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Shaggygoblin

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Everything posted by Shaggygoblin

  1. all good. It's a wonderful thing, KXCS and all involved in it's creation/upkeep should be proud and commended.
  2. Well, I do R/C Cars, and can apply a bit of suspension tuning theory to the KF Wheels using the Spring/Damper/Height adjustments to better utilize the high torque. Sometimes getting that tweaked just right is fun/exciting in and of itself. Personally, I want to get to max speed quick to make the trip from Sci-Point A to Sci-Point Z as short (time) as possible...lol. I can't fly/land. As in, I can build a great flying platform and I can fly it as well as any other, but I can not land them sans kill throttle, deploy gear, deploy chutes, hope I don't land on too steep of grade...lmao! I just can't control my controlled crash/stall. Oddly, I CAN land R/C Planes and 'copters. I was going for the Monster Truck look with the large wheels, and correctly tuned, the suspension compliments the excessive torque. All the extra bits aside, this thing handles a dream at any speed. You have to manually mind the front rear torque, just as in a real monster truck(yes, this can be/is done IRL, I did it using a central suspension/torque controller in my Stryker, with advance controllers derived from tech used to manipulate geometries of monster truck suspension/torque).
  3. Yes, "...= True" is what I meant. Damn, I even reread that several times before submitting...lol So, in short: Yes, the top speed can be increased by fudging the keys associated with torquecurve? So Key=0,100,0 Key=50,10,0 Key=100,0,0 'might' give me a bit more speed, say? Default values give me ~36m/s after half the L3 Runway. I'm shooting for 100m/s max. any more would be silly/uncontrollable. I'm making the assumption that the steering curve is similar in function as to the steering amount/angle allowed at a given speed/velocity (low speed = tight turn, high speed = shallow turn), or is it just how much force is applied to slow a wheel in order to pull/yaw turn (inside turns slower than outside wheels)? This is the vehicle of interest, pics for clicks...lol! - - - Updated - - - RE:RE:RE: Looks, from a player perspective... I like shiny(read pretty, High-Res, 4K) but likely, KF will not be the only mods to exist if KF is present. Granted there's pruners, but assume that several mods/parts packs exist... I would rather have playability(read no memory crashes) than 4K on everything... On DDS, there shouldn't be that much of a degradation on convert, at least I've never encountered that much when using Win DDS Converter to manually DDS mods when I was still on .90. On the Poll: I voted 'Something Different.' Reason: While everyone likes more/new things, maint/improve existing can be even more... I vote quality(improvements to existing) over quantity... just my two Lincolns.
  4. I searched the thread with: speed, top speed, max speed... And got an enormous amount of returns that were, irrelevant to my reasons... 1) Is Max speed derived from some convoluted calculations of mass, torque/torquecurve, rolling resistance, EC rate, etc... What values in the .cfg do I need to change to raise/lower the speed? anything I fudge with using MM patches causes no response from the wheels whatsoever. No steering, no rolling. The brake light works! I was trying to set the maxRPM to 625 (250rpm/40topspeed=6.25 * 100targetspeed=625rpm) no luck. torqueCurve Keys bumped up to K1=0,100,0; K2=50,50,0; K3=100,0,0. Nadda. looking at the KFModuleWheel.cs showed me a few max values, i think, but alas, i am sticking my fingers in the toaster here... 2) Also, I would like to be able to alter the spring and damper in the field, as we can do with gas suspension on the Stryker I crewed in the Army. I think just setting the [KSPField(isPersistant = true, guiActive = false, guiActiveEditor = true, guiName = "Spring Strength") and [KSPField(isPersistant = true, guiActive = false, guiActiveEditor = true, guiName = "Spring Damping") to guiActive = false for the gui while in flight. but again, toaster + fingers... I use 2 mirrored symmetry KF Large Wheel on a bus comprised of a Stock Science Lab with a Hitchhiker and a 2.5m end cap fuel tank for braking ballast. Other small things like probe core, fuelcells, experiments/scanners, bats/SP's and antennae add negligible mass compared to the core structure. I've managed to size the wheels and pitch/wedge the suspension so that it floats realisticly... but dat wheelstand on acceleration and braking... there's only so much you can do with the slider in the right-click menu while on