PringleMan
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Everything posted by PringleMan
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You might have to clarify what you mean. Just in case: Build the ship, THEN put a docking port inside the cargo bay. The interior of the cargo bay is not just a noclip or something like that, it actually does not have a hitbox that covers the opening. If you place the docking port in there AFTER you connected both ends of the bay to something else, then the docking port is just treated like any old docking port.
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Actually scratch my problems, I just noticed that you DID make the tracks recognize if they are supposed to work in tandem with others. I tested this by rigging up two side by side and driving them around. Telling it to turn right makes the right hand tracks go backwards and the left go forwards, which is exactly what you want. However it is not smart enough to know that the inside track would have to have a different torque and speed than the outside track, so it is causing each track-base to twist on it's own connection node, and thus the source of the problems I was having before. It also seems that the mark 5s have a different torque going backwards than forwards. It may be my imagination, but if so I think that needs to be fixed because 90% of what those are gonna be used for is giant platforms, and that difference might make things break apart like with my gantry
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edit: I think the reverse gear on the mark 5 may be broken. I tried to make a giant gantry to put re-usable ships back together, 1 mark 5 in each corner. I set it up so that I could flip two of the mark 5s into reverse and keep the other two forward, but nothing happens on key press. I tried holding it too, to no avail.
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[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
PringleMan replied to nobody44's topic in KSP1 Mod Releases
Wow, nice update! I will try my hand at throwing together a mission pack. -
LLL - Lack Luster Labs - Development Thread
PringleMan replied to Lack's topic in KSP1 Mod Development
What about a gear-tooth approach? Not the most elegant I suppose, but would be easier for it to snap together with very little rotation needed. Another idea would be a "flap and spike" approach. Basically on the female side of the CBM have a set of flaps (animated would be nifty) that are set at like 45 degrees or something. The male side has a sort of "spike" on each corner (again, animated would be nifty) that fits in the gap between adjacent female flaps :3 This approach would allow alignment without dependence on initial direction, so long as the initial direction was at least reasonably on-axis xy with the area vector. edit: will make a sketchup to better illustrate. brb Like this: http://imgur.com/ov5CKB1 That should give you the basic idea. Did it super fast so it super sucks -
[WIP] THSS - Tri-Hexagonal Structural Strut
PringleMan replied to Semni's topic in KSP1 Mod Development
This is a overreaction. You did make a good suggestion, and he responded why he was not going to do that. There was no negative tone in either post. Relax mate. Basically to do this, make a copy of the part and rename it something else. Then open the config file for the part and change the following things: name = (whatever you named the new part) rescaleFactor = (value for the new size of part) Title = (again whatever you named the new part) mass = (whatever you want the dry mass of the part to be) So for example for the plain Octo Strut I would change those lines from: name = OctoStrut rescaleFactor = 2.57 title = Octagonal Structural Strut mass = 4.0 To something more along the lines of: name = OctoStrutSmall rescaleFactor = 1 title = Small Octagonal Structural Strut mass = 0.5 I have no idea if that would be an appropriate rescale factor, you just gotta play with it. -
Postcards from Laythe - Cancelled indefinately
PringleMan replied to chobit-389's topic in KSP Fan Works
Just as a reference, don's use a kerbal-made magnet as a reason either. With the given numbers for Laythe, to boost the magnetic field for the whole planet up to par with the weakest field on Earth would require a magnet that outputs 6,250,000 tesla (if placed in the core). Just say that the tidal forces from Jool cause Laythe to be volcanically active, allowing for a molten core and thus its own magnetic field. It has a pretty short day so it is not a bad assumption to say that the core rotation speed is pretty fast too. -
Honestly the only way to do this is to just make so many landings that you know where it will land. You DO have some degree of control over how you go about your landing. You can burn at low throttle for longer earlier on, so that if need be you have the juice to slam on the brakes later so to speak. Mostly just do lots of little burns to tweak your landing while you are coming in. An ASAS is vital in this respect, to keep a heading steady. When it comes to landing in atmosphere though, the only way to learn how much your trajectory is going to change is to make so many landings you just know where to aim. There are not nice tools to do it by hand really. By the point you are using calculators to help plan the landing, you might as well just give mechjeb control.
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Making a mod to mine more resources and stuff.
PringleMan replied to Psycho529's topic in KSP1 Mod Development
Just make an imgur album and post a link. We are big boys and girls, we can click -
LLL - Lack Luster Labs - Development Thread
PringleMan replied to Lack's topic in KSP1 Mod Development
The grill plates actually act like a radiator iirc. He put it in a version or so ago. It was just most of his engines end up not really heating up all that much for some reason. -
You are not limited to just one engine, and one engine does not necessarily work as well in all scenarios. Getting into orbit, He is going to be burning those SABRE engines. Even at high altitude the LV-NB is not going to get him up there. He HAS to have that high power, short impulse engine to get to orbit. However once in orbit it is a different story. The fuel efficiency for the LV-NB is SO much higher than the SABRE that if he wants to do something like go to the moon or perform extended orbital maneuvers he will need something long impulse. Trying to use the SABRE engines for that is just plain wasted fuel. Much much much more wasted fuel than he loses lifting that extra 3 tons into space.
