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Everything posted by rasta013
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Yeah I have B9 installed on this playthrough but not OPT so it just came to mind first, but OPT does have a form factor that would fit that design nicely. Forget the designation...
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
rasta013 replied to Angelo Kerman's topic in KSP1 Mod Releases
OK, so I know you're pushing out all that beautiful DSEV stuff and draining my ability to give anyone else any rep but I did have a small request for MOLE whenever you want to look at it again. RE: the SD-18 and SD-25 decouplers...The SD-18 has the slim/wide/barrel configurations to provide up or down form factor conversion. The SD-25 has the wide and barrel options but not the slim allowing it to serve as an up converter but not down. For an upper stage geo-sync service trunk the 1.875 form factor is perfect and doesn't require a lot of fuel/engine manipulation to keep it from being overkill so the option of having the down converter just like SD-18 would be brilliant. Don't know how hard this may or may not be since it looks like it would need some additional modelling (I think, not my world) and maybe you already had a reason for not doing it but thought I'd ask. As a side note, this is the first time I'm using the full Wild Blue suite since I came back to KSP. I'm using it for a GPP long form career game as the only surface colonization mod I'm running and you've managed to add so much content that I feel like I'm using something I've never seen before. It's absolutely amazing! Great job! -
I know I could make that with B9 but I don't think any of the stock Mk3 parts are large/wide enough to provide the thick lifting bady. You could maybe get close to the top down shape though...especially if you were to throw on B9 Procedural Wings...
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I just want to go on record right freaking now in saying THANK YOU for the MK3 form factor included in these pieces! I have so many ways of addressing 2.5,/3.75 but I have practically nothing unless I want to run the MK3 expansion mod to add on that form factor cleanly to DSVs. These little bits and bobs your including to mate with that will make building even more fun...
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Thanks for keeping this alive! Just a comment on your question last month...part name ignore list would be handy since there are plenty of times I'd like to add certain wing/body parts on spaceplanes but never all wings/fuselages etc. Additionally, it would be handy to knock out a few extremely highly resistant probe cores or command pods but not all of them. These are just a few examples I can think of where part name instead of module name would go a long ways for the ignore list. The unfortunate side effect is that it would make an ignore list more bloated by its very natures since it's single part. If you could have the ignore list handle both module name and part name then it would be the most ideal world. Just my 2 cents a month later
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Akron, just some quick praise on the new textures...Been using the PP cores a lot in the past few days and checking all the new textures out and so far it looks good. Just like others, the DMagicScienceAnimate thing seems to be the only true outstanding issue...
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[Old Thread] KRE - Kerbal Reusability Expansion
rasta013 replied to EmbersArc's topic in KSP1 Mod Releases
It's not KER or KRE either one. It's the way that KSP reads decouplers and where they decouple from. In some cases, such as this one, nothing you can do can get you an accurate picture of the true dV without disabling the offending decoupler. This discussion took place about 2 years ago in the KER and MJ threads IIRC. For example, to find the true dV of the KRE Dragon setup, temporarily add in a separate decoupler below the heat shield and disable the decoupler staging on the Dragon heat shield. This will force both KSP, and in turn, KER to accurately calculate the dV. I've run into this little issue SOOOoooooo many times I couldn't count it and this has always provided the solution. The issue will really rear its ugly head if you happen to have a part that you cannot disable the staging on. Sometimes even TweakEverything! won't allow it... Good luck with the features (not bugs) of KSP! -
[Released][1.3.1] Antenna Helper [v0.90] (27 Feb 2018)
rasta013 replied to Li0n's topic in KSP1 Mod Development
Reporting back tonight - apparently something was borked with my install (was seeing some other strange things going also). I cleaned everything out and reinstalled it all and now all seems to be well. If Pood's way doesn't work out for you though the original should. Not being a coder I have no idea of the significant differences between the two methods or what their use may mean in any way. LOL... -
Ok so...embarrassing math moment for me. Antennas are working fine...I made an error with my math. Had it not been for RL interfering earlier today I would've updated that last post a lot sooner... So, relay on the Obelix is all good, my math is not. The Internal/Relay setup as well as the Direct/Internal setups of the cockpit and Sienno are perfectly fine. Only my head is broken...
