Ricardo79
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Everything posted by Ricardo79
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I know fine controls they are great. But something like the cars cruise control would be awesome. For engines pointing down that should be a one click "hover" magic. It is like an on/off switch to hold the craft at the same height. Or for jet like engines it could be a real cruise control. Not accelerating is the key here. I tryed and failed many times tweaking my perfectly positioned engine to give less max thrust, or adding more weight to the craft, and using fine controls, to make the ship really hover. It is always picking up speed vertically no matter how fine I try to adjust engine power. As for precision... Eyeballing indicators for mass, thrust, lift is okay... but a precise WAB/SPH absolute coordinate related high precision indicator would be the best option for high precision needs. Thank you in advance. Wooops, Unfortunately I missplaced it. I'd wanted to create it on the suggestions department. If a moderator reads please move this thread out there. Thank you.
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I find it difficult to find a "specially" named craft in the tracking station. from almost 5000 flights in progress, at least two times of that asteroids tracked and who knows what else... It is quite heavy to spot just one ship even inside of the filtered shiptype. Also a subassembly/part searcher would be nice. Not to mention kerbals... So please add a search box inside vab/sph, tracking station, KERBONAUT komplex please.
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Thank you. Yesterday I made the "hard mode" And searched for the correct use of the firesplitters fuelswitch, so manualy added everything. And it is working fine. But your answer made me think about it again. Thank you. Just a quick question.... #$../ <- Is this means a node above? Or what is "../" for? I think I understand the # indicating that this is numeric.
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Hi there, Nifty thanks for the tutroial, I hope this thread is still watched by you. I don't know where to ask. I did my first try to mod an engine it is well made following your tut. But when I swap the model in exchange for the original one it won't start. looking good can be attached. VAB recognizez it like an engine. Then I throttle up on the launch pad, no particle effects, no backlighting on the thruster, no sound, and no power.... It uses up the resource as the original engine... but dont seem to do somthing usefull... (just a first try static model this is. The original is the PB-ion) I made adjustments with the original model by squad. It worked fine. It was Stronger, louder (borrowed from some engine noise mod I didn't remember it's name sorry), has the nice particle effect (borrowed from the hotrockets mod). So it worked fine with the original model copied over to my folder. With JUST the model.mu change it stopped working. What am I missing? (I suspect the animation on the emissive part of it. I don't know yet how am I supposed to do that but that's a later step I think) Why this thing stopped doing some thrust? The cfg file looks like this: PART { name = ionEngineR0 module = Part author = Gary_Ice mesh = model.mu scale = 1 rescaleFactor = 0.625 node_stack_top = 0.0, 0.4999, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, 0.0001, 0.0, 0.0, 1.0, 0.0, 0 TechRequired = electrics entryCost = 16800 cost = 97500 category = Propulsion subcategory = 0 title = PB-ION xenon 0.625m Electric Propulsion System manufacturer = Gary_Ice description = To be decided // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 sound_loop = running sound_stop = disengage sound_stop = engage sound_stop = flameout // --- standard part parameters --- mass = 0.05 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 13 maxTemp = 3600 MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 25 heatProduction = 0 PROPELLANT { name = ElectricCharge ratio = 8 } PROPELLANT { name = XenonGas ratio = 1 } atmosphereCurve { key = 0 75000 key = 1 7500 } } MODULE { name = FXModuleAnimateThrottle animationName = colorAnimation dependOnEngineState = True responseSpeed = 0.5 } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 1 } MODULE { name = ModuleTestSubject // nowhere: 0, srf: 1, ocean: 2, atmo: 4, space: 8 environments = 15 useStaging = True useEvent = True } MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = ElectricCharge rate = 15.0 isTweakable = true minRate = 0.0 maxRate = 30.0 } } RESOURCE { name = ElectricCharge amount = 50 maxAmount = 50 } RESOURCE { name = XenonGas amount = 400 maxAmount = 400 } } So with this setup it working if I copy over the model.mu from squad. not working if I copy over my first static mesh model.mu Please Help me to get this thing working. Although this model is in the alpha stage very low poly very ugly I need to figure out how things work. thank you in advance.
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This is it. Thank you. I read that "stock bug" thing and added: MODULE { name = ModuleSAS } And it is worked like charm. Right now I try to figure out something about "wildcards" I am try to do one step at a time. (so as my generator is not an issue yet ) @PART [*]:HAS[@RESOURCE[LiquidFuel]] { RESOURCE { name = XenonGas amount = #RESOURCE[LiquidFuel]:amount maxAmount = #RESOURCE[LiquidFuel]:maxAmount } HAS[!MODULE [*]] { MODULE { name = ModuleSAS } } } I came Up with this after searching on this forum... But Always at the loading screen just halt at the NASAmission/parts/Size2LFB after 547 patches applied. Loading tips still changing.