mission. I set front to .75 and rear to .5 and this keeps the tail out of the dirt, but the front still leaves the ground. On steep inclines (mountains w-nw of KSC) I have to set front to 1 and rear to .25 or I will back slide. The suspension is trimmed to horizontal (front 70, rear 85(fuel in the rear causes more squat)) front and rear springs are at 5, damper is halfway on both. YOUR MOD is a must for anything I build with no intentions of leaving Kerra-Firma (sans some rock crawling ending in mountain cartwheels...lol) TL;DR: What value to fudge for more Top Speed and Easier Braking, while not utilizing the torque slider? Will gladly toss more EC at it if it will take it! Here's the .craft in my GD. I think it broke KerbalX Part Mapper's site...lol ShortBus.craft
  5. I think I broke the website: upload craft = Application Error An error occurred in the application and your page could not be served. Please try again in a few moments. If you are the application owner, check your logs for details. This is the offending file: https://drive.google.com/open?id=0B_V2wj_j9vmLLW0xNkE1U1BYaXc EDIT: Wrong link to file, fixed!
  6. I have read about this in many other 'flying my plane straight but it drifts...' posts. It is, in fact, usually due to the planet rotation, which moves the 'air' which you fly through. As the air moves with the surface, it pushes you too. So, basically, the rotation does it. Even in real life, pilots must compensate for this, or get a Karmin GPS Unit...lol. (iirc, someone was working on a mod like that...)
  7. please don't make it disappear completely. some of us have huge saves in 0.90 we still play until the last bit of 1.0.2 updates come about for some of our most loved (dependent) mods. Loosing SAS Reset for 0.90 would be a shame.
  8. no, not hardly... RoverDude is quite a busy fellow... As long as others show interest/support, I think he will keep at it. There are a multitude of great modders for KSP, but there are a handful that are as respected as this guy... Be patient.
  9. I am running 0.90 until a few more mods are updated to 1.0.2. Currently, CKAN has RPM (dev) and RPM Core (stable) listed. Both seem to fail the download, as it appears to be looking for a v0.19.1 iat the v0.19.2 link/zip. To be able to continue using B9, I need the most recent .90 compatible build. Is that the Dev build or another? I have no issue manually installing, I just need to know which one to Git.
  10. Latest CKAN KSP .90 Bargain Rocket Parts has a dead DL link. RoverDude has the most recent on his USI Dropbox Cheers!
  11. Just skimming through, noticed the 'NaN' mentioned. I isolated it to attempting to r-click the engine. Just mounting it reads correctly, but the moment you invoke the menu on it to adjust something, it will 'NaN'. The only way I could get it to not NaN is to toss it and mount a fresh one. Edit: I should look at links to pics... The engine I had issues with was the Inner-tube+bell engine. I have not had an NaN with any other engine sans that one. But the circumstances sound familiar.
  12. Right! Thanks for the smart-quick reply! Been futzing about with this UAV and having some great fun learning about CoM/CoL, Dihedral... Gonna drop the .craft here for you to enjoy/frustrate over. I like MJ for 'some aspects'. I use VVC for my 'hold this altitude'. I use Waypoint Manager to see where i should be heading when the destination is over the horizon. MJ has a neat feature 'Spaceplane Guidance', which features a Heading/Altitude Hold, but it lacks when I tell it to take this linked .craft to heading 236 and altitude 15km. It will rollercoaster between 7km and 15.1km...lol. I can fly it manualy at 20km (+/-100m) without fine input (CapsLock). Anyway, here's hoping your two lovely works will keep her up while I grab coffee while flying from KSC to the Pyramids. My UAV.craft on KerbalX, and there you can find the mods required to load/fly it. Not included is a ModuleManager.cfg that adds RemoteTech to the Moto DROID RAZR MAXX duck-taped to the front. As I am intimidated by 'license or you bad man...' I am not willing to make that available publicly, also, I don't really think I can 'give it' as someone would surely say 'ohh, you stole my letters in a config file, you meanie!' Kinda like books, theres no pattent on the words, just the arrangement... sometimes more than one person can come up with the same arrangement if it 'just makes sense'.. but invariably, someone has to take the credit, and someone has to be 'stealing'... anyway, distracted... UAV.craft, enjoy/frustrate over it... cheers! edit: double check the deflection settings on the 3 ailerons, i think i borked them up good last run-through.
