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Everything posted by MacLuky
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idiot question: how do I insert pictures in replies?
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- captains log
- stardate
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For those who fell in pursuit of science (Tellumo on Kerbalism) A picture heavy story of the voyage to Tellumo on Kerbalism. Lest we not forget those who have fallen in the name of science. Chapter 1: What came before Chapter 2: The Jebediah Chapter 3: Sights and sighs Chapter 4: And so it begins Chapter 5: Breaks and mistakes Chapter 6: Arrivals Chapter 7: Redecorating Chapter 8: Exploring Chapter 9: Local fireworks Chapter 10: The flight of the Eagle Chapter 11: The Jade Diver Chapter 12: Radiation Chapter 13: Going home Chapter 14: Riding the storm
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I've managed to kill several kerbals in high warp. Even when supported by nuclear power, they have enough to come through the dark side of the moon, yet still seem to get KIA on high warp. I am using GPP btw. Any hints? other than patience
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- life support
- overhaul
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I'm having a hard time getting Mechjeb to work in my install. Parts show up, logs are clean, I'm missing something. Assumption is that one of my other mods clashes, any ideas? 000_ClickThroughBlocker 001_ToolbarControl ALCOR_LanderCapsule ASET AllYAll AntennaHelper BOMPs BonVoyage CommunityCategoryKit CommunityResourcePack CommunityTechTree ContractConfigurator ContractPacks CrewRandR DMagicOrbitalScience DMagicUtilities EasyBoard EnvironmentalVisualEnhancements GPP GPP_Clouds GPP_dVmap.png HGR HideEmptyTechTreeNodes JanitorsCloset KIS KRASH KerbalConstructionTime KerbalEngineer KerbalJointReinforcement Kerbalism Kopernicus MK1CabinHatch MagiCore ManeuverNodeEvolved MechJeb2 ModularFlightIntegrator ModuleManager.3.0.7.dll ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree NavyFish Patch_EVE_2D.cfg SCANsat ScrapYard Squad SquadExpansion StageRecovery TrackingStationEvolved TriggerTech [x] Science! scatterer
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Raptor's Craft Download Catalog - Tested & Proven
MacLuky replied to Raptor9's topic in KSP1 The Spacecraft Exchange
Thanks, its a brilliant design -
Raptor's Craft Download Catalog - Tested & Proven
MacLuky replied to Raptor9's topic in KSP1 The Spacecraft Exchange
Hi quick question, how do you get the rat out of the frog lander? I don’t see a decoupler -
Ah, I thought there were still many issues, hence why the title still read 1.3.1 and I didn't want to be one of those players that pesters mod makers for updates :-) thanks, I'll configure a 1.4 game then
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I'd like to start a new game with RSS, but quite love DLC, I guess I could revert to 1.3.1 but can I also back port DLC?
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Add seats to Mk1 landercan
MacLuky replied to theJesuit's topic in KSP1 Suggestions & Development Discussion
Or cram them full with bags. Look at the soyuz, gemini etc. spacecraft make optimal use of space in stead of flying as spacious bathrooms.- 1 reply
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[1.3.x] Lionhead ESA Launchers Continued [WIP]
MacLuky replied to MacLuky's topic in KSP1 Mod Development
Mods are not plants, they have a chance of survival without constant attention :-) That being said, I’ve not tested it on 1.4 and did see some of my other parts lost their plumes. Are you experiencing any problems? -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
MacLuky replied to IgorZ's topic in KSP1 Mod Releases
Found it, apparently a second copy of module manager found its way to my game folder. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
MacLuky replied to IgorZ's topic in KSP1 Mod Releases
It;s Bill. No equip pop up. I'll do a fresh install of KIS and check the logs -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
MacLuky replied to IgorZ's topic in KSP1 Mod Releases
Hi For some reason my engineer cant equip screwdriver or wrenches Do they need a certain level these days? -
Best way to disable a part with modulemanager?
MacLuky replied to tjsnh's topic in KSP1 Mods Discussions
Thanks, I'll try that. I had a feeling that something was re-enabling the parts. I'm testing in sandbox mode, I presume that shouldn't effect the outcome? Update: is still around. -PART[HexCanLifeSupportWasteLarge]:FINAL {} I even tried nuking the part, it is if as if they re-emerge ;-( @PART[HexCan*]:FINAL { @module = PartDisabled } -
Best way to disable a part with modulemanager?
