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Everything posted by garwel
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Yesterday, my first (really, after 3250+ hours playing the game) crewed mission to Duna reached its SOI! The interplanetary ship, named Albatross, houses a lab, a panorama module, two Hitchhikers, lots of life support systems (USI-LS) and even a radiation screen (Kerbal Health). It provides ample room for three kerbals to support stay in orbit almost indefinitely (again, with Kerbal Health's most punishing settings). It is propelled by two atomic motors and power is supplied by a nuclear reactor. It also has a Planet Exploration Transport, or PET, which can bring the three crew members from an orbit to a moon and back + lots of experiments. This is Albatross above Duna: But the circularization burn failed for several reasons (the CoM was too far from the CoT, kOS script issues, engine overheating etc.). As a result Albatross found itself, instead of a neat 130x130 km orbit, in a very eccentric elliptical orbit with Ap barely within Duna SOI and Pe deep inside Duna's atmosphere. What's worse, we nearly run out of fuel. It should be enough to fix the Pe problem, but there is a big risk of the station being thrown into the Sun orbit by Ike. The good news is that I have a special unmanned ship, called FOX (Fuel-Oxygen eXtractor), approaching Ike that is capable of extracting fuel (hydrolox in this case) from the moon. So my plan is to: 1) orbit Ike 2) land in an ore-rich spot 3) fill the tanks with hydrolox 4) take off and leave Ike's SOI 5) rendezvous and dock with Albatross 6) refuel Albatross and repeat if necessary One challenge here is that all of this will have to be done with a 2-3 minute signal delay, so I must use kOS scripts for nearly everything. The other is to make it all quickly before Albatross was tossed out of the system. And much of it I'll have to do for the first time. (Oh, and besides, I don't load previous saves even in cases of catastrophic failures.) I don't know how it all ends, perhaps in a big explosion or even more likely with my kerbals dying on the station of lack of starvation and boredom. But it's going to be anything but boring to me.
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
garwel replied to Paul Kingtiger's topic in KSP1 Mod Releases
I may try to do it, but not any time soon. Like I said, I first need to bring home my Duna mission (which BTW is stuck there without fuel) before I switch to US2.- 1,554 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
garwel replied to Paul Kingtiger's topic in KSP1 Mod Releases
This is awesome. I'm going to switch to US2 after my current Duna mission with lots of US1 parts returns. Do you plan to add a CTT patch?- 1,554 replies
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
garwel replied to Dunbaratu's topic in KSP1 Mod Releases
Great, thanks. I had this idea too, but haven't tested it yet. It looks like the documentation is incorrect on this issue then. This page mentions DockingPorts as well as other suffixes as "listable keywords" that can be used with LIST ... IN command.- 1,364 replies
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
garwel replied to Dunbaratu's topic in KSP1 Mod Releases
Ok, I have another question. I'm trying to write a script for docking two kOS-controlled vessels and I need to look at the other vessel's parts, specifically its docking ports to find eligible one(s). I tried this: LIST DOCKINGPORTS FROM TARGET IN targetPorts. and this: LIST TARGET:DOCKINGPORTS IN targetPorts. But both cause a syntax error for the FROM keyword (in the first case) or the colon character (in the seconds case). The same statement for the current vessel appears to work ok. What am I doing wrong and how do I loop through target vessel's ports?- 1,364 replies
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
garwel replied to Dunbaratu's topic in KSP1 Mod Releases
How do I use a quote mark (i.e. " symbol) in a string? I tried escaping it with a backslash or with doubling it, but it doesn't seem to work. I haven't found it in the documentation.- 1,364 replies
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I wonder who is supporting TR's CKAN entry? It is outdated with CKAN thinking it's not compatible with KSP 1.4. Do you mind if I cross-post to CKAN thread for them to fix it?
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
garwel replied to Nertea's topic in KSP1 Mod Releases
I had it with NFE 0.10.1, KA 0.5.0 but I'm still playing KSP 1.4.3. Don't know if it can be related to the problem. Will save a log if I have this issue again. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
garwel replied to Nertea's topic in KSP1 Mod Releases
A few people have reported it before, but I haven't really seen a fix. When I load my vessel, its nuclear engines (two Neptunes in this case) get extremely overheated, more than 60,000 K. I managed to fix it by editing the persistent file and setting IsActivated to false in their FissionReactor modules. Does anyone else experience the same issue? Can something be done about it? It's pretty annoying to have to manually edit the file nearly every time I switch to the vessel. One quick fix might be to disable the FissionReactor module when the scene is loaded or changed. -
Yeah, I guess that makes sense. Will look at other color options.
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It looks like a bug; I'll check it. PS: If you don't want to have such unpleasant surprises, uncheck "Award on Missions" option in the Quirk Settings tab. Then quirks will only be added when safe at KSC. PPS: Try the following to fix this bug: - open KerbalHealth.cfg from your GameData/KerbalHealth - find "name = GameAddict" line - inside the EFFECT section below it, add this operator = or kerbalStatus = Available
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I don't plan to do it anytime soon. But if somebody submits a PR, I may integrate it.
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After some research, I decided that the RTG shouldn't be radioactive. It normally uses Plutonium-238, which emits almost exclusively alpha particles, which are easily stopped by its own thin shielding and have negligible health effect. That is the theory, at least. You are right: with nuclear engines, I make their Radioactivity equal their heatProduction. If the engine has several modes, I use the average of their heatProductions. Reactors (used by KSP-IE) have a different approach that will be changed in the next release.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
garwel replied to Thomas P.'s topic in KSP1 Mod Releases
It's an offtopic, but I believe there is a 1.4-compatible beta release of FAR somewhere on the forum. At least I'm using it with no issues. -
It is compatible with the new Toolbar (as supported by linuxgurugamer), which is just a continuation of Blizzy's Toolbar. I don't want to switch over to Toolbar Controller though. I don't think that value added by that mod is worth the effort. You can still control whether to show the button in the stock AppLauncher, the mod toolbar, both or none.
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Fantastic! I don't think mods will have to be rebuilt for 1.4.4?
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The point of that piece of code is not to add RadiationShielding to cockpits and cupolas. These parts are supposed to have too wide glass area and/or not expected to be used in deep space, therefore they lack shielding.
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I think you are supposed to also publish a link to source code.
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I haven't played RO, but I understand it's a collection of various mods, some of which may have their patches and some not. In general, you don't necessarily need a patch for Kerbal Health to run alongside another mod; it tries its best to be compatible to anything. E.g., it should be ok with mods that replace Kerbin with Earth (though I haven't tested it). Try it and let me know how it works. Just make sure to get the version compatible with your KSP installation (v1.1.1 should be ok).
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Yep, unfortunately, there is no simple way of seeing the quirks' effects right now. My UI skills are just not good enough and I couldn't figure out how to use tooltips or the KSPedia. Maybe, if one day I learn it, I'll make things more convenient. Right now, you better look in the wiki. I'll take a look at the width issues in the Health Report. I've already noticed some small issues with positioning there and it may be related.
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Damn, I forgot to disable that. Thanks for pointing out! Everyone, the download has been updated with a hotfix. Please reinstall the mod if you've already downloaded it!
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