more than 50 EC/sec ? Anyway in these part's description window I didn't see any info on power usage. So please help me clear that thing. I hope these helps to clear out things for future releases. If anything more info you need just let me know. Richard -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Ricardo79 replied to stupid_chris's topic in KSP1 Mod Releases
Thank you. I didn't knew that exists as I always use TS for the robotics stuff anyway. But still I am sure this pack has everything which should be needed. Good job there.