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ToneStack

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Everything posted by ToneStack

  1. I downloaded it from the ksp store. Even 1.6.1 still doesn't show the tutorials
  2. I notice that there were tutorials/scenarios back in ksp version 1.3 that were to teach people how to build craft and do a couple exciting things as well (my favorite was the Gilly Command chair Scenario). The menu for these things are still there but it now has nothing in it: How would we go about getting these back so they work in 1.6?
  3. If you use the 12 days of Christmas song; eternal Christmas on the moon. Is Day 8 Year 51 according to Moon time so 08/51 a little before 6pm at the point of the moon where earth is nearly overhead. Using the same convention as Lunar standard time; time is unknown on the Mun until the first kerbal lands on it; that moment time starts
  4. I wonder how you would do keostationary (or the closest orbit possible) above the woomerang launch site?
  5. I had tried to set up a mission to where you build a vessel that is in a 74x75 km orbit around kerbin and from that to encounter the Mun. I had set up to where there would be a certain amount of points deducted if the Landing took place with getting into an orbit around the Mun prior to landing and no deduction if landing straight from kerbin . When I set up the nodes and achieved the drop in landing however the mission node would not progress even though I had set a branch off point saying that a Lunar landing could skip the orbit parameters of periapsis needing to be be 10m-Mun Soim. But is insisting that I have to be in the closed orbit before progressing to the next mission node. screenshot0.png
  6. Running 2 copies of ksp at the same time trying to figure out what added mod is most likely causing a game error
  7. Typically I would add the node for orbit insertion when launching a probe core or probe core + non-pilot/rescue kerbal so the burn could get done even if connection is lost midway through the burn. If using a probe core typically this would mean the engine would stop once connection is lost and therefore crash and burn otherwise
  8. I use mainly 1.3 and 1.2 at this time, but have used 1.1 on occasion for the kerbal galaxy mod was only developed though 1.1
  9. I remember orbiter had dashed lines around where the sphere of influence of individual planets/moons changed; having these listed as well as allowing them to change within the confines of their orbit around the parent body could have cool effects. 1. It can make getting encounters with eccentric moons/planets far more likely to happen; these bodies spend a majority of time on the far side of their orbits. 2. Getting orbits within the closest sphere of influence would remain stable using the same patched conics we have now 3. Orbits between the closest and farthest sphere of influence would change to the Major soi at an easily predicted time 4. Sphere of Influence would remain bound between lowest and highest values Indefinatly
  10. Hmm, doing that moved Ike back around the orbit of Duna; also just realized I think I might have the wrong version, have the .dll file saying it was made on May 30, will try updating it keeping Ike.cfg with referenceBody instead of @referenceBody, will see what happens. Updating the mod to 1.3.0-4 the .dlls now have June 15 on them seems to have made Ike Become a sphere 10KM long and gravity change as desired on Map view, however Ike is orbiting Duna instead of Mun still and after hyper editing a vessel to orbit around the modified Ike the textures in vessel view seem to clip in and out
  11. I did Ike.cfg like below trying to use most recent documentation and got almost everything I wanted (Ike Now Orbits Mun with about 30KM SOI) even adding the line suggested just tested; still does not look like sphere wondering If I'm missing something @Kopernicus:AFTER[Kopernicus] { @Body[Ike] { //Lets edit the Properties node with an @ sign! @Properties { //so we need to change the description description = This description wasn't very well thought out! //let's raise the gravity a little since we're here geeASL = 0.007 radius = 10000 } @Template { removeAllPQSMods = true } @Orbit { @referenceBody = Mun semiMajorAxis = 1624200 eccentricity = 0.02 } } }
  12. Is there a way similar to this that you could do to get a totally flat sphere instead without needing a height map? Am trying to get a template where I can have several small mass and small radius body's (like around 1-10KM in radius) but editing the preexisting templates radius is leading to undesired spikes making it impossible to actually land on the body
  13. Looking forward to trying to Boldly go; However I am on Mac Version 10.10.5 and it says it need 10.12 or greater to work

    1. seanth

      seanth

      TBG is written in QBasic, and I've been trying to learn it so I can help Daniel with the project. I will look into whether I can make a version that runs on older versions of the OS.

      Another option is for me to provide a version written in python. Most of my daily work is done using python, so I don't think it would take long to make a python version. Would you be interested in trying a python version?

    2. ToneStack

      ToneStack

      Yes I would

    3. seanth

      seanth

      Ok. This weekend I will try and get a python version worked out.

