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schlosrat

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  1. Upvoted. I agree with others. This should be moved to the very top of the priority list immediately. @Dakota, perhaps we need a new category for bugs that cause chaos outside the game? This is a whole other level of Not OK, transcending the impact of any other class of bug. It's universal in its horrible badness. Other bugs, even really persistent and nasty ones like wobbly rockets, orbital decay, etc., can constrain the kind of craft you build or mission plans, but this is a class of bug that can make the game simply not start at all, and worse it does so by creating an issue for the OS. I hope the fix for this one is simple!
  2. Now, if Hall Effect Thrusters just aren't your thing, we understand. For some purists, there's just no substitute for a real, no-kidding, bonafide Gridded Ion Thruster. They've got Hall Effect Thrusters beat hands down on Isp - and it's all about efficiency, am I right? But why should you stop with a measly two grids, or even three, when you could have a brand new Dual-Stage Four-Grid engine chewing up power and spitting out ions at a truly staggering exit velocity? We're talking 210 km/s, my friend! With that kind of performance, is it any surprise that you'll be taking home nearly 20,000s of Isp? I mean, sure, you'll need even more power generation capability, but you're up for that, right? It's Go Big, or Go Home! Well... the power consumption is admittedly more like a small town than a home, but it's worth it! And just think, we squeezed all that power into a package about the same size as an X2! Just remember not to touch any of the parts while it's running - especially not the RF exciter or... well... any of the parts, really. Just trust me on this one...
  3. Now, for the truly discerning builder, the sort of person for whom compromise is simply not an option (that's you, right?), there's really only one possible answer. You don't stop until there simply isn't any room left for improvement! And in the world of Nested Hall Thrusters designed for Size S (1.25m-class) craft that means the SPARK X4! That's right, we packed a whopping FOUR Hall Effect Thrusters into one compact package. Trust us, if we could have squeezed five of them in there we would have, but our engineers assured us that four was the absolute max they could possibly fit. They also mumbled something about power consumption, enough solar panels to fill a regulation football pitch, and... melting? We're not sure about that last part, but they did assure us this is perfectly safe... for them.
  4. SPARK Technologies is proud to present the SPT-100, a simple Hall Effect Thruster with a 100mm discharge chamber. Yes, that does mean it's generally suited for XS2 (0.3125m-class) craft, but it won't look completely out of place on an XS (0.625m-craft), we promise! Hardly anyone will be laughing at you as they fly past, really... OK, we get it... You do need something that actually fits on an XS (0.625m-class) craft. And, hey, why settle for a single discharge chamber when you can have TWO! Yep, that's right. It's time to step up to a Nested Hall Thruster! Check out the SPARK X2! You deserve it, so treat yourself! What's that you say? You're not building craft in size XS anymore? What you really need is something suitable for a big beefy Size S (1.25m-class) craft? Well, we've got you covered! Granted, you will need to up your power production game, but a little thing like that could never stop are real pioneer like you, could it? No way! For you, we recommend the stalwart SPARK X3! That's a whopping three Hall Effect thrusters nested into one nice neat package! You're gonna go far with this baby! It may take a while to get there, but trust us - you're gonna go far!
