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Aelfhe1m

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Everything posted by Aelfhe1m

  1. Not quite, that line counts the number of stations around each body, looking for bodies without an existing station. What you want to do is add an additional REQUIRENT to the contract (untested): REQUIREMENT { type = expression name = orbited3bodiesRequirement title = Must have orbited at least 3 Celestial Bodies. expression = OrbitedBodies().Count() > 2 }
  2. Your log ends with last error: "Geçersiz adrese erişim isteği" which Google translate tells me is Turkish for "Invalid address access request". This error is often caused by KSP running out of memory. You have a large number of parts mods in your mod list, each of which will be using some memory to store textures. Getting rid of any parts mods you are not currently using may help. You could also try creating a larger hard drive swap file.
  3. Puck and Governor Sinclair are fictitious, but Robert Vignon was the Prefect of French Guiana in 1951 and Vincent Auriol was the French President.
  4. Excerpt from Pathé News 15th January 1951 "Scottish investor Peadar Kincaid was once again in the news today, as he announced the signing of major sponsorship deals with the governments of France and Nova Alba to develop rockets capable of sending scientific packages high into the sky to explore the fringes of the atmosphere and the edge of space. "Governor William Sinclair of Nova Alba (pictured shaking hands with Mr Kincaid) was present to confirm a six year contract focused mainly on the development of the rockets themselves with the aim of sending them higher, faster and further than has thus far been achieved. The shorter contract signed with the French government on the other hand provides more money sooner and is focussed on the scientific aspect with goals to progress the ability to send cameras and other instruments to the edges of space and recover them safely. French Guiana's Prefect Robert Vignon stated that President Auriol had expressed a personal interest in the project and was watching with interest. "Following the signing ceremony Mr Kincaid unveiled Puck Aerospace's new flag. The design combines the the flags of France and Nova Alba separated by a golden curved arrow symbolising a launching rocket. "Mr Kincaid also reported that initial survey work of the intended launch site had been completed and that construction of two small launch pads and associated buildings was proceeding apace. His company is also cooperating with local authorities to upgrade the Kourou municipal airport runway and facilities to support larger aircraft that will be transporting various parts and equipment from overseas contractors. "
  5. The [PR} indicated that the message is from Persistent Rotation. There are some posts on the PR thread suggesting downgrading PR to the previous version to avoid this.
  6. I don't mind. Not sure what the copyright would be, since I used a premade LORA to generate them (https://civitai.com/models/181378/kerbal-space-program-kerbals) It does have a very strong bias towards helmets and spacesuits, but by adding them to the negative prompt, I was able to get most images in these batches to generate without them. An example prompts: (first image): (fifth image - humanish Kerbal girl in red skirt) (the last image): Some of my "odd" results:
  7. Excerpt from Pathé News 1st January 1951 "In a surprise press conference this morning, eccentric Scottish multi-millionaire investor and self-described 'gentleman adventurer and treasure hunter', Peadar Ùisdean Cameron Kincaid (better known by his sobriquet 'Puck') announced an ambitious new project - he's entering the space race! "Speaking from a hotel in the small town of Kourou in French Guiana, 'Puck' disclosed a recent agreement signed between his newly formed company, Puck Aerospace, the local authorities, the French government and the governments of the neighbouring countries of Suriname and Nova Alba. This agreement allows the construction of a rocket construction, testing and launching facility on the coast north of the town. The governments involved have agreed to subsidise Puck Aerospace's endeavours in exchange for technology transfers and early disclosure of any scientific discoveries. While details were scant, Puck declared that he had already secured contracts and agreements from a number of the worlds leading companies in various technologies, with the goal of developing rockets capable of lifting scientific instruments, radio transmitters and other wholly peaceful payloads, higher, faster and further than has yet been achieved. "While he freely admitted that current technology has advanced only slightly since the infamous German use of V-2 rockets to bomb London and other targets during the Second World War, he firmly believes that sending large objects into space can be achieved in merely a few years with the appropriate investment of time, knowledge, expertise and of course funding. "He spoke glowingly of a future when humanity will be able to throw off the shackles of gravity and travel to the moon and beyond to the other planets of our solar system. Whether his dream is achievable or realistic remains to be seen." === Game info: Table of Contents Off-site links Kerbal X craft hangar - craft will be added after their launch has been reported here GitHub repository for patches, config files and artwork Career Log - statistics tracking of information exported from RP-1 STORY Chapters 1st January 1951 - Announcement of founding of PUCK Aerospace (this post) 15th January 1951 - PUCK Aerospace announces government sponsorship programs 20th April 1951 - First successful sounding rocket launch from Kourou 23rd April 1951 - Appointment of Mr Vincent Glasgow as Administrator for PUCK Aerospace 13th June 1951 to 13th June 1952 - Flight operations reports 14th July 1952 to 11th July 1953 - First contractors appointed and more sounding rocket grind 31st July 1953 to 16th August 1954 - Multiple sounding rocket launches and failures; and a little controversy in the news 20th October 1954 to 14th November 1954 - First monkey on a PA rocket and end of Suborbital Research programme. 28th December 1954 to 3rd October 1955 - Finishing the suborbital programmes (3000km and 5000km milestones). 14th November 1955 to 3rd August 1956 - First orbit and X-Planes 3rd September 1956 to 27th December 1956 - More X-planes and a failed orbital launch 2nd January 1957 to 12th May 1957 - More X-planes and 2nd satellite in orbit 29th June 1957 to 30th December 1957 - Planes, planes and more planes 1958 - Attempted 1ton satellite launches 1959 - Failure, success and a new aeroplane January to June 1960: Stratospheric research, airplane altitude and speed records, and first woman above the Kármán line August to December 1960: More aerospace records and a polar satellite
  8. Some images I created using Automatic 1111 (A1111, a Stable Diffusion based stand-alone art generator). Like all AI art, these were a bit hit and miss, with even simple prompts sometimes generating something not even remotely related to what I was asking for. But enough turned out halfway decent that I am willing to share them (note these images were previously posted to the "What I did in KSP1 today" thread)
  9. No need to share a modlist if you share a log. ModuleManager embeds a list of all the mods it finds in the log (starts on line 491 in your log). It looks like your problem is that you have CommNet Constellations and CommNet Manager both installed. As far as I know CommNet Manager is not compatible with the release version of Constellations that you get from CKAN.
