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Frostea

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Everything posted by Frostea

  1. I find the telescopic piston/extendotron useful for stowing mining drills and other delicate parts attached radially while entering atmosphere. I also like IR for manipulating docking ports on ground bases, it makes docking rovers much easier. If you just want to deploy satellites out of a SSTO there is probably no need for IR. Just a decoupler will do.
  2. The Smart A.S.S feature from Mechjeb is better than the stock when not in atmosphere, and it comes with a bunch of other utilities.
  3. Mechjeb still works for delta-v estimates, we can use that in the mean time folks.
  4. This has been solved here; Just delete the settings.cfg file in your KSP root folder. Note that you may want to change the keybinding for translate up/down and forward/backward in docking mode as they have swapped places.
  5. Deleting settings.cfg worked for me. The default for translate up/down and forward/backward seems to have swapped, but that can be changed in the keybindings.
  6. I'm getting this too. Hitting spacebar to swap between rotation and translation does not change the mapping for any key. It is as if docking mode itself was not enabled except for spacebar.
  7. Near future fission reactors should be enough. You don't need a lot of power to actually run the engine, just for the exotic matter generation.
  8. IMO metapackages are about halfway to what LadyAthena is asking for, which is a fully featured UI-based method of swapping mod packages. I like this idea. Might be even better if you could specify custom cfg files that you have written yourself for certain packages.
  9. Nehemia hasn't updated the mod for KIS compatibility yet. Use KAS to grab the experiment and store the result in a command pod if you don't want to return the experiment holders back to Kerbin.
  10. Thanks, that example was exactly what I needed. I guess I should have used the search function first.
  11. Hello, I'm trying to change the orbit of a ship to a high orbit around Eve using the following code. double testHeight = FlightGlobals.Bodies[5].Radius + Convert.ToDouble(FlightGlobals.Bodies[5].maxAtmosphereAltitude) + 1000000; Orbit testOrb = new Orbit(0, 0, testHeight, 0, 0, 0, 0, FlightGlobals.Bodies[5]); FlightGlobals.ActiveVessel.orbitDriver.orbit = testOrb; When I apply this as a module onto a stock part and then activate it via right-click menu while on the launchpad, it doesn't work, as shown in this screenshot with the debug menu: Anyone can figure out what is wrong with my code?
  12. Akron's ideas are good, FS+Tweakscale support would drastically reduce part clutter. Do note that procedural parts already has an inline life support supplies part for Tac LS. Maybe you can add some variety, such as nose cone shaped container which supports FAR or even tail fins with LS packed in.
  13. On Linux I've got about 11000 patches. I should cut down on that...
  14. Hello nlight. I really like your plugin for the ease of use. Removing those useless parts out of massive mods has never been easier. I have found a show stopping bug while running this on mono on linux. It is easily reproducible by following the steps below 1) Download a mod with a lot of parts like B9 2) Go look at the mod in Part Manager, and scroll down on the parts list (The listbox on the right) 3) Click on any mod in the mod list (The listbox on the left) 4) Crash with two System.ArgumentOutOfRangeException This can be mitigated by scrolling up on the parts list before clicking on mods in the mod list. I am not sure if this bug shows up on Windows. Anyway, the complete error log is as follows: System.ArgumentOutOfRangeException: Index is less than 0 or more than or equal to the list count. Parameter name: index 1 at System.Collections.ArrayList.ThrowNewArgumentOutOfRangeException (System.String name, System.Object actual, System.String message) [0x00000] in <filename unknown>:0 at System.Collections.ArrayList.get_Item (Int32 index) [0x00000] in <filename unknown>:0 at System.Windows.Forms.DataGridViewRowCollection.SharedRow (Int32 rowIndex) [0x00000] in <filename unknown>:0 at System.Windows.Forms.DataGridView.GetRowInternal (Int32 rowIndex) [0x00000] in <filename unknown>:0 at System.Windows.Forms.DataGridView.OnPaint (System.Windows.Forms.PaintEventArgs e) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control.WmPaint (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.DataGridView.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control+ControlWindowTarget.OnMessage (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control+ControlNativeWindow.