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Everything posted by linuxgurugamer
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[1.12.x] Near Future Technologies (September 6)
linuxgurugamer replied to Nertea's topic in KSP1 Mod Releases
@Nertea A question about the code: I'm looking to have a small atomic engine (part of the Orbital Tug mod) to have the following characteristics: Runs on Monopropellant or Liquid Fuel (currently implemented) Be able to dump additional fuel into the engine for a short burst of power, after which the engine will lose all power while it warms up again (the extra fuel dumped will be wasteful, give the extra oomph, but in doing so cools down the core so that it takes a bit of time to warm up again) It was suggested the the NFE code might be useful, but I'm not sure if I see anyway to do this. The Vasimr engines seem to possibly be able to do some of this, I'm going to guess that the code is the : VariableIspEngine.cs and VariablePowerEngine.cs So, two questions: First, would you be interested in a PR to add this ability to the code? And second, if not, would it be ok with you if I used the code as a basis for what I want to do? While the license gives me permission, I won't use it if you don't want me to. Of course, I would provide attribution if you so agree. Thanks in advance -
[1.9.x] Hangar Extender Extended
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I'm not sure, but I believe that this mod needs to have the blizzy toolbar set or unset in the stock settings page. Did it show up in the ToolbarController menu before? -
[1.9.x] Hangar Extender Extended
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I need a log file, please -
[1.12.x] MemGraph Updated with Stutter Reduction
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I believe it was designed that way on purpose, so that changes could be made and tested without restarting the entire game. I don't have time right now, but will put this on my (ever enlarging ) list of things to do. Some of the oddities you are seeing are due to memory management and padding. I know I looked at it a while ago, some of what you are pointing out could definitely be improved -
I haven't had a chance, still deep inside another mod. But I agree about the initialization code, will try that when I get some time this weekend Thanks for looking
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[1.1.2] Orbital Utility Vehicle v1.2.4
linuxgurugamer replied to nli2work's topic in KSP1 Mod Releases
I understand, and I disagree. Anything bigger than this isn't a tug, it's a complete vessel. Think about your example of tug boats and an aircraft carrier. The tugs aren't too much larger than those used for smaller things. You don't need a lot of umph for a tug. And, while a tug can tow an aircraft carrier, it is extremely slow; I wouldn't expect a space tug to have orbital capability -
Did you realize that the previous post was nearly 3 years ago?
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[1.9.x] Hangar Extender Extended
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Install ALL the dependencies. Read the OP, the toolbarController needs the UnBlur mod -
[1.1.2] Orbital Utility Vehicle v1.2.4
linuxgurugamer replied to nli2work's topic in KSP1 Mod Releases
Please read the discussion to understand the issues. This was my problem ^^^ and I think you just provided a reason for the shutdown! -
[1.1.2] Orbital Utility Vehicle v1.2.4
linuxgurugamer replied to nli2work's topic in KSP1 Mod Releases
I'm open to suggestions (and I will look at NFE this evening). Essentially, I want the engines to be powerful for short periods of time, but not usable for long durations. Not sure if this is possible at all, the other ideas I was thinking of were either a timer (autoshutdown after x seconds), or heat buildup to the point of explosions. But the heat buildup doesn't make sense as described above, and an arbitrary timer needs to have some reason for it to require a shutdown. -
[1.1.2] Orbital Utility Vehicle v1.2.4
linuxgurugamer replied to nli2work's topic in KSP1 Mod Releases
Yup, I had just finished reading that again. I can agree with the damp down quickly, my thought was going to continue to use propellant to do the remaining cooldown. -
[1.1.2] Orbital Utility Vehicle v1.2.4
linuxgurugamer replied to nli2work's topic in KSP1 Mod Releases
What would you think about the following idea for nuclear engines in general, and specifically for this mod: Nukes generate heat which is dispersed by the propellant as it is propelled out The amount of heat generated is equal to the amount of thrust in units Each unit of heat requires X seconds of a lower thrust level to disperse the excess heat. The lower thrust level has to be within 10% of the current thrust level If an engine is shut down when the amount of units of heat is >10% of the max possible units of heat, the engine will start to get hotter (out-of-control nuclear reaction), at a rate of 1 unit of heat per second. If an engine gets too hot, it explodes. Example, assuming that X above = 1: Engine is capable of 30 units of thrust. Engine has been brought up to full throttle, engine now has 30 units of heat Reduce throttle by 10%, leave it there for 3 seconds, engine now has 27 units of heat. Reduce another 10%, to 80%, leave it there for 3 seconds, engine now has 24 units of heat etc. And, pulling in from the quoted section below, a tug would need to have a way to kill thrust without shutting down the engine You necro'd me, but tell me what you think about what I wrote -