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Postcards from Laythe - Cancelled indefinately
PringleMan replied to chobit-389's topic in KSP Fan Works
You could buy the humble indie bundle 8 for $5.75, get the steam keys, and activate them on steam. Then you would have 4 games Probably the cheapest way to get that going -
I think he ignores 90% of posts anyways, so I dont think that fixing older mods would really free him more time
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[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
PringleMan replied to nobody44's topic in KSP1 Mod Releases
A suggesting moving forward would be to see if there is somewhat to build in a folder tree for "campaigns" My idea for the implementation would be a change to the UI that allows for a simple folder browsing for any folders inside of the "missions" folder. These folders could be something along the lines of "Space Race" or "Telecom Development" or something. Mission selection could proceed like normal after that. Doing this would allow people to make campaign sets of missions without worrying about having a super cluttered UI with tons of missions. -
Simple form of multiplayer, some development questions
PringleMan replied to Forced1988's topic in KSP1 Mod Development
You did not really read what I said then. Player-player direct collisions would be disabled, but the key is that non-active ships would also be loaded from the persist. Such a ship (such as a station) would be just any old ship as far as your game is concerned, so you could then dock with it. The downside is that two people could not dock to the same station at the same time. The plus side is that they could build a community station. Also, live feed does NOT render locally. It gives a map icon to show where someone else is, but if you and a friend are in the same spot at KSC, it does not render your buddy. Regardless, it was a baby-step suggestion. A step to take before trying to go all out with time warp and full physics. -
[WIP] THSS - Tri-Hexagonal Structural Strut
PringleMan replied to Semni's topic in KSP1 Mod Development
Could you please make a list of the new parts added? -
Making a mod to mine more resources and stuff.
PringleMan replied to Psycho529's topic in KSP1 Mod Development
On his mod's first post there is a link to github that has the source code -
Currently if you are wanting to do an orbital fuel depot without docking, your only option is to use a mod. In stock game mechanics, the only way to transfer fuel is to dock. KAS is really the way to go here. Then put a station into Kerbin Orbit. Ferry fuel from the ground to the Kerbin Station, then make a mun-kerbin tanker that never lands.
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Actually the moon IS slowing the Earth's rotation indirectly via the tidal bulge. The bulge has a slight frictional affect on the Earth, slowing its rotation ever so slightly. In the short term this is pretty meaningless, but I think the existing geologic record shows some evidence of a current slowing of several hours already. The sun will burn out before we ever become tidally locked. Anyways back to the OP, the energy is basically from internal friction due to the gravitational tidal forces acting on the moons of Jupiter. Io sees the worst of it because it is so close in, and gravity drops over distance squared. Even a few hundreds of kilometers (radius of the moon) can cause a pretty big difference in gravitational force (and thus gravitational potential energy). Io is small enough that it SHOULD have been geologically dead if it were around another planet such as Earth (much like our own moon). However because it is so close to a massive body like Jupiter it gets squeezed and bulged and stressed constantly. It is not really right to think of the energy "coming" from somewhere. Thinking of energy that way is a little off to begin with, unless you want to get down to the quantum level where you describe mass as energy waves. Besides which, you mentioned that the energy is conservative, and this is not the case. In the whole universe energy is "conserved," but in an individual system it does not have to be.
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The problem with light gasses is that unless there is a strong gravitational force they will just float away into space. Solar winds help this because if the gasses are at high altitudes (barely held) but there is insufficient magnetic field to deflect solar winds, then they will get blown off through particle interactions. This is suggested as one of the reasons for the stripping of the martian atmosphere. It is fairly clear it was much thicker in the past, and it is believed that one cause for the thinning was internal cooling of the core weakening the planetary magnetic field and causing irregularities. Solar wind would be able to penetrate to lower altitudes, and impart enough energy to gasses to cause them to escape. This sensibly would leave heavier gasses such as carbon dioxide, the current main component of the martian atmosphere.
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Simple form of multiplayer, some development questions
PringleMan replied to Forced1988's topic in KSP1 Mod Development
The idea my friends and I had was to disable physics between active vessels, but add inactive vessels to everyone's game. Other player's ships would still be rendered locally, just no physics. This way, people could build space stations and mun bases still, but the issues with player/player collisions are avoided. If positions are transmitted from the map coordinates, and you are not worried about the physics of other players, then the time warp is not a big issue I think. You would just see your friends moving around faster than they should. -
Making a mod to mine more resources and stuff.
PringleMan replied to Psycho529's topic in KSP1 Mod Development
I disagree with your assessment. You assume with this statement that the squad resource system will be well implemented and accomplish everything we want it to do. This will likely not be the case. It will be good, but will likely fall short. That is where modding comes in. It would be foolish to just lay a blanket statement saying that this mod would be trashed by the squad system without even knowing what the squad system will entail. The most they have ever said on the matter is a chart that details a POSSIBLE resource tree. Do you have more information the rest of us do not? Now back to the topic on hand. I would love to see inflatable storage tanks. Something along the lines of a module that unpacks in a Bobcat-like manner while you mine out a deposit. Once the deposit is done, pack up and drive/fly/carry your platform to another location. Perhaps these could also be radially mounted? -
The way that works is via a transform in Unity before you package up the part. If the source was available someone could spend some time and fix it (maybe) but as far as just a quick fix no. The part would have to be largely remade to fix it.
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Making a mod to mine more resources and stuff.
PringleMan replied to Psycho529's topic in KSP1 Mod Development
An idea to help you get going would be to take a look at the Kethane mod. You CAN NOT use his code, but it could at least give you some ideas on how to implement it.