MacLuky replied to tjsnh's topic in KSP1 Mods Discussions
Hmm my parts refuse to die: +PART[HexCanOxygenSmall]:NEEDS[TacLifeSupport] { @name = MacLuky.TAC.HexCan.Small @title = Small Switchable Hex Can for Tac @manufacturer = MacLuky Space Solutions MODULE { name = FStextureSwitch2 nextButtonText = Next resource prevButtonText = Previous resource statusText = Current resource switchableInFlight = true repaintableEVA = false textureRootFolder = MacLuky/SmallTAC/ textureNames = hexempty;hexfood;hexwater;hexlifesupport;hexoxygen;hexwaste objectNames = Canister textureDisplayNames = Empty;Food;Water;LifeSupport;Oxygen;Waste useFuelSwitchModule = true fuelTankSetups = 0;1;2;3;4;5 } MODULE { name = FSfuelSwitch resourceNames = Structural;Food;Water;Water,Food,Oxygen;Oxygen;Waste,WasteWater,CarbonDioxide resourceAmounts = 0;16.2;16.2;7.6,5,776.4;3593.4;1.3,12.2,1272.9 initialResourceAmounts = 0;16.2;16.2;7.6,5,776.4;3593.4;0,0,0 hasGUI = false switchableInFlight = true } } !PART[HexCanFoodSmall]:AFTER[TacLifeSupport] {} !PART[HexCanDrinkingWaterSmall]:AFTER[TacLifeSupport] {} !PART[HexCanLifeSupportSmall]:AFTER[TacLifeSupport] {} !PART[HexCanOxygenSmall]:AFTER[TacLifeSupport] {} !PART[HexCanLifeSupportWasteSmall]:AFTER[TacLifeSupport] {} +PART[MacLuky.TAC.HexCan.Small]:NEEDS[TacLifeSupport] { @name = MacLuky.TAC.HexCan.Medium @title = Medium Switchable Hex Can for Tac @cost *= 4 @mass *= 5 @MODULE[FSfuelSwitch] { resourceAmounts = 0;130;130;61.3,40.5,6211.2;28747.5;10.5,98,10183.4 initialResourceAmounts = 0;130;130;61.3,40.5,6211.2;28747.5;0,0,0 } } !PART[HexCanFoodNormal]:AFTER[TacLifeSupport] {} !PART[HexCanDrinkingWaterNormal]:AFTER[TacLifeSupport] {} !PART[HexCanLifeSupportNormal]:AFTER[TacLifeSupport] {} !PART[HexCanOxygenNormal]:AFTER[TacLifeSupport] {} !PART[HexCanLifeSupportWasteNormal]:AFTER[TacLifeSupport] {} +PART[MacLuky.TAC.HexCan.Medium]:NEEDS[TacLifeSupport] { @name = MacLuky.TAC.HexCan.Large @title = Large Switchable Hex Can for Tac @cost *= 4 @mass *= 5 @MODULE[FSfuelSwitch] { resourceAmounts = 0;1040;1040;490.8,324.4,49689.9;229980.1;84.7,784.2,81467.2 initialResourceAmounts = 0;1040;1040;490.8,324.4,49689.9;229980.1;0,0,0 } } !PART[HexCanFoodLarge]:AFTER[TacLifeSupport] {} !PART[HexCanDrinkingWaterLarge]:AFTER[TacLifeSupport] {} !PART[HexCanLifeSupportLarge]:AFTER[TacLifeSupport] {} !PART[HexCanOxygenLarge]:AFTER[TacLifeSupport] {} !PART[HexCanLifeSupportWasteLarge]:AFTER[TacLifeSupport] {} Now why would that be? -
[0.23]Cargo Transfer Bags and Tanks(for TAC life support) 0.7
MacLuky replied to Albert VDS's topic in KSP1 Mod Releases
Running at 1.4.1! -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
MacLuky replied to JPLRepo's topic in KSP1 Mod Releases
Hi I', experimenting to reduce the part list of TAC using FireSpitter and MM: +PART[HexCanOxygenSmall]:NEEDS[ThunderAerospace] { @name = HexCanSmall @title = Small Switchable Hex Can for Tac MODULE { name = FStextureSwitch2 nextButtonText = Next resource prevButtonText = Previous resource statusText = Current resource switchableInFlight = true repaintableEVA = false textureRootFolder = MacLuky/SmallTAC/ textureNames = hexempty;hexfood;hexwater;hexlifesupport;hexoxygen;hexwaste objectNames = Untagged textureDisplayNames = Empty;Food;Water;LifeSupport;Oxygen;Waste useFuelSwitchModule = true fuelTankSetups = 0;1;2;3;4;5 } MODULE { name = FSfuelSwitch resourceNames = Structural;Food;Water;Water,Food,Oxygen;Oxygen;Waste,WasteWater,CarbonDioxide resourceAmounts = 0;16.2;16.2;7.6,5,776.4;3593.4;1.3,12.2,1272.9 initialResourceAmounts = 0;16.2;16.2;7.6,5,776.4;3593.4;0,0,0 hasGUI = false switchableInFlight = true } } The hard part is trying to find out what mesh I should switch (objectNames) I tried Untagged and HexCan, but that ain't it. Any pointers? Update: it is Canister -
Problems with ModuleManager and FSfuelSwitch
MacLuky replied to cy-one's topic in KSP1 Mod Development
Sorry to necro this but I need a bit of help: MODULE { name = FStextureSwitch2 nextButtonText = Next resource prevButtonText = Previous resource statusText = Current resource switchableInFlight = true repaintableEVA = false textureRootFolder = MacLuky/SmallTAC/ textureNames = hexempty;hexfood;hexwater;hexlifesupport;hexoxygen;hexwaste objectNames = Untagged textureDisplayNames = Empty;Food;Water;LifeSupport;Oxygen;Waste useFuelSwitchModule = true fuelTankSetups = 0;1;2;3;4;5 } I am trying to clean up the TAC parts that clutter my part list. I can't get them to switch textures properly. Looking at the .mu file I think the mesh is named Untagged or HexCan. I tried both, but am still puzzling. Can anyone give me a pointer? Fuel switches properly, currently figureing out how to hide the parts. -