[1.1.2] Orbital Utility Vehicle v1.2.4
linuxgurugamer replied to nli2work's topic in KSP1 Mod Releases
As long as there is propellant, the engine can be cooled because the propellant takes the heat with it. There would be problems if you ran out of propellant before the engine is cooled down -
[1.1.2] Orbital Utility Vehicle v1.2.4
linuxgurugamer replied to nli2work's topic in KSP1 Mod Releases
Jebediah. MOAR ..... -
[1.1.2] Orbital Utility Vehicle v1.2.4
linuxgurugamer replied to nli2work's topic in KSP1 Mod Releases
So. You think that a nuclear engine will need to be cooled after it is shut down. Interesting. Any ideas or suggestions ad to how much cooling will be needed after shutdown? And yes, I'm thinking of writing a small mod for this -
[1.1.2] Orbital Utility Vehicle v1.2.4
linuxgurugamer replied to nli2work's topic in KSP1 Mod Releases
Ummm, it's a tug, like a tugboat. It doesn't need more power, just like a real tugboat doesn't need to be able to cross the ocean. I don't think it needs to be tweakable. The engines are reasonably powered for their size. If you want to move more, add more engines and, my thought is that the tug is only meant to be used for short periods of time, not for long burns, especially not long burns at full power. I would assume they are solid core, and yes, the propellant would cool the core, but what if the core is hotter than the propellant can cool? -
Solved. For anyone who might be interested, it was simply a matter of disabling the collider: Collider m_Collider = obj.GetComponent<Collider>(); if (m_Collider != null) m_Collider.enabled = false;
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Off hand, it sounds like an extra dll somewhere, but it's odd that it only happens sometimes. But, I also noticed that you had multiple Inventory buttons there, which seems to indicate a deeper problem than a single extra dll. I didn't see anything odd in the log file. The Perform All Science may be from the All Y'All mod, but with all the mods you have installed, I'm not sure if there is another mod which does the same thing. I'll keep it in mind with future reports from other people.
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Ok, then I have no idea. I don't use SSTU, and when I loaded it, I looked into the config (briefly). Take a look at these pictures. The first two are normal, the third, fourth, and fifth are with the Engine Lighting Relit mod installed: The following three show the problem:
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I'm trying to create a pointer to be used to adjust a camera position. My problem is that when the pointer happens to be over a part, there are collisions, Here is the code: public static class UI { public static GameObject CreatePrimitive(PrimitiveType type, Color color, Vector3 scale, bool isActive, string name = "", string shader = "Diffuse") { GameObject obj = GameObject.CreatePrimitive(type); var renderer = obj.GetComponent<Renderer>(); renderer.material.color = color; obj.transform.localScale = scale; obj.SetActive(isActive); obj.name = name; renderer.material.shader = Shader.Find(shader); obj.layer = 10; return obj; } public static Color GetColorFromRgb(byte r, byte g, byte b, byte a = 255) { var c = new Color(r / 255f, g / 255f, b / 255f, a / 255f); return c; } } orientationPointer = UI.CreatePrimitive(PrimitiveType.Cylinder, orientColor, new Vector3(0.025f, 0.4f, 0.025f), false, "Orientation Pointer", TransShader); orientationPointer.SetActive(false); orientationPointer.transform.position = dcm._camera._moduleDockingNodeGameObject.transform.position; orientationPointer.transform.rotation = dcm._camera._moduleDockingNodeGameObject.transform.rotation; Vector3 v3 = dcm.cameraPosition; orientationPointer.transform.position += dcm._camera._moduleDockingNodeGameObject.transform.rotation * v3; orientationPointer.transform.rotation = dcm.vessel.transform.rotation; ; orientationPointer.transform.rotation *= Quaternion.LookRotation(dcm.cameraUp, dcm.cameraForward); orientationPointer.SetActive(showOrientationPointer); I'm guessing that the object being created somehow has colliders, and when set active they collide with the craft. How can I prevent this from happening? Just an FYI, the code is mostly taken from the NodeHelper mod. I'll add that when I first created it, the location was not correct and I saw the cylinder to the side, when I fixed the location, the vessel exploded. Thanks in advance