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Yeah, the Obelix is a start node core but to make any real use out of the relay you have to get to DSN 2 at the very least and DSN 3 is really where you can start using it. I'm playing a 10% science game with a 95% contract science penalty so I don't go quickly up the tree but I do have plenty of funds. The Obelix is the perfect solution to early game limited distance relay needs in situations like this. On a different note. I've been perusing all my antenna configs (I'm a GREPaholic) and I've not found another single antenna outside of BDB that has dual configurations. Every other antenna that I thought was dual mode was in fact only an upgrade being applied during tech tree advancement. Those upgrades would change an antenna from Direct to Relay but never were they present on the antenna at the same time. I'm going to test out the Obelix (Relay/Internal), LEM Ascent Cockpit (Direct/Internal) and the Sienno (Direct/Internal) to see what's working and what's not. Will report back shortly...
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I'll sandbox a couple others I know of and see if they're doing the same thing. I hadn't noticed until this point but then I've only been back to KSP for just over a week... That's exactly how it's being used too since I have other relay antennas but they are overkill for this job (a simple lunar relay). I'll goof with the antenna config on the core a bit and see what I can discover - as to your other micro solar panel idea...do you mean an integrated panel/relay? Similar to the Gemini direct transmitter panel?
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[1.12.x] Kerbal NRAP - Procedural test weights!
rasta013 replied to linuxgurugamer's topic in KSP1 Mod Releases
...sorry for the doubles... I say do it which ever way makes the coding easier. Having a list of sizes to select from is perfectly fine although the flexibility of a fully adjustable slider would be really nice. Easier and simple coding though is more important and I think those of us that use it anyway would be fine with what works best for you. -
[1.12.x] Kerbal NRAP - Procedural test weights!
rasta013 replied to linuxgurugamer's topic in KSP1 Mod Releases
You aren't kidding with that. I have no idea how many I've got now that your maintaining. You really are making a herculean effort to keep some of the better mods around alive and well for us these days. For that I can't thank you enough. For resurrecting this mod I shall now be happy to bear your kerbals. I also play no-revert and missing NRAP is murder on that situation. Kerbal Weights is cool and all but it is nowhere near as versatile for simple lifter body testing. Thank you so much! -
[Released][1.3.1] Antenna Helper [v0.90] (27 Feb 2018)
rasta013 replied to Li0n's topic in KSP1 Mod Development
hehehe...yeah. I haven't done the math yet. The greatest single possible variance in inclination would be when Icarus (nearest planet to Ciro @ 6o) and Leto (farthest planet from Ciro @ 10o) are at opposition and I don't know what 16o of inclination difference over that kind of extreme range (539m Km difference in SMA) will do. This is just the most extreme example and likely to never have an actual application in game but I'd still like to know the numbers for my own curiosity's sake. Like I said...I need to sit down and do the math but I've been putting it off as I get my other ducks in a row... -
[Released][1.3.1] Antenna Helper [v0.90] (27 Feb 2018)
rasta013 replied to Li0n's topic in KSP1 Mod Development
I have that issue in GPP range calculations because almost every single planet has a slightly different inclination... -
Ok about the HLR-ASTX "Obelix" Probe Core...so this thing has both a Direct and Relay transmitter (albeit short range) and with DSN 3 it's supposed to have a range of 35.4m Km. However, the direct transmitter seems to be working but the relay transmitter definitely is not. It will show a first hop distance of only 20m Km so it's well within range but it will never relay a transmission. No antennas I've tested yet, stock or mod, will relay through these. Looking at the configs I see absolutely nothing that should be interfering and all my other antennas including some dual-use ones appear to be working just fine. FYI, I have extended the antennas on the Asterix to no effect... Thoughts?