  14. This is a very interesting idea for a mod; I see the original concept is a few years old but awesome... Wonder If it'd also be easily doable to be able to specify what body the current ship is on in addition to allowing the other possible destinations (not nesscarly using a standard DV map). For example 2 extensions could be possible. 1. Craft landed on Duna wanting to make a trip to Eve. 2. Craft in orbit/landed around Gilly wanting to goto Ike.
  15. Am gonna keep en eye on this mod as it looks great; Testing on Mac and It looks like the world first contract orbit kerbol 3 keeps coming up, have 4 completed so far, however this is blocking the future world firsts such as orbiting one of the moons of kerbol 3 from showing up at all. Is super easy to get off of kerbol 3 and orbit it with just 2 tech nodes open Excited to see how easy planets/stars will be
  16. Wonder if having a double body wormhole would work better I saw this way back in the old kerbal galaxy that had the wormhole... Had this idea from awhile back where the 1st wormhole orbited close to Jool, 2nd wormhole could be located around Gargantua or one of it's smaller planets. Entering the worm hole around Jool could put you in orbit of the wormhole around Gargantua in a position to burn retrograde and enter the wormhole this time putting you in orbit around the wormhole in Jool making an easy 2-way wormhole. Testing this mod out on Mac (from August 1st post) I noticed that when I put a vessel on the launchpad and goto it in tracking station says it's on the launchpad but when I goto to vessel itself it is showing as on the surface of the star polaris (which is black).
  17. It might be useful to know your velocity relative to a "moon" and/or Sun well your craft is currently in the sphere of Influence of a different body... I'm not sure if it is as easy as including on the nav ball the target mode if you set a certain body (Including possibly the main body the Sun) as the target on your active vessal. Also might be cool if for body's the nav ball would also show the orbital directions {prograde, radial, normal, etc} relative for the targeted body when set to target mode, would help greatly to synchronize orbital velocity for the moons with a very small sphere of influence.
  18. I'm wondering though... I thought I had heard it is possible to set up a contract to run similar to the "world first" style of contracts that ksp offers (meaning it has to automatically be accepted)... I suppose that I can just live with the behavior of destroying the entire vessel if it does not return back into the atmosphere within 2 minutes as I see that the destroy vessel is listed as a behavior in the api. I could have the 3 requirements; 1. part "Inline cockpit"unlocked, 2. part "Mk1 command module" unlocked {inverted}, 3. Vessal has part "Inline cockpit" I do not remember how to setup a contract to have the property of auto & mandatory acceptance though.
  19. I Noticed that in the Seti Probe first tech tree, there is a point where the Inline cockpit is unlocked and usable, but the command pod is not. Would there possibly be a way in CC to set it up so that If they were to use the Inline cockpit as part of a rocket/spaceplane, and the command pod has not yet been unlocked, When the inline cockpit leaves the atmosphere, If it does not return to the atmosphere within 2 minutes, the kerbal onboard the Inline cockpit dies? But If the command pod has already been unlocked, then there are no restrictions.
  20. I am enjoying looking at the mods kerbal galaxy, contract configurator, better than starting manned, custom barn kit, and seti... Along with playing ksp 1.0.4 I am enjoying looking into how these mods are coded programing wise... reintroducing myself to how programing code is organized and toying slightly with how the config files look... I had to take a couple breaks to go on a camping trip, but I think i'm recovered from that and ready to re-engage is ksp gameplay/study ... I was also proud to complete a challenge awhile back using stock ksp (well, added kerbal engineer just for the dv readings) where I got to the Jool/Laythe system and orbited a couple other moons as well, before landing on Laythe using only 5 total craft launches, though I don't know what happened to the original poster of that challenge. Challenge name: Five Flight My result is left unverified to this day, but i'm proud anyway Tone
  21. I am trying to figure out more about contract configurator as well as programing code for your mod seti contracts... I have read through all the config files for the mod and have a couple questions... I see that the contract progression for your mod runs of off certain expression variables like "setiOrbitRecovery", "setiOrbit", "setiKerbinLanding", etc... I want to try to have some of the contracts modified so that they require something like 3 completions before the next contract is unlocked... I do not see where the variable like "setiOrbitRecovery", "setiOrbit" are intitally defined, not sure if they are integers, strings, boolean, or what the inital values for these variables/expressions are. Could I get an example of how/ where those variables are set up so I could use them or even make some of my own? Thanks in advance for any help you can give me... Tone
  22. ----------------- Thank you Nori, I will try the new vessel parameter addition out later today... My original Idea was I wanted this contract to be completed 3 separate times, I tried having Minimum completions =3 But that didn't work out. It is probably possible to work around this by just adding 2 more vessels that need to be in orbit for the 40 minutes, but if it is possible to have the same contract offered/completed 3 times before unlocking the next contract in the list, I'd want to see how this could be done. I am using a contract originally made by Seti so I don't completely understand behaviors and expressions. I don't know where and how the behaviors that seti used were defined, I just know they existed and are used to be sure that contracts unlock in a certain order. I'd love to see custom made examples of some expressions and behaviors, I know you mentioned I could have 3 different kerbals attain orbit in the same contract using behaviors ------------- I have tried to download a copy of the docs to my computer so I could read them, but "github" is not letting me clone the .zip to the desktop, I knew some other mods had an easy download source code option that made it very easy to get to the documentation, is there a non github way to get the documentation for contract configurator ------------- Thanks nightingale for linking in that comsat network contract, it helped me see how to have multiple vessel parameter groups in the same contract, though I don't quite understand what you mean by "vessel defines" in your post.
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