  5. SPARK Technologies is proud to present the latest in electric rocket engines. These Ion engines deliver exceptionally high specific impulse (Isp), with credible (actually measurable) thrust. Just add a wee bit of Xenon (and more EC than you ever thought you'd need) and you'll be off to the races... Sort of... I mean, we'll get you there... Eventually... You weren't in a big hurry, were you? NOTE: This mod aims to be the KSP2 spiritual successor for Nertea's KSP1 Near Future Propulsion mod. No code or meshes are reused from that mod, but the intent here is to fill the same basic need, delivering moderately realistic electric propulsion engines based on real-world designs and theories. The thrust has been "kerbelized", but the Isp, weight, and power consumption are intended to be fairly realistic. Compatibility Tested with Kerbal Space Program 2 v0.2.0 & SpaceWarp 1.8.0 Requires SpaceWarp1.8.0+ Requires Lux's Flames and Ornaments (LFO) 1.0.0+ Requires Patch Manager 0.9.1+ Requires Community Resources 0.2.1+ Optional, but highly recommended: The Nuclear Option 0.3.1+ Optional, but highly recommended: Kesa Solar1.0.9+ Optional, but highly recommended: Lux's OAB Extensions 1.0.0+ Source Code: GitHub Repo SpaceDock: SPARK Technologies Installation Download and extract BepInEx mod loader with SpaceWarp 1.4.0 or later (see link above) into your game folder and run the game, then close it. If you've done this before, you can skip this step. If you've installed the game via Steam, then this is probably here: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2. If you complete this step correctly you'll have a BepInEx subfolder in that directory along with the following files (in addition to what was there before): changelog.txt, doorstop_config.ini, winhttp.dll Install Lux's Flames and Ornaments (LFO) 0.9.0 or later (see link above). From the zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\LFO. Install Patch Manager 0.9.1 or later (see link above). From the zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\PatchManager. Install Community Resources 0.2.1 or later (see link above). From the zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\CommunityResources. Download and extract this mod into the game folder. From theSPARK-x.x.x.zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\SPARK. Optional: Download and install The Nuclear Option (see link above). From the zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\TNO. Optional: Download and install Kesa Solar (see link above). From the zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\kesa. Optional: Download and install Lux's OAB Extensions (see link above). From the zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\LuxsOABExtensions. Hall Effect Thrusters and Nested Hall Thrusters These engines employ strong magnetic fields to create a Hall Effect current in a stream of Xenon gas, ionizing the gas and propelling the resulting ions out at great speed. They are characterized by an annual ceramic channel with an anode down inside it and a centrally located cathode, which serves to neutralize the plasma exhaust. SPT-100: If you need a really small (tiny! 0.3125m-class) low thrust/high ISP electric engine, then the SPT-100 is the part to pick. Weighing in at a mere 0.075t, it's one of the smallest engines you can find anywhere, yet it delivers a whopping 0.3 kN of thrust with an incredible 2,200s of Isp. X2: What's better than a Hall Effect Thruster? A Nested Hall Thruster! Why settle for just one chamber when you can have two with a modest increase in size, weight, and power consumption? The SPARK X2 packs terrific thrust and high Isp into an Extra Small (0.625m-class) package without needing as much power as a small town just to operate. X3: Seeing what they can do with two nested thrusters, the engineers at SPARK Technologies decided to one-up themselves and go for three! Turns out, this required moving up a size category to Small (1.25m-class), but that didn't stop them. The SPARK X3 delivers high Isp along with nearly 2 kN of thrust! However, it does need a lot of power... X4: The SPARK Technologies X4 is the pinnacle in Small (1.25m-class) Nested Hall Thruster ion engines. Seriously, we just couldn't fit any more nested thrusters into an engine this size. Providing best-in-class thrust (for an ion engine) with superb Isp, the X4 can take you far. Just be sure to bring lots of power because it's notoriously hungry... Gridded Ion Thrusters Gridded ion thrusters employ multiple differently charged grids to ionize a gas and accelerate the resulting ions