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Everything posted by MatterBeam
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Limited Fuel at KSC option for Sandbox
MatterBeam replied to roguelycan's topic in KSP1 Mods Discussions
I had an idea of resource-limiting the player for my Career Mod (see link in sig), but honestly, I think your idea is actually better. -
Hello. I was wondering if it were possible to have parts inside a cargo bay or fairing be 'hidden' from physics calculations. For example, imagine I have a 150 part shuttle. 100 parts belong to the shuttle. 50 parts belong to the cargo bay payload. How do I write a mod that prevents physics calculations from being applied to those 50 'hidden' parts? Basically, the craft, in the eyes of the game, becomes a 100 part craft, with the entire cargo bay contents being just 1 physics-less part. When the cargobay opens, it revenrts to being calculated as 150 parts. One phenomenon you may see is very long payloads swaying inside long fairings. Can the same as above be applied here?
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[WIP] Mining and Processing Extension [KIMP] resumed
MatterBeam replied to riocrokite's topic in KSP1 Mod Development
Impressive! However, I don't understand why I would need extension pipes? What mechanic would require you to dig deeper? -
One of the key points of my mod would be to prevent the 'kerbal past anything difficult' by limiting pilot skills.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
MatterBeam replied to ferram4's topic in KSP1 Mod Releases
Jet engines have both an Atmosphere curve and a Velocity curve. velCurve { key = 0 1 0 -0.125804 key = 0.2 0.98 0 0 key = 0.6 1 0.2399533 0.2399533 key = 1.05 1.167 0.5409369 0.5409369 key = 1.67 1.46 0 0 key = 2.1 1 -3.49991 -3.49991 key = 2.278022 0.496117 -3.164169 -3.164169 key = 2.5 0 0.004306508 0 } atmCurve { key = 0 0 0 0 key = 0.15 0.2 2.448394 2.448394 key = 0.5 0.6 0.5020669 0.5020669 key = 1 1 1.047895 0 } In essence, even if everything goes correctly, an atmospheric pressure of 0.15 drops your thrust to 20% of maximum. Going at Mach 2.27 drops you thrust to 49% of maximum. Going at Mach 2.27 at an altitude where pressure is 0.15 gives you about 10% of the thrust you had at ground level. Can I add this to my sig?- 14,073 replies
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- aerodynamics
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The problem is that you can't have early game probes AND RemoteTech at the same time, unless you go to unusal lengths to set up a communications constellation with low tier parts *shudder*
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This is perfect.
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
MatterBeam replied to KospY's topic in KSP1 Mod Releases
In my experience, it has a near-zero memory overhead. The EVA tools have their own separate tab in the parts list. The only other parts are containers, of which there are two. -
If you're exploring a planet for science, you're best off using a manned ship. If you're doing multiple landings with drones, like in setting up a colony, it is best to start off by placing a large probe core RC-L01 Remote guidance unit on a ship with 6+ kerbals. This becomes a Remote Control center with zero communications delay to probes around the planet the RCC is orbiting.
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If I do this, will it break everything in my long-term career when I upgrade to the 'release' version of RSS?
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Can you post some sort of pre-release version with just a single, generic message for all experiments?
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KSP Interstellar Extended Continued Development Thread
MatterBeam replied to FreeThinker's topic in KSP1 Mod Development
Thanks! Any word of the Heat to WasteHeat conversion mod? I ask because Nertea is finalizing his HeatControl mod, and I'd like to use both Near Future Electrical and Interstellar's reactors with the same heating mechanics (KSPI radiators for NF-E reactors and vice versa). -
[WIP] Nert's Dev Thread - Current: various updates
MatterBeam replied to Nertea's topic in KSP1 Mod Development
Wow Nertea, you're like the superhuman blend of hard work and talent. Sorry if it might sound indiscreet, but how are things holding up on the financial end? I see you have a Donate button, but there's been little discussion of it. -
What kind of work is involved? Can you just copy/paste a list of planet names and set a flat-rate science multiplier?
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Convincing enough. Will install. Sorry if my answer is short compared to yours. Many times I write several paragraphs to explain something I'm passionate about, like on reddit, and feel cheated when I get no response or a very small one. Rest assured, I read all of it. Speaking of computer performance, can I suggest a mod here or would you prefer a different channel?
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Oh, that goes into the actual coding inside the MM patches. I only wanted to know how to make existing MM patches work. No idea how to edit action menus. You might ask in the Add-On development thread. Helpful bunch there.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
MatterBeam replied to ferram4's topic in KSP1 Mod Releases
I've had a related bug recently where parts that were inside a fairing or cargo bay remain locked after being released from the fairing or cargobay. They are physics-less and you cannot extend their antennae or solar panels. However, saving and quickloading corrects the problem.- 14,073 replies
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I think that's more the domain of a save editor.
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I checked and yes, Earth and Moon. In terms of development, how much can be carried over from the 0.90 version of RSS?
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The first patches of procedural parts fuel tanks had an issue where they did not voxelize properly, and procedural wings from B9 still have weird aerodynamic behaviour, so now I ask this question for every single part mod.
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KSP Interstellar Extended Continued Development Thread
MatterBeam replied to FreeThinker's topic in KSP1 Mod Development
KSP Boris has all the part models and textures, KSPI-Extended is just config files and settings, so you need both. I've never had a problem with parts not appearing. Have you tried sandbox mode? Have you installed Techmanager? -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
MatterBeam replied to ferram4's topic in KSP1 Mod Releases
Currently have this: I'll try different tails. Currently, it's four stock tail fins.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
MatterBeam replied to ferram4's topic in KSP1 Mod Releases
My experience is that planes that reach the upper atmosphere (exit High Dynamic pressure altitudes) and start reaching Mach 3 velocity tend to yaw right/left for no reason at all. The SAS doesn't even compensate for this?! I have to manually tap the A/D buttons to keep it on track. The only solution I have found for this behaviour is to pitch the plane down, so that is flies nearly level (usually I set planes at 20 degrees from horizontal and just let it accelerate until engine thrust starts dropping under 1 and switch to rockets).- 14,073 replies
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- aerodynamics
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KSP Interstellar Extended Continued Development Thread
MatterBeam replied to FreeThinker's topic in KSP1 Mod Development
How is this done? Can it be applied to all parts with a FINAL MM patch?