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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. New release, 0.1.6.4 Renamed install directory to avoid loading issues No code changes
  2. And output log is here: https://www.dropbox.com/s/tx9b5488fm86li8/output_log Limited Test.txt?dl=0 Your imgur isn't displaying Your problem is this: [KSP Version]: 1.3.1.1891 (WindowsPlayer x64) (x64) en-us ============================== The current version is for 1.4.x only, you are trying to use it in 1.3.1, it won't work
  3. One more question. In the SCANsat module: MODULE { name = SCANsat sensorType = 2 //2^1 fov = 2 min_alt = 5000 max_alt = 800000 best_alt = 750000 scanName = SAR animationName = Antenna RESOURCE { name = ElectricCharge rate = 1.5 } } is the animationName a deployment animation, or a continuing animation while the scan is in progress? Edit: I did some tests, and it appears to be a deployment animation. However, I came across a small problem: I had a module which deployed the animation first, and then I tried the scan. But if the scan is has the animationName specified, the animation snaps back to the closed position and then slowly deploys as expected. Is there any way to be able to leave it deployed if it already is? Edit 2: What I'd like to do is to be able to have it deploy and stay deployed, and then be able to do scans. I would like to prevent it from being retracted, if possible.
  4. No problem. I was running out of time when I released this, so forgot to list the dependencies AND forgot to update CKAN. Both done now
  5. Not neat a computer right now, but make sure you have the latest versions of the dependencies
  6. Not silly, just repetitive. I don’t have a clue as to what’s wrong, but I hope to be able to look into this next week. Just working on some adopyions, enhancements and bug fixes.
  7. Did you install the dependencies? Also, this version is only for 1.4.* If you did install the dependencies, the. I’ll need a log file
  8. It only shows destinations which are active beacons. Is it possible that you didn't activate a beacon, or that a beacon ran out of power?
  9. Clear the cache and try again Do you have IFS installed? First, it isn’t repeating, it is opening and then closing. second, I haven’t seen that before, Imwould need to see a log file
  10. The Inline Ballutes are only parts, I dont see any way a parts only mod can cause problems like those. Interesting about KAS though.
  11. Turned out that the relay antenna could also receive, so that mod wasn't needed. Post a link to a log file, and I'll take a look. I'll have to take a look, not sure if there is a solution. No chance for firespitter, sorry, although you could try to use it. IFS is a superset of FS, so maybe just replacing the module names would suffice Edit: I just tried, and I was able to install both ConfigurableContainers and IFS using CKAN, so what's your issue? This was on a 1.4 game.
  12. user @riocrokite made a very nice mod based on real technology called Inline Ballutes, a cross between a balloon and a parachute. Original thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/121162-130-inline-ballutes-ib-v128-30052017/& Inline Ballutes Slow down your rocket in an upper atmosphere. Ballute = parachute + baloon = an alternative to a heatshield. Sample usage: Duna aerocapture and aerobraking, Kerbin reentry for reusable stages etc. Dependencies: Using stock aero = none. Using FAR Module Manager by Sarbian RealChute by stupid_chris Installation & License: Source: https://github.com/linuxgurugamer/InlineBallutes Download: https://github.com/linuxgurugamer/InlineBallutes/releases License: CC-4.0-BY-NC-SA Available via CKAN as well Suggested mods: RealChute by stupid_chris - especially when with FAR aerodynamics. Config for RealChute is already included in the mod. RealHeat by NathanKell - brings the shock heat in the upper atmosphere to more realistic levels. Recommended especially for people that use Kerbol rescale mods (i.e. kscale2 / 64k). Credits: Riocrokite - models, config Enceos - textures, testing, config ABZB - MM patch for RealChute FAQ: Is it even a real technology? Yes, you can read about this technology here [pdf] and here [pdf]. How to use it? Get into upper thin atmosphere (i.e. Duna, Kerbin or Laythe). Deploy it. Initially deceleration is marginal (depending on your vessel speed and mass) but it picks up quickly when you lower your altitude. You can repack it like a normal parachute if you plan multiple orbital decelerations Can I use it instead of a parachute? Rather not. Ballute drag is 4+ times lower than parachute. And then it's much heavier due to used material and shape (Zylon instead of Nylon). However since it's inline version you can use it complementary to parachute. Ballute is also great for semi-powered landing when you just need to use engines just above the surface for the final slowdown. How efficient are ballutes / how heavy rocket can be slowed down efficiently? The higher mass of the rocket the less efficient ballute is (just like a parachute). Ballute size (mass) - should work best for: - 1.25m (0.8t) - up to 20t vessel - 2.5 m (1.5t) - up to 40t vessel - 3.75m (2.75t) - up to 80t vessel - 5m (4.1t) - up to 120t vessel It is better than a heatshield? Depending on scenario it can be better than a heatshield. Shields usually have small diameter thus requiring ship to be slim and tall. With ballute you slow down in higher atmosphere when there's not much heat, thus you can have more broad vessel design. Also ballute