out at terrific speed. Generally delivering higher Isp than a Hall Effect Thruster, they are characterized by even lower thrust. The stock Ion engine in KSP2 is an example of such an engine. However, recent advances have proven that even more performance is possible, albeit at a terrific cost in terms of power consumption. DS4G-1: Other gridded ion engines may have just two or three grids, but why stop there? The DS4G-1 has four grids, and knows how to use 'em! On the plus side, it delivers best-in-class Isp with superb thrust (for an ion engine). On the minus side, it requires a staggering amount of power... Get it? Minus side? Electrons? Why are you not laughing? Magnetoplasmadynamic Thrusters Magnetoplasmadynamic thrusters use the Lorentz force to accelerate negatively charged ions. Also known as Lorenz Force Accelerators, these engines can run on a variety of different fuels, but work best when fueled with Lithium. They produce very high thrust for an ion engine, however they have less Isp than some other types and consume staggering amounts of power. If you need more thrust, but want it in a high Isp package and you don't mind packing a nuclear reactor along for the ride, then an MPD thruster may be the option for you. Even their low-for-ion-engine Isp is much higher than you'd get from a chemical engine, and their thrust is on part with a small chemical engine. You may be surprised just how handy one of these actually is. MPD-1: The MPD-1 started out as a proof of concept Lorenz Force Accelerator in a Plasma Physics lab where an aspiring graduate assistant noticed that it kept nudging the coffee table to the left whenever Dr. Kasperov Kerman ran his experimental apparatus. How it found its way from there to the SPARK Technologies factory is an ongoing mystery. MPD-2: If you're looking for an ion engine with some serious thrust, then look no further! This little engine produces an impressive 96.4 kN at full throttle only demanding 1000 EC/s (and a trickle of lithium vapor) in return. There are chemical engines this size that produce less thrust! Of course, they don't need a fission power system to run... MPD-3: The MPD-3 is the pinnacle of high-thrust ion engines. Topping the chart at a whopping 242.2 kN of thrust, you'll be going places fast with this engine behind you! You may need as much power as a small metropolis to get there, but hey - that's just the cost of playing! Lithium "Tanks" Made of the finest materials other than lithium, these "tanks" (more like over-engineered cubby boxes) are designed to hold ingots of metallic lithium which they convert on demand to a (caustic) lithium vapor for use in the magnetoplasmadynamic thrusters. LT-XS-05: A handy little 'tank' designed to hold ingots of metallic Lithium. It's really more like an over-engineered cubby box than a tank, but it can deliver a caustic vapor suitable for use in magnetoplasmadynamic thrusters. The vapor can also be used to rid your house of unwanted pests. LT-XS-10: A slightly larger 'tank' with twice as many lithium ingot cubbies for even more storage versatility. While the doors do look like they might be watertight, it's probably best that you avoid submerging it. LT-XS-20: The LT-XS-20 (AKA Tall Boy) provides even more lithium ingot cubbies for double the capacity over the LT-XS-10. With this much lithium on board, you're fairly sure a small probe could get to the Mun and back, provided it's got an engine suitable for using lithium. LTR-XS-05: A clever radial variant of the popular LT-XS-05, this 'tank' holds ingots of metallic Lithium provided they've been properly rotated by 90 degrees. Does not float. LT-SM-060: Small (1.25m-class) Inline Lithium Tank - 0.6t capacity LT-SM-120: Small (1.25m-class) Inline Lithium Tank - 1.2t capacity. Kinda like two LT-SM-60's joined together, but better. LTR-SM-050: Small (1.25m-class) Radial Lithium Tank - 0.5t capacity LT-MD-470: Medium (2.5m-class) Inline Lithium Tank - 4.7t capacity LT-MD-940: Medium (2.5m-class) Inline Lithium Tank - 9.2t capacity. Kinda like two LT-MD-470's joined together, but better. Argon Tanks Similar to Xenon tanks in most regards, these tanks hold the noble gas Argon at high pressure for use in ion engines designed for consuming argon - of which there are currently none. This begs the question of why you would even need such a thing. A very good question, indeed! AT-XS-05: Cobbled together from spares leftover from a competitor's product, this handy tank will supply argon gas for your ion engine. If filled with Helium it can also be a lot of fun at parties, but your Isp is gonna suffer...