  13. Hey, Crazy! Great stuff you've done. quick Q: Does PA incorporate your DD? If not, do they play well together? PA mentions PID use, but DD touts it's disuse. (Yes, possibly dumb question, but a question unasked is never answered, and/or possibilities unrealized)
  14. For various reasons, many still use KSP 0.90. Using CKAN against a fresh KSP .90, installing anything with an RPM core dependency fails. I believe versioning is to blame in this instance, as CKAN is looking for a v 0.19.1 RasterPropMonitor Core at https://github.com/Mihara/RasterPropMonitor/releases/download/v0.19.2/RasterPropMonitor.0.19.2.1.zip. From what i could see on GH, there is no v 19.1 in the v 19.2 release, but I may have misread something somewhere. The exact error returned: Failed to download "https://github.com/Mihara/RasterPropMonitor/releases/download/v0.19.2/RasterPropMonitor.0.19.2.1.zip" - error: The request was aborted: The connection was closed unexpectedly.
  15. Gratz, Have Fun, Good Luck, and we'll see you when your settled! one step at a time and don't overextend. cheers!
  16. micha, thanks for working overtime on this! your efforts are appreciated and commendable!
  17. My problem is similar to others mentiond before me... VAB > Click inventory on Pod. Drag/Drop one PEC, one Experiment. Add a Scientist. Launch to orbit. EVA > Open inventory on Pod (not there). Open Scientist inventory. Press # corresponding to the PEC. Attach to Pod (srfAttach). Appears Surface Attached. EVA > Press # corresponding to the experiment. Attach to PEC (Mount). Appears Mounted to PEC, PEC still Surface Attached to Pod. Board Pod. IVA > No r-click menu for the experiment or pec, and shows as debris. EVA > PEC appears attached and experiment mounted. R-Click menu appears as expected. Run experiment. Board Pod. IVA > Wait. Done. EVA. EVA > Open inventory. Hold 'G' and drag experiment to inventory. Appears on Kerb's back. Can't move it to inventory. Board Pod. IVA > 1.) Experiment is still in location where it was mounted to kerb's back, floating freely. 2.) Cloned Kerb still holding onto pod, and Kerb in Pod. Tracking Station > Kerb in orbit at location of ship. Ship info shows same Kerb in orbit and in Pod. I am assuming EVA/IVA'ing with inventory open or items on your back causes the cloning of Kerbs. I am assuming, the Pod Inventory is big enough, but not working for KEES. I think the Pod(seat) Inventory becomes the kerbs inventory, and the pod looses this storage one it is launched. There is no owner until a kerb is assigned. In that thought, if the seat has x#KIS room, why does the kerbal not have the same on EVA. If the PEC and Exp. fit, why do they not fit back into Kerb inventory. Or is it a bug, that it stays carried by Kerb and not going into the KIS as it should? These were original placed at the beginning of the tree. They were designed to be run erly game. The 'tools' for engineers to mount things and 2+ Kerb pods are not 'early game'. Consider adding a magnetic base or something to the PEC or disable the tools requirement to surface attach. This would bring it back inline to what it was before. As it was before, early-game Scientist could run these. Now it requires mid game tree-nodes and an engineer to be able to do these.
  18. so, just to clarify, this should be working in KSP 1.0.x with the patch? I miss the KW Engines/Tanks most of all.
