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cytosine

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    Space Janitor
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    Space Quest; Starflight; Load Runner

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  1. This is great, thanks for posting. Wow, I nearly fell out of my chair when I saw you included an overview of 'gyroscopic precession'. You must be a helicopter guy too. Either way, great job!!!!
  2. I see that problem too. But clicking any button, the button disappears. Reloading into another scene and the toolbar and buttons restore, but only until I click on a button again. I can switch back and forth between KSP skin and Unity smoke skin, but have to reload the scene each time for the buttons to return. I can see linuxgurugamer is on fire right now, updating every mod under the kol. No rush on this, it's not game breaking, just a minor annoyance we can work around by reloading the scene (jump from VAB to something else, for example). But thanks again linuxgurugamer for all your hard work!!!
  3. Can't wait to test the perf with the new 1.8.0. Thanks for keeping DMP updated and current!
  4. WOW! I must say 'well done'. Been using KAS/KIS for years and after an extended KSP break I'm blown away by the latest RTS-1 functionality. Not sure if this is 'new', but it is to me. The ability to drop/pickup the hose: NICE! Having to walk it back (simulating reeling the hose back in) and then the option to 'return connector' was unexpected and an awesome level of detail!!! Ahh, it's the little things..... Again: WELL DONE!!! -Cyto
  5. Hi Folks, This is an excellent mod, thanks for making it. Just wanted to let you know I had to delete the "GameData/Cormorant Aeronology/Patches/CASnacks.cfg" file as it was causing a problem with TAC Life Support. I don't use Snacks, but I do use TAC and that file would over-write certain TAC configs like for instance when used with Universal Storage the Food Bag "wedge" would convert into a Snacks bag without any snacks in it (because I don't have that mod installed). This prevented my wedge from having food. Deleting the file is obviously not a permanent solution but it was a quick fix for me. I believe a better fix would be to change FOR into NEEDS in your MM patch? I'm no Module Manager expert, so I'll let you guys figure this one out. Just reporting it. Thanks again!
  6. Honestly it's not such a bad idea: - Stock KSP - Easy through Normal modes - RO KSP - Hardcore mode But RO is a lot of work. Maybe a more 'sustainable' model for Squad would be to spin-off RO as a stand-alone game using their same KSP engine: - Kerbal Space Program - Kennedy Space Program! (or whatever they call it, Human Space Program, whatever...) - Kerbal Education (already a great idea, thank you!) A third income stream for Squad would BE GREAT for us bottle rocketeers because it would ensure they can keep coding and we can keep rocketeering! I for one would support Squad 100% if they chose to spin RO out as it's own stand-alone game, or even if it were just a paid 'official' addon that would work too...
  7. The RO Wiki helped me *greatly* when transitioning from stock (heavily modded) KSP over to RO. There's a lot to 'unlearn', but once you get the basics of real rocketry it becomes addictive. Now I can't even fathom going back to stock. Good luck in your quest!
  8. Hi RemoteTech crew, Been using your mod for over a year now and I can't play KSP without it. THANK YOU!!! If a space-station mod has a built-in antenna and uses the Firespitter FSanimateGeneric module to animate it's antenna instead of the more commonly used ModuleAnimateGeneric stock function, should it work with your ModuleRTAntenna? According to one of your tutorials I see ModuleRTAntenna appears to be expecting ModuleAnimateGeneric. So my guess is it wouldn't. I hope I'm wrong... Thanks!
  9. Yep, I experienced that. Go to your Tracking Station and switch to a different launch site, then switch back. This is done via KSCSwitcher if you have it installed. Always clears the problem for me. Thanks.
  10. Question about the Lander Can: I'm trying to create 'my own Apollo-like' lander or something relatively close and way more ugly... But proportionally the Mk2 Lander Can seems to be overweight and under-capacity compared to the LEM Ascent Module. The Mk2 only has 1000L tank volume compared to 2680L on the LM while the LM is only slightly larger when placed side-by-side. Adding a procedural tank evens the size and gives it the necessary tank volume for fuel, but when full the Mk2 weighs 6 tons when able to produce the equivalent 2500dV as the FASA LM with 4x RCS thrusters and enough supplies for 2x days. And with all of this the LM only weighs 4.6 tons. When I add food and water to the Mk2 it topples around 7 tons, yikes! The only real difference I noticed is that the Mk2 Lander Can has 8m/s crash tolerance, is there anything else that would explain the 3 extra tons of weight? I promise I haven't loaded any moon rocks yet!