  6. Generally, yes, in that it's pretty simple to use the Match Velocities maneuver option with the "at a fixed time" burn time option. What you want to do is make the craft your controlling match velocities with its target "right now please". That's one of the main things the "at a fixed time" burn time option is good for - just give it a fixed time of 0, which means do it ASAP. If you have K2-D2 installed, then you can set up the node and execute it with about three clicks. Select "Match Velocities", select "at a fixed time" (the default should be 0 seconds), and then click the K2-D2 icon to make it happen. To do this, you do need the craft you're controlling to have the other craft as its target, which is required for the Target Relative Maneuvers tab to be available anyway. That tab will give you all the info and most of the tools you need to do this. The only other things you need are to be able to control your throttle and/or RCS, use SAS from time to time should you need it, and be able to do a precision execution of a node - which is something I recommend K2-D2 for. That said, if you're not having much trouble getting close, then I think you've likely got all of that non-FP stuff nailed down. In the past (game version 0.1.3 and before) I've seen situations where two craft are near each other but not docked and the non-controlled craft will mysteriously "teleport" a few 10-s of meters away. I just did a nice slow easy docking in 0.1.4 where I deliberately hung out at 16m separation for a while and didn't observe this effect at all. Perhaps it got cleaned up in 0.1.4 when they were working on the orbital decay issue. If you do see this, where you've got two craft near each other and the other one will mysteriously jump a few 10's of m away from time to time, well, that's a game bug and FP can't fix it for you. I've not seen it rear its ugly head since 0.1.4, but I've also not tested exhaustively for it, so just be aware of it. The only solution there is to get busy and get yourself docked before the other ship "teleports".
  7. Hi @arthomnix! It looks like Cheese made an update to this to fix it for 0.1.4 on GitHub. Could you please get that to Space Dock so that CKAN can pick it up?
  8. Glad to hear that 0.8.12 is working for you! Have you looked at KS2? If a scripted approach suits you, then I think you may be able to put together a one-click-does-it-all approach to what you're looking for in KSP2. That said, I'm fairly certain that what you describe above simply isn't a thing (yet) in KSP2. If it is, then I'm unaware of the mod that will deliver all of what you're looking for in one package. I think we may yet get there as a collaboration with FP and K2-D2, but we're not there yet. For all things Kesa, I'll refer you to @JiMKesa - however, I do know that he recently split his mod into two distinct mods. One is for probe cores, and the other for solar power. Is it possible you've got just one of his mods installed and that one might be the probe parts mod? You can find more about Jim's solar power parts mod here: And his probe parts mod here:
  9. I was unable to duplicate this issue in 0.1.4 with FP 0.8.12. Are there any particular circumstances that might help trigger it? I tried it immediately after opening FP (works), after creating a node (works), and after creating and executing a node (works). I did this with multiple other mods loaded, but only FP was activated and displayed. The craft I was using had both Kesa and SPARK parts and was thus also using Lux's Flames and Ornaments (for the SPRAK engine plume). So, at least with these mods, I did not observe any conflicts. The mods I have installed are the following: Space Warp K2-D2 SkipSplashScreen Node Manager Flight Plan Lazy Orbit (Boosted) Resonant Orbit Calculator Maneuver Node Controller Community Fixes Kesa Lux's Flames and Ornaments Configuration Manager UITK for KSP 2 Stellar Plasma-Assisted Rocket Kinetics (SPARK)
  10. LOL, in the post right above yours, I announced the release of Flight Plan 0.8.12. I hope it comes as no surprise then that 0.8.11.4 is in fact out of date. Thanks for the feedback. I'll look into this and see if I'm able to replicate the issue.
  11. In KSP2 currently, I think that a single-click operation like you're asking for here is only possible in KS2, which flies scripted flights. I've not used it lately, but it may have something like (or close to) what you're describing as a stock script, but it's not as interactive as, say, Flight Plan and K2-D2. That said, FP and K2-D2 are not single-click, but pretty close. K2D2 has a Lift mode that will fly your ascent, but I don't think it does auto staging yet and it won't automatically circularize your orbit. You can get FP to set up the node with perhaps two clicks, plus one more to make K2-D2 execute it for you. Conceivably, K2-D2 could probably get all of this down to one click as FP does have a Library mode where other mods can call it. If K2-D2 were to add auto-staging and auto-circularization (where it would just need to send the appropriate request to FP at the appropriate time), then that could likely get you down to one click.
