

ManuxKerb
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Everything posted by ManuxKerb
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Contract Pack: Advanced Progression - REPLACED
ManuxKerb replied to tjsnh's topic in KSP1 Mod Releases
Hi, I accepted the contract to get one kerbal into space, but it says, the vessel must be an "orbiter", what part is that ? The contract is not fullfilled if i use another part or ship. Also i noticed, that some parts of a contract get completet when i work on another contract and the whole contract is not completed at all. Example: Contract1: - Orbit a kerbal Contract2: - Reach orbit - Fly to mun Then when i work on contract1 also the reach to mun contract gets partially completed (the reach orbit part) This could be fixed if there is a main goal (fl to mun) and if this is achived all other sub assignments gets the ok. Thanks! PS: I'm planning on stying on 0.90 for a while, will this pack recive updates that work with 0.90 ? Also im using the latest contract configurator :-) -
Countdown to 1.0, How not to launch a rocket in 0.90.0!
ManuxKerb replied to Rufledt's topic in KSP Fan Works
Hi, Cool video, laught a lot! :-) What water mod do you use ? it looks awesome! Thanks -
The Linux Thread!
ManuxKerb replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Hi Can i use or get the speed improvement of : LD_PRELOAD="libpthread.so.0 libGL.so.1" __GL_THREADED_OPTIMIZATIONS=1 %command%_64 If i dont use the steam version ? Still 64 bit tho... Thanks -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
ManuxKerb replied to sirkut's topic in KSP1 Mod Releases
Hi How can i rotate the washers in space ? Do i need to put on action groups for every one ? This is not very practical as it uses up all the action groups if i have 5 modules i want to rotate separately. Thanks -
FIX: Dock / Undocking Bug in 0.23.5
ManuxKerb replied to Claw's topic in KSP1 Technical Support (PC, unmodded installs)
Hi Claw, Ok here is some super strage thing, One time i was able to detach the port correcly. I used: attN = top, 173 in Ruscha1. And pressed Decouple in Rusha1 However i tried to do it agian an this time it did not work again. For a second it looked like it (camera wise) but then nothing hapend afterwards.... Do you have any idea why i could not replicate my succes ? -
FIX: Dock / Undocking Bug in 0.23.5
ManuxKerb replied to Claw's topic in KSP1 Technical Support (PC, unmodded installs)
Hi Claw, Thanks for helping me out! As i described, i named the ports Ruscha1 and Ruscha2 in the save file, i seach for those two names and scroll up till i find the uid. What is the links section ? Is ID = UID ? Where can i find the first port's part number ? (is it the parent number ?) Here are the relevant snippets i think: From Rusha1 PART { name = dockingPort2 cid = 4291690114 uid = 2630543533 mid = 3106768183 launchID = 62 parent = 173 //[I] Is this the other docking port or the Part from the ship where it is attached to ?[/I] position = -1.44867253303528,2.51166391372681,-10.0581912994385 rotation = -0.1764656,-0.1025351,0.6847348,-0.6996318 mirror = 1,1,1 symMethod = Radial istg = 0 dstg = 0 sqor = -1 sidx = -1 attm = 0 srfN = None, -1 attN = None, -1 attN = bottom, 289 mass = 0.05 temp = -192.7025 expt = 0.5 state = 1 connected = True attached = True flag = Squad/Flags/kerbin rTrf = dockingPort2 modCost = 0 EVENTS { } ACTIONS { } PARTDATA { } MODULE { name = ModuleDockingNode isEnabled = True state = Disengage dockUId = 1475538722 dockNodeIdx = 0 From Rusha2 (The one that gets fully detached in my tries) PART { name = dockingPort2 cid = 4289912110 uid = 1475538722 mid = 2369318720 launchID = 61 parent = 172 position = -0.890175104141235,2.5116708278656,-9.99832534790039 rotation = -0.03770937,-0.03770648,0.7060993,0.7061021 mirror = 1,1,1 symMethod = Radial istg = 0 dstg = 0 sqor = -1 sidx = -1 attm = 0 srfN = None, -1 attN = top, 173 // [I]is this the port or the surface of the ship?[/I] attN = bottom, 172 // [I]is this the port or the surface of the ship?[/I] mass = 0.05 temp = -192.6611 expt = 0.5 state = 1 connected = True attached = True flag = Squad/Flags/kerbin rTrf = dockingPort2 modCost = 0 EVENTS { } ACTIONS { } PARTDATA { } MODULE { name = ModuleDockingNode isEnabled = True state = Docked (same vessel) dockUId = 2630543533 dockNodeIdx = 0 -
[1.0.X] RecoverAll/DestroyAll - V1.2.2 - 07.09.2015
ManuxKerb replied to SpaceTiger's topic in KSP1 Mod Releases
This is very cool! It would be cool to also terminate multiple vessel at once, so i can get my debris out of space! -
FIX: Dock / Undocking Bug in 0.23.5
ManuxKerb replied to Claw's topic in KSP1 Technical Support (PC, unmodded installs)