To infinity and beyond (Eve, Jool, Duna on Kerbalism)
MacLuky replied to MacLuky's topic in KSP1 Mission Reports
Well, it was 1.3.0 with a bunch of patches. I hold Kerbalism responsible for background processing. Still, if you could run that in "mod" thread, you should be able to prevent the entire game from crashing. -
To infinity and beyond (Eve, Jool, Duna on Kerbalism)
MacLuky replied to MacLuky's topic in KSP1 Mission Reports
It is with great sadness that I must announce the death of this thread. My installation and save are corrupted beyond my repair skill. The last screenshots can be found at: https://ibb.co/album/iHMQtv and show the new shuttle design, the landing of the base on Duna and the Odyssey arriving at Eve, making multiple aerobrake passes and the landing of the rover and destruction of R26. Updating to 1.4.1 and DLC as we speak for a new series ;-) -
To infinity and beyond (Eve, Jool, Duna on Kerbalism)
MacLuky replied to MacLuky's topic in KSP1 Mission Reports
Chapter 8: Regular chores With all the exciting new developments one would almost forget that KSC still had a space station to run. Sitting in low Kerbin orbit Mercury station proved crucial for MTBF, food growth and component testing. It had seen regular crew rotations and structural additions over the last 4 years. So on the runway a small, Sparrow class shuttle was prepped for the transport of Siefel, Noa and Lizemone Kerman. Apart from Lizemone they entire team were new to space and eager to embark on this great adventure. The trajectory was slightly steeper than usual, but since the latest flights had confirmed that the structural integrity could withstand more than previously anticipated, the flight path was the new standard. For sure it provided great PR pictures. Upon docking with the old lab module the team discovered that it had a Jr. docking port and their inline docking port was significantly larger. After shifting some modules around they made way to a port connected to the central hub and completed their docking sequence. After some cheers with the new crew, some last minute material experiment, replacement of faulty power module, harvest and other outstanding contracts. Kizzer Eilbas and Gerry entered their own Sparrow which had been docked to the station for more than 150 days. Reentry however would need to happen on the dark side. “Eilbas, I am reading an under voltage on main bus A, do you confirm?” Gerry had just lowered the periapsis into the atmosphere when he noticed the low power. “Confirmed commander, switching to bus B. Battery levels are dropping rapidly.” Back at KSC people had noticed as well. Designed for the sun side and departed with almost empty batteries the Sparrows environmental systems were sucking the craft dry to combat the heat that was building up outside. Just when the systems started to fail the sun rose over the horizon and the craft came back to life. “That was close,” said Kizzer. And despite the fact that they overshot by 180km they ended up back at KSC due to the enormous fuel reserves of the little spacecraft. “Mission accomplished, glad to be back,” said Kizzer as he parked the craft next to the spaceplane hanger. -
Flattery will get you anywhere ;-) untested but this should work: @PART[MacLuky.LanderCanMk12]:NEEDS[MacLuky] { @CrewCapacity = 2 } The Duna story continues at: I'll think about the landercan. Currently my setup is a mess. I downgraded my OS X so I could run 1.3.1 and just discovered my modding tools are broken too. After these series I move to 1.4.x and can try to mod again
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To infinity and beyond (Eve, Jool, Duna on Kerbalism)
MacLuky replied to MacLuky's topic in KSP1 Mission Reports
Chapter 7: The firebird With 254 days in the mission the R25 Laythe was ready to perform its correction burn. Based on the current trajectory it would take a little over 2 years to arrive at Jool and the probe would probably be surpassed by the planned mission of the Ommadawn. It was good to see proven designs that respond well to the commands and the probe entered its new orbit which would take it to a Tylo capture. Meanwhile back at Kerbin the teams were planning the launch of the next Saturn which would bring the spare fuel containers to the Ommadawn and to make sure that all systems would perform properly Bill was tasked to oversee the launch at KSC2. His transport was an experimental scramjet plane that was re-designed after the latest crash, eh test flight. “The craft responds really well to the controls,” Bill reported. “Heading is laid in, opening fuel gauges, let’s see what this baby can do.” Being on a tight schedule pushed the flight forward and where