

storm6436
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Everything posted by storm6436
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
storm6436 replied to IgorZ's topic in KSP1 Mod Releases
Mildly curious, are there any plans to include any containers larger than 3.75m -- asked primarily because I've gotten addicted to using SpaceY and my go-to size for my tug drones is 5m, corresponding with the fact my minmus fuel depot uses two 5m tanks for its primarily storage. It's not small. That said, I do want to thank you guys for what you've done, including the hopefully-still-upcoming 3.75m container. The number of times I've dorked up a station by forgetting a probe core or a docking port or a set of solar panels or ... well, I think you get the point Y'all have simultaneously saved me a lot of frustration with the game by allowing me to frustrate myself further attempting to tack-weld on 5m parts in orbit. And thank God for that, for the alternative is worse. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
storm6436 replied to stupid_chris's topic in KSP1 Mod Releases
I looked about to see if this was addressed anywhere, but would it be possible to get a 3.75m chute stack added at some point? Asking more for part-count's sake instead of "Oh this is so hard" kind of whining. The 7.5m SpaceY launch stage I used an hour ago looked hilarious with it's payload interstage stuffed with... somewhere around a dozen or more 2.5m stack chutes all set to max. Still managed to recover it, but it'd just be nice to only need half a billion instead of a billion stack chutes for when I go full Whackjob. -
Hah, IL side of St. Louis. I will say this much, it's weird going back to college in your 30s. Partially because it feels like you're in a room full of kids, partially because of the perspective difference between you, your fellow students, and your profs... and partially because of the feeling of missed opportunity, both prior for not doing this earlier... and future as going after a PhD would mean I'd be damn near 50 before I managed the degree. I guess I shouldn't grumble too much though... I wouldn't change anything I've done if given the chance to do it over again. I just wish there was more time.
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As someone who has done a bit of coding and herding cats on projects, I know this will likely elicit an eyeroll or a sarcastic "Yeah, thanks" but... really wish life would give me time to help out on the coding end, Magico. Sadly, I'm once again a college student, though this time working on an applied math/astrophysics dual major... and well, yeah. Do you like math? I mean, do you really, really like math? It sucks because I have neither the time, money, nor energy to really do much of anything other than class and sleep. At any rate, all I can really do is express my profound appreciation for the work you've done. KCT almost immediately found itself on the "I will not bother to play KSP without this mod" list. If you ever find yourself in the Midwest, I do, at the very least, owe you a suitable beverage of your choice.
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Also had my first explosion last night. Was on a slope near the minmus monolith, maybe 50m away. Bolted the experiment to the ground and when I mounted the plug to it, it 'sploded. Scared the hell out of me since I was maybe a meter or two from my already rather battered lander.
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Eh, would've been nice to get a rocket part revamp and a graphics update before cranking out DLC... Finish what you started instead of building on an unfinished foundation... *sigh*.
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Now if only "Here and Now" actually worked tolerably. Doesn't support dmagic experiments and it will kill warp on every biome change. One of the things I *loved* about Science Alert was the ability to tell it, "If there's more than X science available, kil warp and tell me, otherwise keep quiet." Still, getting by using Here and Now while gritting my teeth.
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If the dev thread is any indication, it's a combination of "A lot more complicated than initially bargained for due to the new upgrades system" and "Not enough time in the day" -- He's still working on it AFAIK. There is a dev version you can get from the dev thread that works pretty pretty well with the caveat that the parts inventory (and build time reduction it would get you) isn't implemented at all.
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Yeah, had the weird missing parts bit as well. Ended up having to go to the tech tree itself and purchase them there. Once that was done, they showed up in the VAB. Caveat: I've got a *heavily* modded install that throws a ton of exceptions but otherwise works "fine." Also play with part purchase enabled, so YMMV.
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Mun or Minmus (For orbital fuel refinery)
storm6436 replied to Squidiness's topic in KSP1 Discussion
Because complexity is largely not a limiting factor to space programs. Where you can go with the fuel you have is. A ship dropping from Minmusorbit to abuse the oberth effect has much more effective dV than an identical one burning from LKO. -
Problem isolated and fixed. PSA -- When creating new files in Windows, make sure you have Explorer set to show the entire file extension. As an old admin, this was always one of the first changes I made, but I guess for some reason when I did this Win10 box, I forgot to do it. As a result, what I thought was pork-replacer.cfg was really pork-replacer.cfg.txt, which is totally why nothing I put in there or changed did anything. Thanks, Windows
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Eh, since I've been having some small oddities show up, I'm going to do a fresh install and see if just the base game plus the overhall and cfg works. Should at least help me figure out which mods might be interfering. Just not looking forward to doing "Fly a tourist to X" missions all over again for funds =\ Would be nice if there was a central cache file with all the last round of patches MM made in it. ETA: Weird. Fresh install, only items in my gamedata is the revamp mod and modulemanager 2.7.4, and the old parts are all still there. I have to be doing something wrong here.
