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stevehead

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Everything posted by stevehead

  1. Well, that's an atypical design when your payload is as wide as the main stack + boosters... very Kerbalish .
  2. Hopefully that will change since the game as been officially released and the mod makers can piece together exactly what everything does in the API without worrying too much about significant changes. This is about the best I know of, and I assume what you have been using: XML Documentation for the KSP API, which is community built. There is still a lot of class fields/properties and methods that have zero documentation, and a lot classes are straight up missing. I also don't think its been updated since the introduction of the ApplicationLauncher code. Maybe once the dust settles with the 1.0 release, Squad may release an official modding API documentation that stays up to date with each release.
  3. Same exact thing here. It may be tweakable everything freaking out over the proc fairing's part modules or GUI for some reason? My initial guess.
  4. The Delta IV Heavy was designed the way it is because it is cheaper to just strap on two Delta common booster cores than to design a completely new rocket with the costs of extra manufacturing and different logistics for transportation and launch preparations... that is why ULA went with a modular design. From a pure fuel economy standpoint, it is more efficient to grow your rocket stages upwards than outwards and only grow outwards if you don't have the hardware to do the former. Every time you add stacks to the side of your main stack, you lose efficiency due to drag. You also have to consider that the Delta IV Heavy boosters themselves have a burn time that almost equates the same time it takes to get into orbit around Kerbin, but the depth of Earth's atmosphere is not that much greater than Kerbin's atmosphere, so the real world Delta IV Heavy boosters have much less drag losses (relatively) overall than a similarly built design in KSP. I'm not saying to not use a Delta IV Heavy design, I do myself often. Whatever works for you works. I'm just speaking strictly from an efficiency standpoint. Edit: Maybe I should have worded the following better regarding rocket designs (was very late for me): "Tall and sleek, and design your rockets so that any boosters added are for providing extra thrust early on, not as a means to add extra dV unless it's impossible to get more out of your main stack with the hardware you have."
  5. I'm not saying it doesn't work, I'm saying its now more efficient to not use it. Every time you shed those boosters, you are losing thrust, and having to spend more time going vertical (gravity loses) and spending more time in the deeper part of atmosphere (more drag). You're better off to use the same design but without asparagus, that way when you drop the boosters, your main stack has a higher TWR than what you would had on the launch pad with full fuel and no boosters (in other words your TWR is always increasing until you get to your second main stack stage); you can punch through the earlier part of the atmosphere quicker while doing a proper gravity turn to get yourself horizontal.
  6. Asparagus staging is a thing of the past. The fuel efficiency on paper that you would have got from the old aero model is negated by the extra drag from the boosters, not to mention complications from the thrust lost from shedding these boosters early in the ascent. Best advice for rockets in the new aero, just like FAR, is to design your rockets like real world rockets: Tall and sleek, and design your rockets so that any boosters added are for providing extra thrust early on, not as a means to add extra dV. As for the fins, that's just something that may or may not be required depending on how much control your rocket has (engine gimbaling, reaction wheels, RCS, etc.) or how tall/short it is (shorter tends to require more fins). Real world rockets these days typically do not have tail fins because much of their stability comes from the engine gimbaling. But the Saturn V had fins because they had to sacrifice a bit of the gimbaling capabilities to have the thrust needed to get the rocket off the launch pad, plus the S-IC was very massive and lowered the center of mass of the rocket significantly compared to other rockets. Again, it will vary between rocket designs.
  7. No problem. I had realized late last night that I was having similar issues with stock parts. The problem is just more noticeable when trying to attach to the nodes on procedural fairings parts.
  8. I guess I need to update my Orbit Calculator mod to support moons of moons . Might as well have it do a recursive search for all the celestial bodies in case anyone decides to do moons of moons of moons, or even beyond that... crazy moon-ception.
  9. Ah, I must have overlooked this setting. Thanks! I'm not color blind (my most recent line of work would have revealed that if I was), so it's not an issue of being able to distinguish the colors. It's the issue that I have difficulty seeing the X within the retrograde marker now, which is what I must have trained my eyes to be able to quickly distinguish the two over the many hours I have played KSP. I'd use Enhanced Navball as I used to, but I already have a heavily modded install going for me and I've been reluctant to add anything else that hasn't been officially updated (already having some mod conflicts that I had to deal with). Edit: Yep. That fixed it for me. I feel a little foolish for not noticing the UI transparency option. I can tell the two apart now. Didn't mean for this to turn into a support thread. Was just wondering if others were having a hard time like me.