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As for the other question. I do like to reduce partcounts so I made some ion engine tweaks and make them generator as well. "PART { name = ionEngineR0 module = Part author = Gary_Ice mesh = model.mu scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 0.2135562, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.1872844, 0.0, 0.0, 1.0, 0.0, 0 TechRequired = electrics entryCost = 16800 cost = 97500 category = Propulsion subcategory = 0 title = PB-ION xenon 0.625m Electric Propulsion System manufacturer = Gary_Ice description = By emitting ionized xenon gas through a small thruster port, the PB-ION can produce incredibly efficient propulsion, but with a downside of very low thrust and high energy usage. According to ISP Electronics sales reps, the rumours of this engine being powered by "dark magic" are largely exaggerated. attachRules = 1,0,1,1,0 sound_loop = running sound_stop = disengage sound_stop = engage sound_stop = flameout // --- standard part parameters --- mass = 0.05 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 13 maxTemp = 3600 MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 25 heatProduction = 0 PROPELLANT { name = ElectricCharge ratio = 8 } PROPELLANT { name = XenonGas ratio = 1 } atmosphereCurve { key = 0 15000 } } MODULE { name = FXModuleAnimateThrottle animationName = colorAnimation dependOnEngineState = True responseSpeed = 0.5 } MODULE { name = ModuleTestSubject // nowhere: 0, srf: 1, ocean: 2, atmo: 4, space: 8 environments = 15 useStaging = True useEvent = True } MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = ElectricCharge rate = 15.0 } } RESOURCE { name = ElectricCharge amount = 50 maxAmount = 50 } RESOURCE { name = XenonGas amount = 400 maxAmount = 400 } } " But Id like to do the generators tweakable inside VAB about how much electricity they generate / sec (Much like a user can tweak the amount of fuels in tanks) (Later on maybe adding resource to them for use... I really not decided it yet) As for sure I'd like to add these tweaks and changes in separate cfg's so users can decide which ones they like and use... Thank you for your answer and help too. EDIT HERE: THIS DOESN'T work without coding I searched for the module wiki about and there is no such thing of maxRate for the generator module....
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Hello There, First of all thank you for this awesome mod. I do have a problem and don't know what causes it? Symptoms: After I created a config file and put it into my folder inside the GameData. The given Jumbo tanks "icon" in the parts list just pops out when hovering the mouse over it. The config: @PART[fuelTank3-2] { RESOURCE { name = XenonGas amount = 2880 maxAmount = 2880 } } While this wasn't created all worked fine. So what am I did wrong? I do like to add more tanks but first I'd like to get rid of this annoying error. Thanks. Edited: I'd like to create some alteration to parts about a tweakable electricity generator How am I supposed to do that? Something like: MODULE { name = ModuleGenerator isAlwaysActive = true isTweakable = true OUTPUT_RESOURCE { name = ElectricCharge rate = 15.0 minRate = 0.0 maxRate =15.0 } } So how can I do it? (without C# coding if it is possible)
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Hi RoverDude I get an "insufficient power" status both on the regolith excavator and on the inline mining laser. I do use my own generator (config copied from the original pb-nuke and it is creating 30 ElectricCharge/Sec. It is integrated into an overpowered ion drive) Also on the same vessel I have got 4 pb-nuke and two gigantor XL solar panels getting maximum sun exposure. I use 3 of your mods karbonite + AMT + MKS/OKS (copied in this order into the game data folder with overwrites) Other mods are (not related I think)... Infernal robotics, chatterer, scansat, tweakscale, alarmclock, distant object enhancer... In the VAB there are no indication of power usage on those parts. In their config file I see something unknown to me: "PowerConsumption = 6" So what does it mean if it is not 6 ElectricCharge/sec ? How can I make them work? Editted here: I saw a youtube video about this part... And noticed something different. On my asteroids detailss page there is only "rock 0/0" although the multispectral module shows percentages about 20-50% of ore, water... etc. So I must have missinstalled the mod. (If it is a helpfull info: I did used the Ateroid recycling mod of yours. I just deleted the UmbraSpaceIndustries/ART directory before I installed the AMT + MKS combo.) Also please on your next updates please make the fuelswitchable tanks to store lots of XenonGas as well (Maybe with the monoprop tanks) Thank you in advance. Richard
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parts [1.12.x] Asteroid Recycling Technologies
Ricardo79 replied to RoverDude's topic in KSP1 Mod Releases
Thank you. I do re read all the posts recently (after I wrote that) Sorry not I am not a master forumer... My setup is perfectly match for those cases (have AVC, all mods are up to date...etc.) So I have to wait Roverdude's rework Roverdude: I found another Slightly annoying bug. I made a "station" with a xenon hatch base and robotics engineered jaws. After attached this to an asteroid (throught the xeon hatch) made the robotic arms to push the jaws to attach. They are attached perfectly. But When I try "start mining" with them I get an error "not connected directly to an asteroid" So Is it possible to redo something in order to work with multiple attached jaws as well as hatches? Some more xeon collection method also should be nice (xeon is neglected heavy in KSP) Oh and the best part I do really love the idea of using asteroid some more than just tow them around. Thank you. Looking forward impatiently for the update (rework). -
parts [1.12.x] Asteroid Recycling Technologies
Ricardo79 replied to RoverDude's topic in KSP1 Mod Releases
Hello. This mod actually Looking good. I just have a little problem with the 0.6.1. (assume right now this is tha latest) Asteroid menu is totaly different in the 0.6.1. as well as the claw's menu. They are not the same as in the video. So I haven't got option to melt rock. Just start/stop minning Which is not doing anything but the particle effect. So no rock I can Get. Therefor the converter won't working nor the space inside asteroids. What am I missing here? (Sorry for my english) -
Hello there, I maybe missunderstand something. I have created my mod folder some custom parts too. They all working. When I tried to add a config file to use in modulmanager (KPS 0.25, Modmanager 2.5.1.) The @PART not seem to working correctly The config file: @PART [adapterSmallMiniTall] { module { name = KASModuleContainer maxSize = 120 maxOpenDistance = 2 } } It adds this module to every part in the game. Please help me with that. What am I missing? Thank you in advance Richard