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Hey, minor question if you don't mind me asking here. Downloaded the mod, created the cfg using the data above, and started a new game... And the old parts are still there side-by-side the new. Any ideas on where I can look to figure out why?
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This problem is one of the reasons I decided to go for dual degrees in Applied Mathematics and Physics I originally started out in much the same position where your posts indicates you are... figuring out basic forces, a free body diagram, etc... but unfortunately basic kinematics isn't going to make life any simpler. I moved on from there to the idea of using just vector calc, given that for a given arbitrary orbit one must have be in a specific position with a specific velocity vector, say V2... then your initial launch vector is V1, where vertical and along the latitude axis is zero, but you inherit the velocity from the spin of the planet. This seemed a but more robust of a solution, at least in terms of initial planning since, well, arbitrary rocket and this then makes for arbitrary planets and launch positions. As it stands, I've been pondering if what I'm looking for in terms of an initial solution is not actually a differential equation, given that so many of the subfunctions are first or second derivations of the position function. But *shrug* I'm too busy with classes and my writing to work on it at the moment... and even if I did manage to hand-jam what appeared to be a functioning equation (to include figuring out how to model the drag correctly as you've noticed) I have no experience modding so I'd have to learn how to code it Ideally, I'd probably call it something like "Ground Control" and let folks do basic calcs like "*CAN* it get to orbit on its own?" (Note: That's not can *I* get it to orbit. :P), toss in a 'Can display a target pip on the Navball for where you should be pointing" and some other informational stuff for folks who want it less easy mode.... but generally speaking, this is just a far more complex version of "You have an oil rig at position (x1,y2) and your pumping station is at (x2,y2) what is the best path to place the oil pipeline to minimize the cost of construction.
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I've been looking at attempting to create a mod that does just this for arbitrary rockets and initial orbitd for a while. I keep getting distracted by the math and physics classes I'm taking for the degrees I'm pursuing.
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Kerbal Construction Time/StageRecovery Dev Thread
storm6436 replied to magico13's topic in KSP1 Mod Development
So, I know the primary push is to get this squared away for1.2 ... one thing that occurred to me as I was playing KSP to decompress from a Diff-EQ exam: would it be possible to have a Fill option that fills with just tourists? -
Oddly enough, what brought me to this post was DMagic's post. I was lurking about updating all my mods the day after 1.2 dropped and couldn't remember which mod a set of folders were other than something DMagic did... found their post in this thread and went "SQUEE!!" since I'd never heard of it before and it covers one of the topics I poked DMagic over months (years?) ago. Made my day, in fact. As I just said in the KCT dev thread, I wish I had more coding experience, then I could offer to help and feel like I'd actually be helping and not holding people back. Hell, I wish I'd won the lottery then I could have enough time to figure all this stuff out. Seriously, great idea folks. I hope this mod keeps going places.