  10. I can't believe this still has not been added to stock yet, but they found the time to change the mouse icon... I'm not asking for something along the lines of Navyfish's mod, but something like the above mod makes a world of a difference in docking and it's very Kerbal-ish. Is there a reason why Squad does not want us to be able to see our orientation while docking? I also think the UI for maneuver nodes needs to be redone. I'm so tired of misclicking and ruining carefully planned nodes or even not being able to create a maneuver node at all because I have another orbit from the patched conics overlapping and I'm constantly clicking that one instead of the one I want (I want the blue one, not the purple one that occurs a year later!). Precise node helps, but doesn't fix everything. Simple fix would be to allow us turn off some of the orbit visuals so we can focus on exactly what we want to work on. Also, career mode and the tech tree are still pretty abysmal. I keep saying this: I want to be running a space program, not be a freelancer doing random contracts. Let us have more control in the direction of our space program such as mission planning.
  11. Is it me, or are the prograde and retrograde indicators very hard to distinguish on the navball since the v1.0 release? I've been playing the game since 0.21 and don't recall it ever being this difficult to tell them apart. Tonight, once I thought I was firing prograde when I was actually aimed retrograde and nearly de-orbited.
  12. I managed to get the probe core to attach in my example screenshot. I had to be facing the side of the rocket (not looking down), and had to position my mouse as far away from the object as possible without pulling it off the node. Noticed the same issue trying to get the thrust plate multi-adaptor to attach itself to nodes.
  13. I'm not going to take up anymore of this thread's space arguing after this. I'm just pointing out how am I supposed to know that it is indeed an issue with CKAN itself or the author configured it improperly? I have a mod distributed on CKAN myself, which is fortunately simple enough to be auto-configured through Kerbal Stuff. But before hosting on Kerbal Stuff, I was planning to manually write and configure the CKAN file and submit it. With all the options that can be done in the config, I can see how a mod author such as myself could accidentally configure it wrong. And as I mentioned above, I pointed out an error with another mod's CKAN install, and it was the mod's author that didn't configure the file properly and they fixed it shortly after I let them know about it; it had nothing to do with the CKAN folks. I wasn't aware of previous issues regarding Firespitter and CKAN, and I didn't see any clear indication that I was supposed to submit the problem on CKAN's thread without having to read through several pages in this thread. What is wrong with this world when you get criticized for helping?
  14. Jeez, I'm sorry for trying to help. I thought Roverdude may have accidentally configured the CKAN file for the standalone DLL improperly. And for the record, I informed another mod maker just a few weeks ago of a CKAN issue with their mod, and they were happy to fix it, and I received no backlash for posting there. It was their fault for the issue, and if I posted in the CKAN thread, they may have not seen it. How would I know that the issue wasn't caused by the mod maintainer or by CKAN itself? I didn't see in the OP anything indicating that all CKAN issues be reported in the CKAN thread.
  15. Firespitter Core is not installing properly on CKAN for me. It's only installing the version file, and not the plugin itself. Through CKAN, I tried removing MKS/OKS and firespitter, then reinstalled MKS/OKS, but it's still doing the same thing.
  16. Wow, 200 missions. That's definitely more than a lifetime's work for one Kerbal, lol. I usually retire mine after 5 to 10 missions. I setup little retirement communities on the shores near KSC with Hitchhiker Storage Containers and plenty of life support (if using LS), but far enough to not be loaded every time I do something at the KSC, and let them live out the rest of their days beachfront. I'll occasionally go out there with LS supplies when needed.
  17. I'm having the same issue with the Interstage Fairing Adapter. Cannot get objects to properly attach to the node directly above (had no problem in 0.90). In the screenshot, you can see the probe core I'm trying to attach is red and translucent: screenshot I'll try an install later with only Procedural Fairings to see if it does the same. Just wanted to point out that I'm having issues too. - - - Updated - - - I can verify the same issues with a clean install using only Procedural Fairings. I can attach to fairing bases no problem, but the interstage fairing adapter I cannot attach anything above it directly to it. Possibly related to the 1.0 fix for node attach settings in the part cfg?