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[Released][1.3.1] Antenna Helper [v0.90] (27 Feb 2018)
rasta013 replied to Li0n's topic in KSP1 Mod Development
That should actually work nicely. For my purposes the approximation will most likely work perfectly fine. I don't plan on making the antenna limits so stringent that small measurement inconsistencies would throw them off. -
Cool thanks for the input. I'll let you know how it works out and most likely end up bugging you with questions about it along the way...
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[Released][1.3.1] Antenna Helper [v0.90] (27 Feb 2018)
rasta013 replied to Li0n's topic in KSP1 Mod Development
Just a curiosity question...are the planet names hard coded in your DLL? I've currently got this installed under a Galileo Planet Pack setup which completely replaces the stock solar system (including the sun) but not a single planetary or lunar body shows up on the per planet list. I ask because I'm looking at overhauling antennas within the stock system in order to generate more forced choices and need for variety. I hate that I have 30 antennas on my list from all the mods I use but still only manage to use about 4 or 5 different antennas. Your tool would give me an easy way to help write antenna configs for non-stock planetary systems by being able to make and see all my measurements at once in game without having to constantly enter and exit for testing. BUT, I need to be able to see non-stock planetary bodies... -
I've been playing with this all week long and have been using the new Venera and Surveyor parts a lot. It's running great and the balance seem really nicely even atm. I've not really seen anything across the engines, tanks, RCS, science or probe cores that makes me go "Ooo that makes things easy." Overall I think you've got this in a great spot. As to the new textures...I love the new foil look far better than the old shiny gold which is still nice but this looks really good. The rework of the stock grey looks really cool in the SS so can't wait to see it in game...so...off I go!
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Linux, I just stumbled across this bouncing around the forums today and really like the idea. I've got an antenna overhaul floating around in the back of my head that might make use of this. I'm not a coder of any sort but I can write patches to beat the band and I feel the antennas across stock and numerous mods feels disconnected, unrelated and frankly so overly redundant that I find myself still using about 4 different antennas from the plethora available. All that said, if I use this as part of overhauling stuff, would I be able to :FINAL patch this safely into pretty much every single ModuleDataTransmitter that's been loaded? The plan is to overhaul them on a mod-by-mod basis since I want variety and forced choices rather than constantly seeking to find the highest bit rate with the lowest EC and longest range as the sole means of solving comms questions. Since I want to include mods like SSTU the :FINAL method is generally the only way to ensure that I hit each .cfg that has it.
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@Shadowmage knows more about the wheel system now than anyone outside of Squad and maybe even there now...
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[1.2.2] SSTU Expansion Pack (31/12/2016)
rasta013 replied to JoseEduardo's topic in KSP1 Mod Releases
I actually figured out where my issue came in at. I use a customized CTT patch for BDB parts normally and I never made any changes to it for your's being added. That made all the engines default to their old BDB nodes which for my games, is WAY early. I can address that bit myself. As to the other it regards specifically the tanks more than anything so it's far less of a problem. In that, opening the BDB expansion tank gives access to things like the SIVB block but since there aren't any engines with enough oomph to push 'em they really don't get get exploited until the 1.875m level anyway. No worries anyway like I said. It's a temptation but limitations have always left some of them floating around for us career players. -
[1.2.2] SSTU Expansion Pack (31/12/2016)
rasta013 replied to JoseEduardo's topic in KSP1 Mod Releases
Heya man! Just came back to KSP after a bit away and started using this piece - Nice Work! I love it since I use BDB and SSTU side-by-side as my only two significant part mods... Had a quick question/suggestion...any way that you can implement limitations on the availability of tanks/engines according to when the corresponding part or tech node is unlocked? For sandbox, the unlimited method is perfect and works our wonderfully, but in career having every single engine and tank you've added available for use by spending 5 science and 16,000 in funds is way, way to tempting but really mostly just breaks immersion. It's not a necessity by any means either way but I think it would help improve this mod considerably. For that matter, if you could find a way to bring the SSTU level unlock capability to this and the Nova add-on it would really make them a lot more interesting to use in career games. Just a thought... Keep up the good work!