Jump to content

linuxgurugamer

Bug Hunter
  • Posts

    24,896
  • Joined

  • Last visited

Everything posted by linuxgurugamer

  1. I'll take a look at recompiling this later this evening
  2. Don't know. I just took a look at the LTech mod, a port is currently underway by someone else
  3. If he removed parts mod, and then started the game, when he tries to load the save the game itself will delete the ships due to the missing parts
  4. Since I don't really use RPM, I can't really say. Can you describe a test case I could do to set up and demonstrate this problem? Thanks
  5. I suppose that technically it could, but it's a scientific instrument, not a flight instrument. No offense, but I'm not going to do anything like this. My feeling is that something like this should be done in kOS
  6. If you send me your patch when completed, I'll include it in the new version I'm working on.
  7. Nope. I could, but won't. Smart Parts are meant to sense and react to specific things that can be sensed. What you are asking for is more in the line of kOS, it is more of an autopilot function than I want to provide in this. Sorry
  8. SmartParts has two new parts which aren't listed in the file KH_SSE_TweakScale.cfg file. You can fix this by adding the following to that file: @PART[km_smart_speed] { %MODULE[TweakScale] { type = free } } @PART[km_prox_sensor] { %MODULE[TweakScale] { type = free } }
  9. It's not a bug, just missing configs in Tweakscale. For now, create a .cfg file with the following: @PART[km_smart_speed] { %MODULE[TweakScale] { type = free } } @PART[km_prox_sensor] { %MODULE[TweakScale] { type = free } } and put it anywhere in the GameData directory
  10. You need to select a target before the range will be displayed
  11. Welcome to the Cheap and Cheerful Rocket Payload Challenge! (3.0 Ruleset Edition) This challenge is an offshoot from the older version by @Norcalplanner (http://forum.kerbalspaceprogram.com/index.php?/topic/130730-the-cheap-and-cheerful-rocket-payload-challenge-105) with his permission. It is very similar, but updated for 1.1.3 with the addition of rules to allow parts mods to be used. This challenge is designed to mimic a typical rocket launch in a career game, and I fully expect that some entries will be players showing off their existing lifter designs. The Challenge: Launch a payload into an 80 km orbit with a rocket at the lowest cost you can. The payload doesn't have to fully circularize - see the Orbital Height rule below for details. Scoring: Divide the cost of your lifter (in funds) by the mass of your payload (in tons). For example, a lifter which costs 30,000 funds and gets 20 tons into orbit would have a cost of 1,500 funds/ton. Lower is better. The Rules: KSP Version: 1.1.3 only, with stock stats and costs for all parts. The challenge will not end when 1.2 drops. However, unless there is no change to the physics, etc in 1.2, it will remain 1.1.3 only Payload: The payload must be at least 2.25 tons, and must detach from the lifter before scoring. The payload may contain electricity and a probe core. Reaction Wheels: 1.25 meter and 2.5 meter payloads may each have a single reaction wheel or manned capsule of that diameter. Because there is no stock 3.75 meter reaction wheel, 3.75 meter payloads may have two of the 2.5 meter reaction wheels. Lifter: The lifter must be vertically launched and use only LFO engines and/or SRBs. Staging: All staging must be accomplished with a decoupler, stack separator, or docking port. Decouplers and docking ports used for staging may not remain attached to the payload. Explosive staging is prohibited. Recovery: Not for this particular challenge. We're looking for Cheerful as well as Cheap. Parts: Stock parts only. One of the goals of this challenge is to showcase designs which anyone can recreate. You are allowed to use parts from a single mod only. Clarification: Stock is not considered to be a mod, so you may include stock parts as well. For example, KW Rocketry Redux, SpaceY, etc. for anything which contributes to the actual performance of the rocket. I will consider SpaceY Expanded to be used along with SpaceY, since it is packaged separately but is merely an expansion of the original. You may use other parts mods as well, to improve automation, for screenshots, etc. For example, Smart Parts is allowed and recommended, as is Hullcam VDS. Camera Focus Changer is useful for changing where the camera is pointing Mods: KER or MechJeb is recommended, as is Kerbal Joint Reinforcement. Immersion and information mods, including Editor Extensions, are all allowed. Anything besides KJR which alters physics (e.g. FAR) or parts (e.g. Tweakscale) is prohibited. Cheating: No editing of config files, infinite fuel, hacking gravity, or any other such tomfoolery. Autopilot: MechJeb or other autopilot ascent is fine. So is using Smart Parts. This is primarily a design challenge. Gravity Turn is also allowed Orbital Height: Achieving a full orbit is not required for this challenge, as it is intended to simulate launch of a payload which can complete circularization by itself. Score must be calculated when the payload Ap is a minimum of 80 km, Pe is a minimum of 1 m (i.e., you can see the Pe marker in map view), and altitude is at least 70 km. In other words, you can detach the payload from the lifter while still in the atmosphere, so long as the payload still meets the Ap/Pe criteria after it exits the atmosphere. Payload Special Rule: The payload may not contribute any thrust to meeting the above criteria, and the payload mass must remain constant from launch until after the lifter detaches. While the payload may contain an engine, using that engine is outside the