slows you down quite effectively in thin atmosphere (i.e. above surface of Duna) whereas a heatshield doesn't have enough area to do this. There might be scenarios when you need both ballute and heatshield for optimal effect decelerating from high interplanetary speed). How it works with stock aero? Can I use it with FAR? Stock aerodynamics: In current version (1.0.5) aerobraking and aerocapture are quite effective, deceleration forces can reach 9g before a ballute breaks so watch out. However for extreme deceleration you'll also need a heatshield, otherwise the tip of your craft will melt Duna - interplanetary deceleration possible (+) Kerbin - interplanetary deceleration possible (+) Jool - it works great for even substantial deceleration thanks to reworked (much thinner) upper atmosphere in 1.0.5, it's best to aim at 170-180k m periapsis.(++) Laythe - only medium deceleration allowed due to very compressed atmosphere (starts at 50km) which gets thick very quickly so watch out.(+/-) Eve - limited deceleration due to thick atmosphere, should work for orbital deceleration, much less for interplanetary speeds(+/-). You can modify sensitivity of parachutes by modifying skinMaxTemp. You can modify drag (deceleration) values by changing deployed area. Tested max deceleration before breaking: about 9g. FAR (+RealChute) 1.0.5 aerodynamics: For FAR aerodynamics you need to install RealChute mod, otherwise FAR is overwritting parachute module with RealChuteLite module which has constant (and very low parachute-like) values. In other word ballutes with FAR won't work without RealChute. Current aerodynamics puts at least 10x more heat in upper atmosphere for ballutes than for parts so I couldn't balance it realistically so I just put unrealistic magic numbers (like 1m K max temperature) so it can behave similarly to stock. Deceleration scenarios: look above, one difference being that ballutes drag under FAR/RealChute is a bit lower than in stock (a little step towards realism;)). Tested max deceleration before breaking: about 4g. What about kscale2 or 64k mods compatibility? You probably want to install both RealChute and RealHeat mods by NathanKell since orbital/interplanetary speeds are much higher in those mods.
  13. It should be possible, but I haven't yet officially readopted this mod.
  14. New release, 0.2.1.3: Removed check for ToolbarController Fixed nullref when loading vessel in Editor More optimizations of loops, putting the Count() at the first and decrementing, eliminates the need to recalculate the count every loop Moved all calculations out of the Update() and FixedUpdate() methods into a CoRoutine Added following functionality: Drives have a resource in the game and a value However much EC was used for the jump, that much of the additional resource would be used also. For example, if the line jumpResourceDef = ExoticMatter, 0.05 was added to the drive config and 400EC was used for the jump, then 20 Exotic Matter would also be used. Added new field to support this: jumpResourceDef = ExoticMatter, 0.10 Added new setting for initial horizontal window position Fixed exploding the parts of the vessel in a failed jump (was getting issue with a foreach having entries removed)
  15. New release, 0.5.1 Sets the selected template from the file instead of using hard-coded version Added method to save selected default template Added method to read selected default template Added code to only use launchNumbers if no blocNumber in selected template Added additional templates This both fixes the bug reported by @KaiserSoze, and added the enhancement requested by @AVaughan
  16. I see. Ok, slight bug, I'll get it fixed, but may take a few days. It assumes that the default template is never changed. I'll have to change that, as well as putting in a way to save your preferred template.
  17. I've adopted this mod, please move all converstions to this new thread:
  18. Originally written by forum user @Derrey, original thread here: https://forum.kerbalspaceprogram.com/index.php?/topic/146984-12-experimenttracker/& Adopted with @Derrey's ok. The new version for KSP 1.4.1x has new dependencies New Dependencies Click Through Blocker ToolbarController CKAN has been updated to install the dependencies, if needed. ExperimentTracker Made by Derrey This mod lists all experiments and helps to deploy them fast and easy. Availability Source: https://github.com/linuxgurugamer/ExperimentTracker/ Download: https://spacedock.info/mod/1858/Experiment Tracker License: Apache How do I use the ExperimentTracker? This mod adds a button to the flight scene. When active, a GUI is shown which lists all science experiments that can be deployed. You can deploy an experiment by simply clicking on it. Finished experiments can also be reviewed (left click) and resetted (right click). When inactive, the GUI is not shown and the button indicates whether there are experiments (yellow) or not (red). A click on "Info" toggles a GUI which shows some informations about the current biome, etc. Mod compatibility This mod should be compatible with every science mod that uses the standard ModuleScienceExperiment interface or DMModuleScienceAnimate from DMagic. Tested compatibility: Universal Storage Orbital Science For KSP 1.1.3 download the mod here. How to install: Download the .zip file. Unpack the .zip file. Copy the GameData/ExperimentTracker folder to your KSP installations GameData/ folder.
  19. I hope to have a release for 1.4.x sometime next week
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