Hi Claws solution works but it detaches at the wrong point, instead of detaching between the two ports, it detaches one port completly from the station with the other part still attached. How can i find the right parent number ? Here is my Save file:http://s000.tinyupload.com/?file_id=73288509976429238171 You an find the two ports in question by name: Ruscha1 and Ruscha2 Here is a picture of my station, the ports in question are the ones who connect on the right side of the station. (with the Cyclotron) -
Hi As i'm one of those "luky" ones who suffers from the "can't undock bug". It would be great to see wich port is the parent one to each other etc. For this it is reqired, to know the right parent to set it in the save file so the ports can undock. However, this depends on the build order of your ship wich is not really guessable after you put two pre made ships together to one big one.... As space stations are made up of different subasseblies it is not clear waht parent number one docking port has. This sould be a real simple request, all what is needed is as ingame filed who displays the correct parent vars for two docking ports. So we can see (maybe higlight?) what parent number is the right one for the two docking ports. If somene is interested, please read: http://forum.kerbalspaceprogram.com/threads/78863-FIX-Dock-Undocking-Bug-in-0-23-5 Thanks Manuel
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FIX: Dock / Undocking Bug in 0.23.5
ManuxKerb replied to Claw's topic in KSP1 Technical Support (PC, unmodded installs)
Hi guys, It seemd im also affected by one of those can't undock bugs. I tried claws solution but could not check yet if it works. However a few ideas/questions arose: 1. Why not track the docking port by a changes name Like FIXME-1 or so ? 2. I read on the Internet that it is possible to repair a broken docking port with KAS by removing and reataching. Also could not try this out yet but i made a config file for me. (Source: https://www.reddit.com/r/KerbalSpaceProgram/comments/2oh4yz/i_have_a_fix_for_the_docking_port_bug/) //##### Fix for the stuck docking issue, can be grapped by eva kerbal and reatached @PART[dockingPort2]:FOR[KAS] { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.09) evaPartDir = (0,0,-1) storable = true storedSize = 5 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } @PART[dockingPortLateral]:FOR[KAS] { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.09) evaPartDir = (0,0,-1) storable = true storedSize = 5 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } @PART[dockingPort3]:FOR[KAS] { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.09) evaPartDir = (0,0,-1) storable = true storedSize = 5 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } @PART[dockingPort1]:FOR[KAS] { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.09) evaPartDir = (0,0,-1) storable = true storedSize = 5 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } @PART[dockingPortLarge]:FOR[KAS] { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.09) evaPartDir = (0,0,-1) storable = true storedSize = 5 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } @PART[mk2DockingPort]:FOR[KAS] { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.09) evaPartDir = (0,0,-1) storable = true storedSize = 5 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } @PART[docking-25]:FOR[KAS] { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.09) evaPartDir = (0,0,-1) storable = true storedSize = 5 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } @PART[SYdocking3m]:FOR[KAS] { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.09) evaPartDir = (0,0,-1) storable = true storedSize = 5 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } @PART[SYdocking5m]:FOR[KAS] { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.09) evaPartDir = (0,0,-1) storable = true storedSize = 5 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } @PART[trusslrg-docking]:FOR[KAS] { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.09) evaPartDir = (0,0,-1) storable = true storedSize = 5 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } @PART[KW3mDockingRing]:FOR[KAS] { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.09) evaPartDir = (0,0,-1) storable = true storedSize = 5 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } @PART[B9_Utility_DockingPort_CDP]:FOR[KAS] { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.09) evaPartDir = (0,0,-1) storable = true storedSize = 5 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } I will report back what is working :-) OK THIS works! So if you dont want to edit the save file just get a kerbal to grab and reattach onto the Ship. -
Big space station = lag. Solution available ?
