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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Speaking as the one maintaining KW, this is what would need to be done: Put the community fixes into a place where they are available, either Spacedock, Github or both Create a .netkan file for the fixes. The netkan would require the HGR as a dependency using a "depends" stanza Then, when installing the community fixes, HGR would get installed automatically. I would be willing to help if there is an interest. There is an issue with the fact that HGR is listed as version 1.0.2 on Spacedock, but it is solvable, I might need to reach out to the CKAN people for some help with that. FYI, the original KW fixes have been rolled together with KW to be a new release: KWRocketryRedux. Too bad @Orionkermin isn't around to give permission for that to be done with this as well.
  2. That answers most of it. Where did the values come from? I saw that for all three heat shields the values were the same, the only difference I saw was the ablator resource amounts. So, if two parts have the same amount of ablator, but (for example) one is twice as large as the other, wouldn't the ablator be thinner on the larger one? And wouldn't it erode faster? How is that taken into account? Thanks
  3. Make sure you are using this dll: https://www.dropbox.com/s/0gax9mtrnvnjyx8/ExceptionDetector-2.zip?dl=0 for the ctrl-f2, it's an unofficial change
  4. I'll work on it, I opened a github issue to track it. Thanks for the report
  5. I've been trying to get your auto-generated netkan file working, and it's failing. It would help if you made the following small changes to your mod: 1. Use a standard versioning system, consisting of 3 numbers: 0.1.0 for example 2. Use the KSP-AVC website to generate a .version file and include that in your mod. Don't forget to keep it up-to-date as you make new releases Thanks
  6. I'm not sure it's broken. Remember, the collect science, probably means to collect science for ALL experiments on board. I look forward to seeing your data
  7. @NathanKell Can you explain what these values are? What is "e"? I see the following in one of the heat shields, but don't understand it: MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 }
  8. Read back a page or so, the work for 1.1.3 is actively underway
  9. KCT sims are being depreciated in favor of KRASH Why? what is better about the KCT sims than KRASH?
  10. Ok. Would have been nice to have the save file before you completed, would have been useful. Also the log file. so now I don' t know if the contract required all science experiments to be collected (probably) or just some. I'm pretty sure that it requires that all science experiments be completed, not just some.
  11. I believe there is a way to do that with Steam as well. You would need to go onto the properties
  12. umm, can you repy with something other than just quoting me?
  13. Can you explain? Was the "collect science at 4" one of the tasks, if so, then the "4" was a location. What is "tree"? Thanks
  14. No luck, I put that config in where you told me to and the engines are still in the Fuel Tanks tab. EDIT: Just wanted to add that @undercoveryankee config did work. Ok, I wasn't sure if the "or" would work. I was going to include that in KW, so I'll include the following in KW instead: @PART[*]:HAS[#category[0],@MODULE[ModuleEnginesRF]]:FINAL { @category = Engine } @PART[*]:HAS[#category[0],@MODULE[ModuleEnginesFX]]:FINAL { @category = Engine } At least until RF includes the one with ModuleEnginesRF. Please try this, it should work. This should work both with and without RF installed. @CoriW Thanks for testing @undercoveryankee Thanks for the research and the original config you put up
  15. There will be a new thread, soon. For now, I released it on github and spacedock. In what I released, the firespitter plugin is current. The BahaAnimationsModules are recent and compiled for 1.1.3 Regarding changelog, I actually didn't change anything, yet, other than updating the plugins and testing. You can get the release here: http://spacedock.info/mod/836/QuizTechAeroPackContinued
  16. That sounds easy enough for me to add to the current KW Ok, for now, for KW, try adding this to a file: Gamedata\KWRocketry\KWCommunityFixes\KW-engine-cat.cfg @PART[*]:HAS[#category[0],@MODULE[ModuleEnginesFX]|@MODULE[ModuleEnginesRF]]:FINAL { @category = Engine } Since I don't use RF, please try this out and let me know how it works.
  17. Since @MrHappyFace said he was still continuing with this, I'll defer to him for any fixes
  18. I created a ship which is available here: https://kerbalx.com/crafts/15338/edit Mods used for this test were: HyperEdit MechJeb Mechjeb for All KW Rocketry Redux Kerbal Alarm Clock Picture below. The main stage has two tanks. The FT-400 is disabled, is used merely to add mass to the vessel The ship is two stages. I did the following steps for each of the tests below: Use HyperEdit to get orbit to 1Mm altitude Use MechJeb SmartASS to point Retrograde F5 to save The following steps are repeated for each test: Use MechJeb Maneuver Planner to drop orbit to test Pe Once maneuver is complete, decouple (decouple force is set to 0 to avoid any impact to the Pe) Switch to tug section, use RCS to back away from main test stage Use KAC to warp to 1 minute before Pe Use MechJeb SmartASS to point Prograde Pause at Pe -5, record speed At Pe, engage engine When tank is empty, record Ap F9 to return to test start, ready for next test Very interesting And here are the results: Orbital start: 1,000,000m Tug used to drop Pe, which then disengages with 0 force Total Dv: 323 Pe (km) Speed at Pe (m/sec) Final Ap (Mm) 70.095 2725.7 4.38876 94.985 2661.7 4.33023 104.999 2637 4.30865 125.003 2589.2 4.26857 175.033 2477.7 4.18364 249.998 2329.5 4.08814 349.995 2159.9 4.00367 500.003 1950.7 3.93731
  19. Is there a way to have multiple filters active? For example, I want to see all 1.25m Engines
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