  12. Thanks for the heads up! It's fixed now.
  13. Updated for v 0.6.2 Updated for compatibility with KSP2 0.1.4 Honestly, why are you still using this mod? You do realize that Flight Plan has fully absorbed all the Resonant Orbit Calculator functionality? Please! I'm begging you! Don't download this, just use Flight Plan instead! It's much better and does so much more!
  14. Updated to v 0.6.1 Updated for KSP2 0.1.4 compatibility. Previous versions of Node Manager will not work correctly with KSP2 0.1.4+. You must update to this version (or later) of Node Manager if you want to use it with KSP2 0.1.4+ Updated dependency on Space Warp to version 1.4.2 (same reason)
  15. Update to v 1.0.3 Updated for KSP2 0.1.4 compatibility. Previous versions of Maneuver Node Controller will not work correctly with KSP2 0.1.4+. You must update to this version (or later) of Maneuver Node Controller if you want to use it with KSP2 0.1.4+ Updated dependency on Space Warp to version 1.4.2 (same reason) Updated dependency on Node Manager to version 0.6.1 (same reason)
  16. Updated to 0.8.12 Updated for KSP2 0.1.4 compatibility. Previous versions of Flight Plan will not work correctly with KSP2 0.1.4+. You must update to this version (or later) of Flight Plan if you want to use it with KSP2 0.1.4+ Updated dependency on Space Warp to version 1.4.2 (same reason) Updated dependency on Node Manager to version 0.6.1 (same reason)
  17. Regarding installation, CKAN is also an option for installing SpaceWarp and its dependency UITK For KSP2. Of course, CKAN can also help with installing SpaceWarp mods, too.
  18. In the game's code, there is the concept of an OAB (Object Assembly Building), which is generic and can be applied to orbital construction, base construction, or as we see it currently in the VAB. We'll eventually see that applied to orbital, bases, and boats, and I very much look forward to seeing how it works out! That will be really exciting and fun. Essentially, they've designed this part of the game's code to work in a number of situations and the part of the game that you're interacting with in the VAB is a deployment of the underlying general capability. So, when we do get orbital, base, and boat construction it will leverage the work they've put in and that we've seen arrive in the VAB. Consider all the patch notes referencing things fixed or improved in the VAB as generally applicable to the development of other instantiations of the OAB and a direct investment in the future delivered capabilities. It would be a mistake to think that they haven't been working on the other types of construction as their work (the parts we've seen) is actually on the underlying OAB and its current instantiation in the VAB. Also in the game's data, we can see some of the parts that they're planning for interstellar. You can't access them while playing yet, but being able to see them we can tell that (a) there are some very big parts coming, and (b) they're further along with that part of the design than may be otherwise apparent.
  19. Wow! And thanks, it's such an honor to be selected for this, especially with so many other truly excellent threads! Congrats to all the winners and nominees, and congratulations to you on your new gaming laptop! I'm glad it (eventually) arrived and hope you get countless hours of fun with it!