ManuxKerb replied to ManuxKerb's topic in KSP1 Discussion
Well i don't like to bootsptrap my stations too much after all they sould look nice as well and not just function. I found this hack and it tweaks the rendering of planets when your are not near them, still try to find out if it works/makes a difference tho.... Feedback would be nice about thisI will try welding soon, but i doubt it will work with uks parts wich makes it far less useful as i only could merge batteries and stuff... -
Hi I'm in the process of bulding my first space station and its not really big in real terms but has a high small parts count. As I understand there is a problem that occours with "high" part counts (around 500) that the physics who need to be calculated for every single part slow down the game. I expirience this problem and was just wondering if there is a solution. Like a mod that reduces physics calculations or some other trick to get my for my understanding small space station not laggy again ? Thanks
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
ManuxKerb replied to girka2k's topic in KSP1 Mod Releases
Hi, Can this mod be used with USI Colonization Mod ? I want to decrease my space station parts count because pf physiscs calculations! Do the modules funtion after welding ? Like adding resources and stuff. Also the mentioned memory footprint converns me. -
Do FAR SSTO Spaceplanes work with NEAR?
ManuxKerb replied to ManuxKerb's topic in KSP1 Mods Discussions
WOW this plane looks awesome!!! Does it have payload ? Would you mind shareing your craft file ? Thanks -
Hi I don't use FAR and i don't plan to. I tried it and it is in no way fun anymore for me to launch rockets. However i quite like NEAR :-) But i do strugle with planes, let alone Spaceplanes. So i want to ask can i use a FAR craft file in NEAR or will it not fly ? Also are there any caveheats i should know about bulding planes in NEAR or is it almost stock like (design wise) ? Thanks ManuxKerb
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Hi I'm in the process of building my first minmus karbonite extraction vehicle and i want to mine during the "night" eg the time when the moon has its landing site away from the sun and needs to rely on battery. How can i find out how long this time will and attach enough batteries ? The wiki only lists the orbit darkness time (in Kerbin Time) and not the one who is relevant from the surface. It would be good if we could make a list, also from other bodies (I plan a refuling station on duna and minmus): [TABLE=width: 300, align: center] [TR] [TD]Mun surface darkness time: [/TD] [TD]3d 2h [/TD] [/TR] [TR] [TD]Minmus surface darkness time:[/TD] [TD]6 h [/TD] [/TR] [TR] [TD]Duna surface darkness time: [/TD] [TD]1 d 4 h [/TD] [/TR] [/TABLE] Thanks at all of you at explaing it in such a detail! Here are the darkness times for reference
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Yes science experiments work in stock mode. I removed some hand made science modules because they did not work they way i wanted. I experimentet with DMAmnimatedScienceGeneric module. Too many too list them all by hand, see kerbalx, they are listed there. I did a qick test on a new vessel with only one command module and it works as expected it just seems to affect the rover for now. Only on my rover it does not work. You can download the rover here: http://kerbalx.com/crafts/1603 I was driving around on the mun and minmus with the rover and entering new binomes and waiting to get the pop ups but they dont appeared Save is here: http://s000.tinyupload.com/?file_id=62356614202438218088
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Thanks!