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.NativeWindow.WndProc (IntPtr hWnd, Msg msg, IntPtr wParam, IntPtr lParam) [0x00000] in <filename unknown>:0 System.ArgumentOutOfRangeException: Index is less than 0 or more than or equal to the list count. Parameter name: index 0 at System.Collections.ArrayList.ThrowNewArgumentOutOfRangeException (System.String name, System.Object actual, System.String message) [0x00000] in <filename unknown>:0 at System.Collections.ArrayList.get_Item (Int32 index) [0x00000] in <filename unknown>:0 at System.Windows.Forms.DataGridViewRowCollection.get_Item (Int32 index) [0x00000] in <filename unknown>:0 at System.Windows.Forms.DataGridView.SetSelectedCellCore (Int32 columnIndex, Int32 rowIndex, Boolean selected) [0x00000] in <filename unknown>:0 at System.Windows.Forms.DataGridView.MoveCurrentCell (Int32 x, Int32 y, Boolean select, Boolean isControl, Boolean isShift, Boolean scroll) [0x00000] in <filename unknown>:0 at System.Windows.Forms.DataGridView.OnRowsAddedInternal (System.Windows.Forms.DataGridViewRowsAddedEventArgs e) [0x00000] in <filename unknown>:0 at (wrapper remoting-invoke-with-check) System.Windows.Forms.DataGridView:OnRowsAddedInternal (System.Windows.Forms.DataGridViewRowsAddedEventArgs) at System.Windows.Forms.DataGridViewRowCollection.AddCore (System.Windows.Forms.DataGridViewRow dataGridViewRow, Boolean sharable) [0x00000] in <filename unknown>:0 at System.Windows.Forms.DataGridViewRowCollection.Add (System.Windows.Forms.DataGridViewRow dataGridViewRow) [0x00000] in <filename unknown>:0 at PartManagerPlugin.PartManagerUI.InstalledModsListBox_SelectedIndexChanged (System.Object sender, System.EventArgs e) [0x00000] in <filename unknown>:0 at System.Windows.Forms.ListBox.OnSelectedIndexChanged (System.EventArgs e) [0x00000] in <filename unknown>:0 at System.Windows.Forms.ListBox.OnItemClick (Int32 index) [0x00000] in <filename unknown>:0 at System.Windows.Forms.ListBox.OnMouseUpLB (System.Object sender, System.Windows.Forms.MouseEventArgs e) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control.OnMouseUp (System.Windows.Forms.MouseEventArgs e) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control.WmLButtonUp (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.ListBox.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control+ControlWindowTarget.OnMessage (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control+ControlNativeWindow.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0 at System.Windows.Forms.NativeWindow.WndProc (IntPtr hWnd, Msg msg, IntPtr wParam, IntPtr lParam) [0x00000] in <filename unknown>:0
  15. With Tweakscale you can scale up parts to meet the delta-v requirements without the use of nuclear or ion thrusters. I had to do this as I was playing with the ADIOS tech tree and haven't unlocked the nukes or ion thrusters. The Kerbodyne part pictured below is scaled to 7.5m on the bottom stage. Marked on the right is a rockomax science craft. It is not efficient but it gets the job done. Just for the record I had calculated that with that big 7.5m rocket I can only get about 300-500 delta-v after I hooked on to the rocket, so capturing the asteroid in Sun orbit might be a better idea if you aren't playing with life support or Remotetech. Yes you can do all of that but it is not needed. In fact, if you put more engines on the asteroid you absolutely have to make sure you have the center of mass and center of thrust lined up or you will be put in an uncontrollable spin when trying to move the asteroid. As you can imagine, it is hard to do that outside of the VAB.
  16. Actually I just launched a cruiser that is just about what you were thinking, minus Interstellar. I also don't use mods that add planets (yet). The main challenges were: 1) Deciding where to go. Fully fueled, it has 20k m/s dV, assuming my calculations are correct. 2) Deciding how much fuel do I actually want on this monster, because a full refuel will take about 60 days assuming I only had 1 miner with 12 drills on Minmus. Yes, this big boy actually took off the launchpad by itself, with a little push from some boosters. 3) Deciding what parts could I cut out to reduce the horrible lag. 4) Trying to combine all of the MKS/OKS stuff in a single launch so I don't waste the money. The B9 HX parts are incredibly expensive on career mode. This cruiser cost about 9 mil IIRC. Edit: About time based scoring, I think this will be greatly influenced by the contracts that you receive. The easy parts-testing contracts with massive payout will make launching such a ship much easier. It might be a good idea to ban contracts and have everyone use something like Science Funding to standardise the rate of financial advancement.
  17. Ahh... So that's how it finds the target. I must have had the asteroid's CoM targeted then. I remember clearing the target when I was doing the same with a C class asteroid so that explains why it worked. Edit: Pffft. Just realised that this was mentioned in the front post. Me and my poor reading
  18. My naming convention is primarily based on values. For example, my first successful mun shot rocket was named Courageous-III and my first Eeloo surveyor was named Faithful-II. It is culture-neutral and I like it like that.
  19. I updated my screenshot to show what I was trying to do more clearly The tiny blob on the right is actually a 2.5m sized science craft. The Kerbodyne craft on the left was actually Tweakscaled to 7.5m so the Rockomax parts looks tiny. Both of the crafts have a ASERT on the side of their grappling claws. I have tried to get them position exactly opposite of each other by targeting the asteroid's CoM and then eyeballing the rest . However, I don't know if the sides that the ASERTs are facing actually matters so I tried to conduct the experiment while the ASERT is still on the grappling claw. No success there, so I EVA'ed my Kerbal and had him attach one of the ASERT onto the side of the asteroid and it worked (as pictured in my last post). I'm probably just nitpicking here Incidentally I had a similar setup on a C class asteroid and it works without having to attach the ASERT on the side of the asteroid.