Jeb previously tested the crafts high altitude capability in search of SSTO technology, Bill was looking for vertical velocity. “Whoa, picking up some serious speed here.” Bill sounded excited as flames started to engulf the cockpit. The scramjet reached top speeds of 1255 m/s, cruising altitude of 18km and reached KSC in less than 16 minutes. “Preparing to land,” Bill sounded almost sorry. The next week the Saturn arrived on the launch pad and after a series of checks, the countdown for the final piece of the Ommadawn has started. At the exact moment that the spacecraft crossed over the launch site, the rocket took off and inserted itself in the proper inclination. Gene tapped the navigation planner on the back. They had gotten really good at this launch to rendez-vous thing, meaning that launched payloads catches up with its targets during launch and then circularises its orbit very close to the destination. “Moving on to detaching stage 3 and docking,” said the ground controller. And while one commander was de-orbiting the third stage, another was swinging the second H2 tank to the other side of the spacecraft. “Docking controls are go, moving in for hard dock,” sounded the speaker. “Using old-fashioned Sr. Docking ports,” Tomoly added in his thoughts. The small detachable probes provided excellent camera footage of the completed spacecraft. Fully fuelled and ready to depart, the Ommadawn slowly came to life as the gravity ring started to spin, reactors started spitting out electricity and lighting were switched on. Meanwhile the Nav team was checking if they could still make the maiden flight to Mun and Minmus but for now, they were prepping for Jool. -
To infinity and beyond (Eve, Jool, Duna on Kerbalism)
MacLuky replied to MacLuky's topic in KSP1 Mission Reports
Chapter 6: To dock or not to dock The Ommadawn was built with a completely new technology stack and used many new and untested parts. One of them was the welding docking ports. Or better put, not welding or not docking ports. Whatever they tried, they could not get the two massive crafts to dock. After parking the drive in a slightly lower orbit, KSC pushed the flight of the Eagle forward. The Eagle 7 was an intermediary shuttle design that had been servicing the space station in its early days. The relative cheap boosters made the craft cost-effective and capable of caring both supplies and people up to the station. Now it was flying in its cargo configuration as Valentina and Tomoly took off to bring replacement docking ports and attempt to construct the ring. After a rather uneventful flight, they aligned with the drive section to dock and replace the welding docking port for a trusty Sr. docking port. They also recharged the batteries which had depleted by now and activated the guidance systems to set the craft on a slow intercept, while they would speed ahead to the dormant command section. It took the team a couple of hours to rendez-vous, replace and discard the welding docking ports. Back at KSC they were not sure if they were just mounted in the wrong way or dysfunctional, but they were not taking any chances. The next day the drive section caught up and docked. “EVE time,” Valentina sounded excited when she and Tomoly put on their suits and flew out to the ring segments that they would need to disassemble and put together piece by piece. The dry run they had done spaceplane hanger turned out a perfect replica of the real thing. “All systems nominal,” Valentina exclaimed. “We can’t really spin up with the shuttle attached, but it looks like everything is properly attached,” Tomoly explained. “Running low on O2 people, time to head back out.” KSC kept a close watch on the consumables. The shuttle was stocked poorly and KSC didn’t want to tap into the Ommadawns reserves. After 3 days in space, the Eagle detached and headed back home. “Beep, beep, beep.” The master alarm was running overtime during descent as heat built up really quick. Valentina’s descent rate was steeper than normal but she really didn’t want to overshoot again. Two of the RCS thrusters exploded before the eagle slowed down enough. “Alignment is good, Center of Mass is good.” Valentina read out the displays as she went for final approach. “Brakes on, too bad I don’t have RCS to raise the nose.” She said while plunging the nose wheel into the tarmac. “Amazing, the beating these wheels can take,” said a curious Tomoly while being pushed into his seat by his seatbelt. Meanwhile, Gene put down his mug as the error reports from the Odyssey flowed in. Another solar panel was down and Milfry destroyed the treadmill during his last exercise. “Let us plan a bit more EVA time for them then,” Gene said.