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Kerbal Construction Time/StageRecovery Dev Thread
storm6436 replied to magico13's topic in KSP1 Mod Development
Wish I knew more about C# to help with the coding. Unfortunately, my day job was finding security vulnerabilities, not writing new code. The extent of my debugging experience is all C++ and PHP... and even then that's mostly finding missing ";" and syntax errors -
Kerbal Construction Time/StageRecovery Dev Thread
storm6436 replied to magico13's topic in KSP1 Mod Development
Curses! 2-3 hours magically vanish and I realize I'm tired because it's 0100... Noticed something odd, and didn't see it mentioned in the last few pages. Too tired to aggressively narrow it down tonight, but will follow up tomorrow once I'm done with chem and diff-EQ homework, but: 1. Rollback a rocket. 2. Immediately scrap it. *whistles innocently* This appears to "crash" the KCT UI, causing the sub-menus to show up blank. I had a building upgrade request pending, so I used KAC to warp to completion which cleared the null menu issue. I know I've done similar in previous versions and not seen this behavior. -
Kerbal Construction Time/StageRecovery Dev Thread
storm6436 replied to magico13's topic in KSP1 Mod Development
Ugh. So yeah, going to chalk this up to HTTP 500: Insufficient Coffee. Went back and read the last few pages again and made a connection I'd missed. Fired up KSP to confirm and... yup. Get the error on initial new-game load, but quitting and resuming makes that go away and then everything works. *hangs-head in shame* I think I might have to turn in my IT guy card for that one. My bad. Well, hopefully if that hasn't been narrowed down this helps. I'm guessing it's looking for save-specific data that doesn't exist yet, since that data gets written on save/exit, not creation? -
Kerbal Construction Time/StageRecovery Dev Thread
storm6436 replied to magico13's topic in KSP1 Mod Development
I'm going to assume I'm failing the 10% rule (ie. one must be at least 10% smarter than the object one is attempting to manipulate) as I've been unable to get the dev version to work at all. Serious error bit and UI elements semi-functional (toolbar icon shows up and toggled main VAB, etc UI but sub-elements are null. After a little frustration I figured was doing it wrong and wiped the KCT folder and the /gamedata/magicore.dll, grabbed the starter kit from a page or two back that Jeffry posted. I decompressed that into my gamedata folder, no joy. Then shuffled every last mod but KCT, module manager, and some world flags off to a temp folder just in case... no change in symptoms. TL;DR on the output log, first errors show up as: AssemblyLoader: Exception loading 'KerbalConstructionTime': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Followed by multiple pages of essentially the same thing as: System.TypeLoadException: Could not load type 'KerbalConstructionTime.KCT_BuildListVessel' from assembly 'KerbalConstructionTime, Version=1.3.4.0, Culture=neutral, PublicKeyToken=null'. Doubt it would be worth it to upload the whole thing to dropbox since I didn't see anything else freaking out. I.e. All Error and Exception tags belong to KCT. I'm assuming I'm still messing something up here, since that read to me like it's trying to import data from a non-existent file... But I'm just an old network engineer/infosec guy, not a dev so I could be wrong there. Other details: Win10 KSP 64-bit Prior to isolation I had 29 mods, probably about 1500 patches worth No contract configurator yet though. Been lazy, pulled that to my "need to update" folder and haven't bothered yet. Any ideas what sort of ID-10-T or PEBKAC error I've wandered into? -
What's going to happen to the Rocket Part Revamp?
storm6436 replied to Temeter's topic in KSP1 Discussion
Honestly, out of all the brouhaha... This is the first question I really want answered. Don't get me wrong, I liked the new plane parts, but I don't do a lot of spaceplane design... And I was really looking forward to a rocket revamp of the same degree. When it comes to the smaller parts, I've been using much the same parts since... Before there was a Mun. What little I've had time to see of the "new" parts had me very happy and I'll be quite cross if this just gets dropped. For the curious, the second and only other real question I'd like answered is "What about the graphics revamp for 1.3?" -
*shrug* It's one of the harder things to wrap your head around... If one gets it out of the way early, it makes the rest of the game that much easier.
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While it's an echo what many have said: the easiest way to get good is to get a copy of Kerbal Engineer Redux. One of the subway delta-V maps is another near-must if you're wanting to speed things along a bit. Armed with both of those, you'll have automated some of the most tedious calculations and obtained some of the more tiring basic knowledge gained through trial-error (or more calculations if one knows enough orbital mechanics.) Step two then becomes practice. Fiddle with your rocket building to optimize delta-V while minimizing waste... Step three is pilot practice. One should understand that the dV map isn't a promise. If it says 3200dV to Kerbin orbit, that presumes a certain efficiency in your launch profile... Which will vary by craft. Not everyone can reliably make it up there for the map dV cost. In fact, needing a little extra isn't a condemnation of your skill (or lack thereof), as it is only a reminder there's a little more efficiency left you haven't found. And has been said, once you get to orbit, you're the majority of the way to anywhere in the solar system. The first step is arguably the hardest... Followed by not involuntarily lithobraking. Good luck and have fun. Edited to add: I started off doing nothing but trial and error back in... Well, I don't remember how long I've been playing other than it was before any other bodies were added It's possible you prefer trial and error... I did for the longest time until I got frustrated with getting nowhere and started looking up how NASA actually does this stuff. Entirely possible that's not the route for you. As for me, when I went back to college at 37 to finish my degree... KSP is why I decided to go for a degree in Applied Math and a second one in Physics.