  10. Provided the alarms were linked to the vessel when created then it should be as simple as highlighting the alarm in the panel and clicking the "Switch to" button. Maneuver, periapsis, apoapsis, and change of SOI alarms are automatically linked to the vessel they are created on. Manual time alarms have an optional radio button on the create alarm UI to link them to a vessel. I don't know of any way to edit an alarm to link it to a vessel if it was originally created without a link (of course you could delete it and recreate it as a linked alarm)
  11. @Taco Salad Sorry, missed a bracket, but I've just done a test and it works fine for me, using latest version of Global Construction (2.7.1) installed via CKAN. Fixed patch: @PART[*]:HAS[#CrewCapacity[>0],!MODULE[SingleVesselConstructionWorkshop]:HAS[#workshopType[ORBITAL]]]:AFTER[GroundConstruction] { MODULE { name = SingleVesselConstructionWorkshop workshopType = ORBITAL } }
  12. I assume you're refering to the part action window (PAW). There are a number of colour settings for it in config.cfg (just look for anything starting with PAW). The PAW title bar colour is defined on line 82. All the colour values are RGBA with decimal values ranging from 0 to 1.
  13. I'm playing RP-1 at the moment, so can't test this, but I think what you want is: @PART[*]:HAS[#CrewCapacity[>0],!MODULE[SingleVesselConstructionWorkshop]:HAS[#workshopType[ORBITAL]]:AFTER[GroundConstruction] { MODULE { name = SingleVesselConstructionWorkshop workshopType = ORBITAL } } If I've got that right it should add an orbital construction workshop to every part with crew capacity that does not already have one. It does not add any capacity for material kits storage, however, unlike the actual Orbital Workshop part, but you should have plenty of parts that can be added to supply that already.
  14. Not exactly in KSP - but related. I was in a bit of a strange mood when I woke up this morning and decided to try experimenting with something a bit artsy - using Automatic 1111, an AI art generation program. The results, as usual, were a bit mixed, but some of them were not too shabby so I thought I'd share a few.
  15. Yup, up to 25t launched at 272m/s at up to 13750m altitude on the highest unlocked level of the default configs. And it can launch you at a point up to 1000 km from the KSC in any direction too.
  16. The air launch is provided by Kerbal Construction Time, in the non-RO version the air-launch availability is tied to the tech tree, on the Supersonic Flight, High Altitude Flight and Hypersonic Flight nodes for the different capability levels. While you do need to have KCT's build queue system enabled to interact with air-launch (as far as I know), it is possible to configure the build speed to be near instantaneous if you don't want to include the time to build delay aspect of the mod.
  17. Career, science or sandbox? If career make sure VAB or SPH (whichever the vessels launched from) is upgraded to the necessary level or that you have the option to always allow action groups toggled in the advanced settings.
  18. Upload your image to an image sharing website (imgur is a common one here) and then right click the image in that site and click "copy image address" (this is the Chrome menu name, other browsers have the same feature but may call it something slightly different) then paste that link into your forum page here
  19. I've not tested in KSRSS but in RSS if you use Waypoint Manager to create a custom waypoint, you can just enter the lat/lon of a location to set a map pin to navigate to. Even if the KSRSS map isn't quite aligned to the IRL grid, then if you go to a known location (Cape Canaveral for example) and read the KSRSS lon there, that would give you an offset to apply to other locations (latitude almost has to be correctly mapped). Just before posting I went to check to see if there was anything about coordinate alignment on the OP and found a link to the Cape Canaveral mod. The coordinates in that mod match with IRL (both Canaveral and Baikonur), so I think it's safe to say that the KSRSS map is aligned on the virtual globe to match real life lat/lon coordinates. I've left my original comment thoughts for posterity. Lot's of mods let you read the lat/lon location of your current craft, including MechJeb, KER, ScanSat, and Historian.
  20. Take another look. GDJ is using a mod to change the units shown on the navball. The first picture is 4833 km/h = Mach 4.5 =1343 m/s and the second is 5842 km/h = Mach 5.376 = 1623 m/s Still very impressive for what looks like stock scale Kerbin, but not quite as insane as I thought at first glance.
  21. Off the top of my head :- You could create a variable in a DATA node on your contract group, then have accepting the first contract update the variable using a expression behaviour node in the 1st contract to set that variable to a specific value, then have the 2nd contract depend on an expression based on the state of that variable rather than directly on the 1st contract. You could elaborate this with further logic to test for the 1st contract being failed or cancelled if required. I've done no testing of this, but a skeleton implementation might be something like:
  22. When you look at parts in the tool menu, you should see a different shaded background for researched vs. still researching tech (there is a button on the top edge of the screen to enable/disable this feature): When dealing with a part such as an engine that has multiple variants that become available at different tech levels, the selection menu for the variants will show "greyed out" purchase buttons for unresearched variants, no button for variants you've purchased and "active" purchase buttons for researched but not purchased variants. Hovering your mouse pointer over one of the "greyed out" buttons will display a tool tip showing which tech node it belongs to.
  23. Sorry, that last MM config cache showed identical configuration for both the 16 and 16-S, so they should be the same strength in Kerbalism.
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