  11. Take a look at the M1 for the Apollo Nova program (that sadly never was): "Aerojet's M-1 was the largest and most powerful liquid hydrogen-fueled liquid fuel rocket engine to be designed and component tested. The M-1 offered a baseline thrust of 6.67 million N (1.5 million lbf) and 8 million N (1.8 million lbf) as its immediate growth target. If built, the M-1 would be larger and more efficient than the famed F-1 that powered the first stage of the Saturn V rocket to the moon." https://en.wikipedia.org/wiki/M-1_(rocket_engine)
  12. Sadly, I'm going to throw in the towel on patching the USI PackRat for RO. I've scoured your RO patches (recursive grepping) and have yet to find any successful conversion of a 'wheel' to a larger or smaller size. Every instance either uses the wheel part at the same original KSP scale, or the author resized the part manually in a 3D modeling app (like 3DS Max or Blender) and exported their own version. Unless I'm missing something, pleeeeeaze let me know!!!! But don't worry, I'm not giving up on RO. In fact, just getting started!!! Thanks!
  13. Ok @Phineas Freak, got this one all figured out. I'm currently patching the Wild Blue Industries Buffalo for RO and thanks to your post it helped get me thinking in the right direction on how to solve this. First, you need to create a top-level INTERNAL definition (ie. not a sub-def under another PART def): @INTERNAL[WBI_BuffaloCabSpaceASET]:BEFORE[RealismOverhaul] { %scaleAll = 1.6, 1.6, 1.6 @MODULE[InternalSeat] { %kerbalScale = 1.6, 1.6, 1.6 %kerbalOffset = 0.0, 0.0, 0.0 %kerbalEyeOffset = 0.0, 0.0, 0.0 } @MODULE[InternalSeat],1 { %kerbalScale = 1.6, 1.6, 1.6 %kerbalOffset = 0.0, 0.0, 0.0 %kerbalEyeOffset = 0.0, 0.0, 0.0 } } Next, you need an indexed MODULE definition for each "seat". The Buffalo only has 2 seats defined in it's cab; 'pilotSeat' and 'copilotSeat'. At first, the copilot seat was not inheriting the kerbalScale variables (only the first). So reading through MM docs I found reference to how this thing does indexing and guessed that adding a comma-one (,1) after the second InternalSeat MODULE def would magically get me the second seat and it worked! I'm new to modding KSP so I really have no idea if there is a more 'efficient' and programmatic way of getting to the second seat instance, but hey, brute-force indexing worked so I'll take it! So here's what the resulting MM cache looks like: UrlConfig { name = WBI_BuffaloCabSpaceASET type = INTERNAL parentUrl = WildBlueIndustries/Buffalo/Spaces/BuffaloCabASET url = WildBlueIndustries/Buffalo/Spaces/BuffaloCabASET/WBI_BuffaloCabSpaceASET INTERNAL { name = WBI_BuffaloCabSpaceASET scaleAll = 1.6, 1.6, 1.6 MODEL { model = WildBlueIndustries/Buffalo/Spaces/BuffaloCabSpace } MODULE { name = InternalSeat seatTransformName = pilotSeat allowCrewHelmet = false kerbalScale = 1.6, 1.6, 1.6 kerbalOffset = 0.0, 0.0, 0.0 kerbalEyeOffset = 0.0, 0.0, 0.0 } MODULE { name = InternalSeat seatTransformName = copilotSeat allowCrewHelmet = false kerbalScale = 1.6, 1.6, 1.6 kerbalOffset = 0.0, 0.0, 0.0 kerbalEyeOffset = 0.0, 0.0, 0.0 } ... BTW, I'm almost done converting the Buffalo so I'll create a pull request very soon!
  14. I think I'm finally onto something here. This post helped me understand the basic components: So it would seem that "The distance and stiffness of suspension is controlled in the wheelCollider object" according to Nazari1382. But I still don't know how I would control the distance or stiffness of the shocks via a patch. This post makes me think it's something I would have to control by editing the mesh. I hope I'm wrong about that because I am ill equipped to perform that kind of surgery!
  15. Argh... Not seeing anything like that... Could the vector value be masked or sourced from a parent definition? Like this: "bulkheadProfiles = size0" where size0 is some magic definition from an obscure file in the squad directory... I'm reaching here. Or there's this block: WHEEL { wheelName = wheel wheelColliderName = wheelCollider suspensionTransformName = suspensionTraverse suspensionNeutralPointName = suspensionNeutralPoint damagedObjectName = bustedwheel rotateX = 0 rotateY = 1 rotateZ = 0 } Those 'suspension' guys look awfully suspicious! Or maybe the 'rotate' defs? Thanks!
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