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Hello Customer, Congratulations! You bought yourself stuff to get you into space far beyond the playground. This deadly conception very well tested machinery is built by MKerb Industries, Inc. All complaints to their legal department on Kerbin. Not suitable for children who can't withstand 3 Gees. The KeSOIDeS (Unmanned) Kerbin SOI Delivery System (Redesign II Mk. IV) Specs: Mass: 1.322 t (without 2x payload and lander) Parts: 211 Electric Charge: 12.020u Reserve Power: 8000.0u Monopropellant: 3.000u Liquid Fuel: 43.743u Delta-V of the Orbiter: 3,250m/s (with 2x payload and lander) TWR: 8.26 (By itself) TWR: 1.59 (with 2x Payload and Lander) Craft-File KeSOIDeS Mission -------------------------------- The KeSOIDeS is used for taking heavy rovers or station parts into orbit and land at there intended location on Mün or Minmus. With the use of- Bamboo-Stageing it squeezes out the last Delta-V. It can transport two payloads with 7,8 tons and land them with the included lander stage safely. It includes a docking module for a return stage from a planet-rover to deliver science home to Kerbin. For this use the emergency decoupler before rapid spontaneous disassembly occurs. Operational Manual: - Slow 45° turn advised - If desired, fire liquid engines at the beginning with minimal thrust (10 %) - SRB should get you above 10 km. - If flown correctly, no Delta-V from the Orbiter is used to get into Kerbin Orbit. The KeSOIEV (Unmanned) Kerbin SOI Exploration Vehicle (Mk. V) Specs: Mass: 7,0 t (Mk. IV was 7,8 t) Parts: 249 Electric Charge: 35.0u Reserve Power: - Monopropellant: 220u Liquid Fuel: 22.5u Delta-V of the Return Vehicle: 1.128 m/s TWR: 6,82 (Mün) Craft-File KeSOIEV Mission -------------------------------- This Rover was specially built for the use on Mün or Minmus. It has a low center of mass and a max speed of 18.4m/s. With its various experiments on board, we hope to find new interesting facts about our neighboring moons. With the build in RW and RCS even flipped rover can be returned to his functional form. When flying over slopes the rover is capable of conducting low orbit science. Karbonite detection was recently added. The rover features a return stage who is able to get into a stable orbit and rendezvous with the KeSOIDeS to return non-transmittable science. Also included is a lander vehicle for the descend of the rover. Operational Manual: - The Smart Parts do most of the important work. Just get it stable 5 meters over the surface. - For Minmus: -- Don't go faster than 10 m/sec -- Use RCS to keep the rover down Automated: - Lights - Brakes - Airbags inflate / deflate - Decoupling of Lander - Activate SAS and RCS to stabilize - Switch Control to the rover - Be aware that the lander gets a bit unstable when low on fuel.
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Hello Dmagic. I tried it with the new dll. Same result. Energy is drained but there is no science window popping up to collect the science. Here is my code: the model.mu is just the model from the stock gravimax. SensorBeep256.png is just another texture. The DMagic Science Animate.dll is in the DMagic Science Animate/ folder of the gamedata. Also i noted, that the last modified date of the new dll is still June 2014. thanks for looking into this :-) Have a nice easter
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Upper Stage spinning
ManuxKerb replied to ManuxKerb's topic in KSP1 Gameplay Questions and Tutorials
Ok my solution with fuel punping did not work, but i found out, that the problem is that the COM goes to much to the front and ifi do not stage and one fueltank stays full as weight it works quite good. Now im going to try TAC Fuel Balancer and i will put one tank as weight. Also adding some boosters for a bit of a kick in orbit but i think they will not be so efficient. -
Upper Stage spinning
ManuxKerb replied to ManuxKerb's topic in KSP1 Gameplay Questions and Tutorials
Yes thats the config. Yeah these rovers are basicly build out of tracks and science enquitment :-) Stage 5 has only 5 engines. I think this is enough. If staged the engines are not above COM only when the last booster stage is active but then the engines are off. Thanks -
Hello Dmagic. Thanks for helping :-) Ok i will try the updated version. As decribed, i did not code any c# code for the science part who uses only energy. I did only build a part.cfg file for my part and it worked that it would drain resources but did not show the science collect window afterward. I guess it is waiting for the animation. If it does not work, i will post my part file here. :-) Greetings