  19. Using the Hotfix, Save/Load works now. Please make an update to the main install to minimze fuss with Install > broken > scratch head reading hours of posts > find hot-fix > install > profit. Until they sort it: Decimal Degrees = Degrees + minutes/60 + seconds/3600 N/S and E/W will flip the decimal +/- (positive/negative value) Found Here: http://andrew.hedges.name/experiments/convert_lat_long/ It should be noted, in MechJeb and Engineer, converting the coords given in both tools ended me up opposite KSC on the planet...
  20. In the list of threads I see this: Poll: [suggestion] Toggle between System and Kerb Mouse Cursor in settings. Started by Shaggygoblin, Today 03:12 How do you get 'Biased' out of that thread title? The Poll uses flavor. Biased, maybe, but flavor. The options are 3: (Bland, yet highly precise.)Toggle for System cursor, (I like to watch it flip colors)No option to change, or (Lil' Bobby)edit cursor in configs. I like the new cursor too, nonetheless, I have issues with it and propose the [suggestion]. If you like the new cursor and have no issues with input lag, good! I wish I could say the same! Vote accordingly if you like it and want no toggle or you like it but do want a toggle/or .cfg edit... what ever floats your pod... The point: Scope of thread: Toggle for, edit .cfg for, or not changeable Mouse cursor option. Once you get over/past the 'opinion/bias' those ^^^facts clearly scream out. Again, I ask you to keep responses inline with the Topic/Scope as clarified here. Thank you
  21. ...you hope, as there is no guarantee that it will not remain on 'unique' instances. You all have done fine works. Hiccups are expected.
  22. In KSP .90, HE's Coord Save/Load worked fine for me. Always used the latest HE Release. In 1.x KSP, HE's Coord Save/Load is borked. Some observations I haven't seen mentioned yet by others having Save/Load Coord issues: -KSP Install Location. Does the user have Full/Unrestricted access to write to the KSP Install HDD, KSP Folder, and all subfolders? Mine is 'D:\Kerbal Space Program' and iirc, my D: HDD required me to take ownership a long while back for some other unrelated thing prior to me discovering KSP. (As KSP Stock runs fine outside of 'default install path', this should not need to be specific for HE to work) -After Saving Coords with HE, looking in my KSP Folder, I see an odd file: 'KSC Pad,549,743327,Kerbin' with no file extension/association (filename.ext). Clearly, HE is trying to do the Save, but it is not opening/writing to the "D:\Kerbal Space Program\GameData\Kerbaltek\PluginData\HyperEdit\landcoords.txt". (It is writing a new file in D:\KSP so it is not write restricted) -The file being generated is not landcoords.txt. Is HE only appending to a file it assumes exists? Can HE be made to Find-In-Path: KSP\GameData\... > exists > append. Or, Find-In-Path: KSP\GameData\... > noexist > create '(PATH)\landcoords.txt (with default coords)> append? Will this alleviate the blank Load/Delete windows, as HE will be creating a new .txt instead of a blank file. And it will be in a spot HE can access, as it is writing a blank file there now with the info in the filename. -The new file being written has all the info (Save Name/cord) in the File Name. The newly written file has no contents when opened in NP++. The landcoords.txt exists, but it is not being read/written to. HE seems to not know where this file should be. Or, the HE folder structure/addressing is derp'd in the .dll and/or the .zip. The "D:\Kerbal Space Program\GameData\Kerbaltek\PluginData\HyperEdit\landcoords.txt" contents: Airstrip Island Beach - Wet,-1.498,-72.088 KSC Launch Pad,-.1027,-74.574 KSC Runway,-.0403,-74.717 KSC Beach - Wet,-.0435,-74.39 These are just a few observations around this issue on my machine that may/not help with sorting this into a new update (not Hot-Fix, just update it!). Oh yeah, almost forgot! If you do feel the need to push Hot-Fixes, please consider adding them to CKAN as a [suggested] in HE's metadata. EX: CKAN > mark HyperEdit > Apply > 'Suggested by HyperEdit' > mark HyperEdit Save/Load Hot-Fix > Apply > ?? > Profit!
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