scope of the challenge. In other words, if you can't bear to see your payload fall back into the atmosphere, you can include an engine in the payload, so long as you score your entry before firing up that engine. (This is intended to accommodate OCD/completionist/roleplaying types, and also allow people to enter existing craft they've used in a career save.) Regarding the Orbital Height and Payload Special Rules, they're encouraged to: a) encourage responsible launches (no Kessler syndome); b) encourage proper ascent profiles; and c) allow for more realistic use of lifters. C&C design is about practical rockets, and many rockets in both KSP and RL use an engine in the payload for final circularization. If all the above seems too complex, simply launch your payload to an 80 km orbit and then detach the lifter at that point - such an entry will still comply with the rules, and you're only giving up a few dozen m/s of delta V. Entry Requirements: Provide photos or a video showcasing your lifter design and launch. Be sure to include shots in the VAB showing the total rocket cost, and then the cost of just the payload; the difference is your lifter's cost. While not required, it would be helpful to upload your craft file to KerbalX and provide a link. Clearly show the final mass of the payload in orbit, after it's detached from the lifter, using KER, MechJeb, or the info button in map view, rounded off to two decimal places. Include a brief description of your design, either in your post or in the captions for the photos. Be sure to note any particular techniques or parts which are used in your design. Feel free to sell how wonderful it is on other criteria - low tech level requirements, limited part count, ease of piloting, or whatever else you like about your lifter. If you do upload to KerbalX, please provide all the information there as well (cut'n'paste would work). Calculate your own score as part of your entry. Divide the cost of your lifter (in funds) by the final mass of your payload (in tons). Round off to no more than two decimal places. If you are using a parts mod for lifter parts (engine, tank, SRB, etc), please be sure to mention that in the description of the entry, preferably in the title. Leaderboards: A single leaderboard will be kept for stock There will be a new leaderboard created for each different parts mod used for lifter parts On each leaderboard, the entry will be listed with notes to point out any key characteristics. If there's a clamor of interest to add recovery, or to establish weight classes, we'll cross that bridge when we get to it. You may enter multiple times. You can be listed on multiple leaderboards, but only one time on each leaderboard Advice: Please launch your craft during the daytime. Kerbal Joint Reinforcement is highly recommended for larger craft.If you're stuck for ideas, take a look at the older Rules of Thumb for Building Cheap and Cheerful Rockets. Stock Leaderboard GoSlash27 with 739.1 funds/ton KW Rocketry Redux Leaderboard maccollo with 544.5 funds/ton SpaceY Leaderboard Nefrums with 661 funds/ton Norcalplanner with 742.53 funds/ton Real Scale Boosters Leaderboard Norcalplanner with 436.45 funds/ton
  12. I added this suggestion as a Github issue: Save to folder inside current save Currently all saves are to the same folder. Add the ability to save to a folder inside the current save
  13. Actually, I needed someone to.modify an existing model. And if you've been around, you would know that I have quite a number of mods out, and also maintain a number of other mods. I needed help with the 3d, but can donly all the c# code myself. Anyway, someone offered and I was able to release the mod update.
  14. Each parts mod will have it's own leaderboard, so that anyone who wants to do Real Scale Boosters can do it against anyone else using the same mod. I am not going to mix mods together. After some thought, i think I will allow a single parts mod which adds rockets, tanks, boosters, etc. But will allow others which don't add rocket parts. This will allow cameras, science instruments, SmartParts, etc to be used.
  15. I opened an issue about the cloning problem on github: I found that the clone function is not working in certain circumstances. One which I was able to isolate: Start game after fresh install, create game, do single save, then clone. clone directory is created, but nothing done. I saw that the file GameData/S.A.V.E.dat was not created at this time
  16. I'm thinking of opening it up to parts mods, (only a single parts mod per entry), with Leaderboards for each parts mod (ie: KWRocketry, SpaceY, etc). As you said, it hasn't changed that much in capabilities, but the game itself has changed a bit, and this would also highlight some parts mods. I would also allow mechjeb (not counted as a parts mod), and SmartParts
  17. Has anyone thought to do a similar challenge, only for 1.1.3? If not, I have some ideas for that
  18. KRASH disables quicksave while the simulation is in progress. It is supposed to reenable the quicksave when the sim is complete. Log would be useful, thanks
  19. Just released 1.8.1, which includes the speedometer smart part. Took a while, need to get someone to make a model for it (he had just reused an existing one)
  20. For now, look in the config to see what's supported. Go to this: http://docuwiki-kspapi.rhcloud.com/#/classes and type in the search box FlightGlobals It's the best documentation around. If you find something which you'd like and isn't supported by KSPLogger, let me know and I'll update it.
  21. I see from your Github activity that you are working on updating this mod. Let me know if you need any help LGG
×
×
  • Create New...