  20. Hello DMagic! I like the concept of ASERT but it would be nice if it gave more science for larger asteroids. I caught myself a titanic 3.4kT E class asteroid and the 100% ASERT scan only gave 80 science. Also, given the size of E class asteroids, it might be sensible to increase the range of the scan. As pictured:
  21. Whoa that's a massive one, I can already feel the FPS pancaking at 1 or less. Anyway, I was thinking about EPL being judged in a different category, and realised that there could be a significant variation with EPL. The primary challenge would be to construct a self-sustaining and/or self-replicating station. Of course, this would also mean that life support has to be mandatory or it would just be a matter of time before you can construct everything. The main judging criteria (IMO) would be the tonnage that was launched out of KSC, hence a compact launch system with minimal parts would be awarded more points than one that has huge launchers. The secondary judging criteria would be the amount of time it took to complete the construction of such a station. Given that EPL currently requires you to have several kerbals who preferably have low stupidity and higher levels, this could be interesting.
  22. Thanks! I just wanted to resize the inline hangar so the Common.cfg file is exactly what I was looking for. Incidentally, I was thinking if the rover landing hangar should have some way to resize the height; I think most folks would prefer flatter rovers to increase stability. Just throwing this idea out.
  23. Hello allista! I'm loving your mod for the part count reduction. It goes really decently with B9's HX parts as well Pictured: A mere 30-ish parts with about 18 of that being lighting. Approx 10,000 m/s of dV My question: Is it possible to implement a 7.5m size to the hangars? It'll make it much easier to deliver those huge round probes and it will go in-line with the HX parts.
  24. Hello, the ESC series of science containers seem to cause consistent physics stuttering, something along the line of a ~0.7s block every ~1.5s. The more of the containers, the longer the stutter. It makes the game unplayable. I tested by just placing a single ESC 4 container on the pad loaded with various experiments: Lags slightly every ~1.5s. A fully loaded rocket with all possible science payload increases this to a total block every ~1.5s approx. I'm using a lot of other mods but given that I haven't even left the pad, they (FAR and DRE) should not affect the physics calculation that badly.
  25. Unfortunately I was too excited to build an orbital shipyard that I forgot to take the screenshots at launch But luckily, I kept the craft files unchanged so that I can build a complete station model in the VAB. Here are launchers with their payloads: Despite the size of the station, it only required 2 docking for the life support OKS modules. The pair of Kontainer Pods, giant taser thing (recycler from the Hanger mod), and industrial MKS modules were constructed in-situ to fufill self-sufficiency and orbital construction needs. Oh and the Karbonite miner was also constructed in-situ. Non-Part mods Deadly Reentry Continued FAR Kerbal Engineer Redux Mechjeb Tweakscale Scansat Ubio Welding Part Mods TAC-LS - Welded the Lifesupport containers to monoprop tank and reaction wheels. Yay for less part counts. Near Future Construction - Used the Octo-girder connectors because they looked cooler than the stock Rockomax ones. Karbonite - Drills, Converters. MKS/OKS - Most of the modules. Hangar - Radial Engines for the miners, stack connector at the center of the entire station. The giant taser thingy is also from Hangar (doesn't seem to work though...) EPL-> Regolith Adaptation - Smelter, Rocket Cons. Workshop B9 Aerospace - Miner lander legs. Also, the HX parts which are cool but really almost bankrupted the KSA. FTT - Kontainer Pods, Honeybadger Nuclear Reactor QuantumStrutsContinued Procedural Fairings - Was surprisingly unnecessary due to the massively slow launches. Still used. Might have missed a couple of minor ones but this is all the important ones. The final point tally Station tonnage - 100x180 = +18000 (Dry mass) <- I rounded this down to account for the removal of the parts constructed in-situ Kosmos-III and the Ore Miner, ((100x362.2)+(100x78.7)= +44090 (Dry mass) Mass from non-launched equipment are not counted. Launch tonnage penalty - ~7371x2 = -14742 Kerbals on station - 14x100 = +1400 Comfortable seats - 20x200 = +4000 No manned science lab (I assume you mean the stock science lab) No Snacks TAC-LS used - +1000 Dedicated shuttles - None. Could easily construct one though. Escape Pod capacity - None. Ain't nobody got the FPS to spare for that . Mining/Processing ability - +2000 Fully self-sufficient on everything - +3000 Total without counting Kosmos-III and Ore Miner: (29400x0.5)-14742= -42 Total with Kosmos-III and Ore Miner: (73490x0.5)-14742= 22003
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