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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. The Space X launch went off well this morning. So I'm sure that SpaceX is also battening down the hatches in preparation for the storm.
  2. Find a file sharing site and upload your log file. Do not embed log files in posts ,it makes things very difficult for everybody.
  3. Your correct, and I just fixed it. Now the cost is linear, but the mass is exponential (ie: squared)
  4. @NESD I've fixed the CKAN entry for this, waiting for it to get merged. In the meantime, it would be nice if you could add a .version file so that AVC can keep players updated about new versions Feel free to contact me if you have any questions about it
  5. I've recently been working on my first SSTO. Now, it's not your everyday SSTO. This one is tiny. And, it's an open-cockpit SSTO, not something you see everyday. So this got me to thinking, what's the smallest SSTO that you can make which takes off from the runway, horizontaly, with wings, which can get to orbit, and then return safely. So here is the challenge: Make the smallest winged, wheeled, SSTO that you can, get it to orbit and then return. Rules: Stock engines must be used Tweakscale can be used to make parts SMALLER, not bigger, except for crewed parts. Crewed parts cannot be made smaller Stockalike mods are allowed (ie: the open cockpit is from the MK-1 Stockalike Open Cockpit mod). No parts can be jettisoned. No solid fuel rockets. At least one kerbal MUST be on the vessel. More if you like The craft may not lose any parts in flight, no decoupling allowed. The craft must lift off horizontally, reach orbit (PE > 70,000m) and land intact (on Kerbin) ready for 'refuelling'. All fuel tanks, wings (ie lift generators & aerodynamic environments) and engine parts must be stock, for fairness. Autopilot mods are allowed No cheats, such as increasing the amount of fuel in a part using a MM script, etc. If you have a question as to whether something is a "cheat", then it probably is, but feel free to ask. Scoring Smallest ship (by weight, weight info required). Minimalist record. Largest ship (by weight, weight info required). Maximalist record. Score = PassengerModifier * (cost / (wetMass^2) * ScoreModifier wetMass is the mass of the vessel with a full fuel load in ktons Score Modifiers The landing modifiers are exclusive of each other PassengerModifier = 1 if only one crew, if more than one crew, then the PassengerModifier = (#passengers - 1)*5 ScoreModifier +1 for each minute of full-powered flight after reentry. Note that powered flight does not mean straight and level, the powered flight can be used to extend a glide If you use 1/2 power, then +0.5 for each minute of 1/2 powered flight +10 if you land it back at KSP under power +5 if you land it back at KSP under power, but damage the plane on landing +5 if you land it back at KSP with parachutes So, if you reenter too far from the space center, but still have fuel, turn on the engines and fly for as long as possible. For example, the ship that I show above has the following: Cost: 24082 Mass: 13937 Crew: 1 Flew for 12 minutes under power after reentry Landed at KSP with parachutes So, plugging in the numbers: Final score: 1 * 24082 / (13.937^2) * (12 + 5) = 2107 The entries must have: A craft name (Untitled Space Craft is not allowed) and a brief description. Craft file uploaded to KerbalX (or shared via link) Images of all relevants phases of the flight Calculated score (to 4 decimal places, please)
  6. to warp while under acceleration, you need to hold down the ALT (or modifier) key, are you doing that ?
  7. The Nuclear Turbo Jet in Spacetux Industries Recycled parts works great at higher atmospheres
  8. If there is anybody who is good with HTML and would like to help, please contact me.
  9. Eould it be necessary to dtart a new career if there aren't any spacecraft in orbit or any missions underway?
  10. I'm approaching the finish line :-) Need to finish up the Quick Export, and polish up the help screen text. Not ready yet, but here is a teaser: Added collapse of display when one of the followiing fields are sorted: VesselID, VesselName, MainBody Added Questionmark icon in upper left of window, it opens the intro/help window when clicked Added Quick Export Added delete button ( to delete all selected rows)
  11. Ok, there were two problems, one mine and one yours. The names of the files MUST MATCH THE NAME OF THE PATCH. I've updated the documentation to reflect that. The other problem had to do with multiple exclusive patches, fixed in the new release: New release, 0.0.6: Fixed problem when there were multiple exclusions in a single mod Updated documentation regarding filename of patch Try this again, please, let me know if it's ok.
  12. I think I know what's wrong, but it would help if you could zip up everything which you did for Patchmanager, rather than my having to recreate it all. Thanks
  13. The exclusions refer to other patches, not mods. So it appears that you have them set up correctly. I'll take a look this evening and get back to you
  14. I was actually thinking about the F-18, F-16, and F-16, and the F-22. The F-35 doesn't have that performance, it trades it off for stealth, maneuverability, etc
  15. Something is wrong, the log is filled with NullReference exceptions. Did you do this with a new game, or an existing one? also, assuming this is an existing game, did you ever have Tweakscale installed? You are missing another mod: Module ModuleTweakableReactionWheel threw during OnStart: System.IO.FileNotFoundException: Could not load file or assembly 'ToadicusTools, Version=0.22.1.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. File name: 'ToadicusTools, Version=0.22.1.0, Culture=neutral, PublicKeyToken=null' at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 Find and install Toadicus Tools, that should solve your problem
  16. New release, 0.5.24: Added default starting altitude setting, one for planets with atmosphere, one for planets without atmosphere
  17. You are missing an option: installedWithMod = true This is needed to tell PatchManager that this patch is active when the mod is installed. Remove it from the PluginData, leave the patch in the ActiveMMPatches directory, and put this line into the patch description. I just updated the OP with this. This was a late addition, sorry I didn't get the OP updated.
  18. I've opened a github issue, will look at this tonite. Can you send me the PatchManager files (or add them to the issue on Github here: https://github.com/linuxgurugamer/PatchManager/issues/2) so I can test it? Re. the OP, I'll get that updated as well Thanks
  19. Is this the most current set of instructions for creating new KSPedia pages?
  20. I'm not sure what you are looking at. I just looked: the Event Capture Settings button brings up the image of the Event Capture settings The Event Pause settings button brings up the image of the Event Pause settings The Event Screenshot Settings brings up the image of the Event Screenshot The three images look similar, please double-check. Regarding an earlier suggestion, I've added a help button (in the form of a questionmark) to the main window, which will bring up the intro/help window again. I haven't looked into KSPedia yet, it is for the future. This window was originally a simple window to tell people to GO TO THE SETTINGS. It's now expanded into a much fuller set of help screens
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