  18. I haven't forgotten about this mod... I've just been busy actually playing KSP ! I do have this installed (the proper release version, not the debug test version) to make sure everything works fine with other mods, and so far so good. Have yet to get hit by that 1 in 50 failure chance yet though... hoping it will happen soon. I have to launch 114 times to have a 90% chance of at least one failure, 228 times for 99%.
  19. Sometime this week I'm planning to release a small update. I've noticed how annoying it is to close the window and have it wipe all of your calculations. I'm going to add in-game persistence. This is for later: I'm also thinking of adding the ability to actually save your orbits for re-use. This would be saved to a file in the mod's folder as opposed to your save file, allowing the saved orbits to be used in any of your game saves. So here's the plan: Small Update (this week, possibly) Prevent your inputs/calculations from being cleared out every time you close the window. Normal Update (in the near future) Blizzy's Toolbar Support Button to use your target's orbit. Normal Update (in the somewhat-near future) Ability to save orbits to a file for re-use at any time.
  20. If you are referring to having ribbons for the Outer Planets mod, that mod comes with ribbons already for use in Final Frontier (found under GameData/OPM/Ribbons). You also want to copy the GameData/Nereid folder from the Outer Planets Mod ZIP to overwrite the Final Frontier's default Eeloo ribbons, since Eeloo becomes a moon of Sarnus. - - - Updated - - - After a small PM exchange, Nereid believes that my problem is exactly this. After accumulating ribbons, I had installed Waypoint Manager, which uses the ScenarioModule. This most likely wiped my ribbons.
  21. My first and current real v1.0.x playthrough... unfortunately dead. Ironically, it's been a few months since I had a death in KSP that wasn't due to a bug and my first one was her... Valentina was among the elite Moho 5, along with Barchelle, Bobdorf, Johnfel and Jebediah. Barchelle and Bobdorf were randomly selected as the first two Kerbals to go to space, but as suborbital flights. Valentina, although third to space, would rise to fame for being the first Kerbal to orbit Kerbin. But what killed her was not the vacuum of space nor the inferno of atmospheric re-entry... but her capsule. The guidance computer (me) was targeting the ocean just to the east of the KSC for splashdown, but was off just a little. Instead, her capsule landed on the western slope of the mountain range west of the KSC. Her capsule stumbled and rolled its way down the slope of a mountain, and knowing it was certain doom to stay in, Valentina opened the hatch and lept out in an effort to escape the falling command pod. The capsule rolled over her so hard that she exploded into a big puff of Kerbaly smoke. Several minutes later, the capsule came to a safe and gentle stop near the bottom of the slope, never damaged beyond some small scratches and dents... and a big smear of green. The capsule will remain there always (or until I start a new save) as a memorial to the late Valentina Kerman.
  22. I don't think it has to do with crashes. As I said previously, with my initial report of the problem earlier today, I completely forgot about having the quicksave and KAC backups. These contained all my ribbons, and these saves were long after the crashes I had and I haven't had any crashes since those; I've also cleanly exited the game every single time. I agree with Gaiiden, don't stress out over it. I hadn't been doing proper backups like I do with my proper playthroughs since this has been more of a test of mod compatibility, but I am now. I am regularly checking FF now, and if I am to lose my ribbons again, I'll have the log and saves for you to analyze.
  23. I like the new radial NOMS tank! It's perfect for cramming one or two in the service bay for short missions.
  24. I should have clarified with my edit at the end of the post that the crashes occurred well before the quicksave and KAC backups that I had mentioned. Basically, I had quicksaved, completed what I wanted to do within about 5 minutes, went to bed, fired up the game earlier today, did what I did that I had mentioned, and the ribbons were gone. I have not had a crash since before that quicksave. So it wasn't a crash that caused the problem. And also, I really do appreciate the work you are putting into the mod. As for the SCENARIO nodes, I'm merely just stating my observations. KCT and KAC are mods that I have used for a long time, and not once have I lost data with them, and they use the SCENARIO nodes, but I always lose my Final Frontier data at some point.
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