  20. Updated to 0.8.11.4 Added check for creating a maneuver node within 30 seconds of an existing node. Previously there was no check and if the player clicked Make Node when they already have a node at the time necessary for the maneuver they're requesting Flight Plan would create the new node on top of the existing node which could result in errors in the game as nodes should never be within 1 second of each other. The limit is set to 30 seconds margin in Flight Plan because realistically you need time to orient your craft between maneuvers. Updated functionality to allow access to the Advanced Interplanetary Transfer button. NOTE: These features are a UI PREVIEW that does not currently allow the creation of Advanced Interplanetary Transfer nodes, but does serve to test and demonstrate the layout and functionality for Porkchop Selection and Limited Time options. Organized the Advanced Interplanetary Transfer Panel to govern what is displayed based on the Burn Option (Porkchop Selection vs. Limited Time) so that only the things needed for the respective options are present and the window size is minimized. Added time input for Max Arrival Time in the Advanced Interplanetary Transfer: Limited Time panel. This takes a time input in y d h:m:s format (e.g., 1 y 425 d 5:59:59.123) and is initialized to the minimum time expected to be possible. When inputting time all possible parameters are not necessary, so if the number of years is 0, you can enter that time as 123 d 5:59:59.123, etc. The string simply needs to be parseable as a valid time in the Kerbal sense (6-hour days, years are 426 days long, etc.) Improved the accuracy of the Porkchop plot in the Advanced Interplanetary Transfer: Porkchop Selection panel. The porkchop plots produced now correctly resemble those produced by Mech Jeb in KSP1 for the same initial time and planet selection. GitHub: https://github.com/schlosrat/FlightPlan/releases/tag/0.8.11.4 SpaceDock: https://spacedock.info/mod/3359/Flight Plan
  21. Fixed (mostly) in v 1.0.2 Updated Automatic Shutdown capability so that it will not automatically close until the last node has been completed. Previously, it would close as soon as the universal time was greater than the start time of the last node, which had the effect of taking down the GUI before the node was completed. Corrected logic so that with Automatic Shutdown turned on, the GUI will stay up when commanded up by the player (via the app bar or hotkey), or when commanded up by another application (e.g. Flight Plan, etc.). With this change, Maneuver Node Controller will stay up until either it's manually closed or a node has been created and that node was subsequently deleted or completed. There is one little wrinkle that I was not able to track down and fix - it may be in the game's logic as I could find no cause for it in MNC. For some reason, if you're in Flight View and you've not yet switched to Map View at least once during your game session, then when you create a node using Flight Plan (or presumably any other mod that can create nodes for you), then MNC does not come up automatically even if you have Automatic Launch turned on. If you flip into MapView, then MNC will pop up automatically, and if you've ever been in Map View previously since you launched the game, then MNC will auto Launch from Flight View. This curious behavior leads me to suspect there's something fishy going on with the game itself that gets sorted out once you've visited MapView at least once. As it is, the workaround is simple. Hit "m" to switch into map view, and then hit it again to get back to flight view if that's where you want to be. https://github.com/schlosrat/ManeuverNodeController/releases/tag/1.0.2
  22. Thanks for the feedback! My hunch is that what's happening when MNC goes away during the burn is that it sees the current node as being in the past and so lowers itself. It should be fairly easy to have it drop only after the current burn is done, perhaps with a bit of margin. I've got an idea for how to work that, so I'll see if I can get something out soon for that. For the second matter, I had thought I'd solved that when I was testing it, but I'll look again. It would help me if you could jot down the steps you've taken when you've seen this happen so I can do my best to recreate them.
  23. Updated to v 1.0.1 Added new configuration parameters for autoLaunch and autoClose (both defaulting to false). When Automatic Launch is enabled, then MNC will automatically launch itself any time a new node is created (either manually, or by any other means) When Automatic Shutdown is enabled, then MNC will automatically hide itself any time there are no nodes remaining in the future. SpaceDock: https://spacedock.info/mod/3270/Maneuver Node Controller#changelog GitHub: https://github.com/schlosrat/ManeuverNodeController/releases/tag/1.0.1 You can access the MNC configuration parameters by going into the MODS menu on the launch screen or pressing Alt-m in-game. From there select Open Configuration Manager. Within the configuration manager, pick Maneuver Node Controller 1.0.1 and set up your preferred configuration values which will be set each time you launch the game.
  24. I'm not aware of anyone working on ion/electric engine mods, but I suspect they may not be too terribly hard to do given all the work @LuxStice has put into what he's done. Are you basically looking for more engine options than the stock game IX-6325 "Dawn"? Are there specific engines you would like to see, or do you just want more variety than the game currently offers?
  25. A lot of the active KSP2 modders began modding after KSP2 came out. You'll find that there are plenty of folks who started out with the very same question and will be willing to help you find your path. It may not be as hard as you imagine to get started. I'd never coded in C# or worked with Unity or anything like that when I started modding.
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