Jump to content

alaxandir

Members
  • Posts

    12
  • Joined

  • Last visited

Posts posted by alaxandir

  1. Hi, I'm trying to play RP-1 and having some troubles!

    I'm a little confused in regards to the installation process and what version of KSP I'm supposed to be playing!

    I have RSO installed on KSP 1.3.1 and I installed RP-1 following the instructions on the GitHub Wiki. The mods run without issue but I'm missing some things it seems like I should have! My procedural parts can only be cylinders, I have no fairings, no decouplers other than the stock ones. It seems impossible to get a reasonable altitude (i've managed 180 km with what I have) but I'm clearly missing some parts!

    My question is this, are the backports mandatory? I don't understand what exactly the term backport means, and the wiki doesn't specify if they need to be done or not. I installed all the mods I have from CKAN with the exception of Principa and RSSVE.

    Thanks!

  2. 7 hours ago, White Owl said:

    What could be preventing Kerbalism from modifying the antennae in my very unreasonably heavily modded install? I know the signals feature is enabled, because unmanned probes aren't controllable with the default config; but if I change the Kerbalism signals config to "full" control, then the probes are controllable. So that much works. But none of my antennae — stock Squad or mod part — are changed to high gain or low gain. They all have the stock "direct" or "relay" labels.

    Obviously, some other mod is interfering... but I'm not sure where to start looking.

     

    The right way to figure it out is to remove your mods one at a time until it's working. Sorry to say thats very tedious though.

  3. 9 minutes ago, DMagic said:

    The soil moisture sensor is nothing but an array of L-band (1-2GHz) microwave antennas, a lot of space communications use the nearby S-band (2-4GHz), so it isn't unreasonable to think that it could also be used for deep space comms.

    Concrete information about SIGINT satellites is pretty hard to come by, but I believe at least some were used to catch the spill-over signals from line-of-sight microwave communications, which operate at similar frequencies. So really it's all just down to different antenna design. There is actually a different soil moisture satellite design that uses a large umbrella-type antenna, similar to what some of the newer SIGINT satellites supposedly use.

     

    Makes sense, I'm pretty ignorant of the antenna technology myself so I just went with what I thought was right. I'm sure that the maintainer for Kerbalism will change it if he wants it to also be an antenna based on what you've shared here.

     

    Not to say that I don't like your stuff DMagic, it's great! Thanks for what you do!

  4. 4 hours ago, mikegarrison said:

    I think I have found an unfortunate interaction between several mods.

    The relevant ones seem to be Near Future Electrical (the nuclear reactors), MechJeb, and Kerbalism.

    I think (not 100% confirmed) that what is happening is that when the nuclear power is the only source of power, and MechJeb is warping the time, then a Kerbalism warning message stops the timewarp temporarily. At this point sometimes Kerbalism thinks there is no power, or no CO2 scrubbing, or occasionally other similar things. And before Kerbalism can figure out that everything is OK, Mechjeb restarts the timewarp.

    Before I can stop it again, the Kerbals die because Kerbalism thinks they are poisoned by CO2 or whatever. They never should have been in danger, because the reactor was working normally, the scrubbers were on, etc. But time warp does strange things sometimes, and MechJeb will immediately turn it back on again if something else interrupts it (be it Kerbalism or even just hitting the "x" key).

    [Edit: apparently it's not tied to the Kerbalism warnings after all. I watched carefully as it happened on a ship to Minmus. Under high timewarp, suddenly the CO2 count started shooting up. I paused the timewarp and everything was fine. The CO2 started to come down (from 4%). But the scrubbers weren't working fast enough and the crew's poisoning percentage kept climbing. So I saved, then edited the save file to bring the CO2 in the cabin back down to 0%. Then I timewarped again and the crew recovered.

    I'm not sure if Kerbalism just decided that there was no power and so stopped scrubbing, or whether the problem was directly with the scrubber module turning itself off. But I have seen other cases where the EC drops to zero either in or just coming out of high timewarp, even though I have a nuclear reactor constantly providing massively excessive power.]

     

    This might have something to do with the time-delta calculations. Maybe tweaking the values would help? I'm not 100% certain where you'd find those files but increasing the amount of time the game gets to do calculations might help. I'm sure it's a variable in there somewhere.

  5. 3 hours ago, Yaar Podshipnik said:

    @alaxandir not difficult at all. Let's dissect the JX2Antenna patch as example. All explaining comments are after // (which indicates a comment) and in green (as it's simply the best). You can actually copy-paste the whole stuff below to a cfg and it should work. All 3rd party support patches for Kerbalism go into Support directory, with one .cfg per mod. https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Syntax are docs for MM, and have some pointers below.

     

    When you look at most antennas, you'll see that pretty much everything but the part name and actual stats is boilerplate config - you can get away with copy-pasting one of the patches and just pointing it at the right mod/part ;). 

    Once you're happy with the results of your work share it with the community! Best way to do that is to make a pull request on github, as it allows easy code review and a conversation between ShotgunNinja and you if something is not entirely right. I think some patches were posted here as well, but it's more work to integrate them if you have to copy paste from a forum post.

    One thing you should keep in mind - Kerbalism is 'free and unencumbered software released into the public domain.' see https://github.com/ShotgunNinja/Kerbalism/blob/master/LICENSE. If you're submitting any work to that mod it will be released under that licence. So if you don't like your work to be in public domain, don't submit it. 

     

     
     
     
     
     
     

    EUREKA! I did it!

    https://github.com/ShotgunNinja/Kerbalism/pull/62

    ^ My proposed changes to DMagic Orbital Science antenna, thanks again for your help I never would have figured this out without you.

     

    This changes the DMagic antennae from the ridiculous 10 T to 280 Gm, and I changed the data Tx rate to 0.032 to bring it more in line with other antenna you'll have around this tech level. These give the player a real choice if they want to go really far away but only have limited Data throughput; they can now make that choice. They don't work in Atmosphere and can't relay since they are high-gain so they should be pretty balanced and provide a meaningful experience for people who want to send early probes to very distant bodies with the understanding they won't be able to transmit a lot of data quickly.

     

    Though now that I'm looking at it in game it appears my changes haven't worked.

    e8cb1ddd3000b8de3f3642677e22543c.png

     

    Anyone who knows more able to take a look at my patch and see why it's not working?

    Fixed it.

     

    457b91fd6239b62626069c9c13f98bcd.png

     

    What do you guys think?

    I also just realized the soil moisture sensor is also an antenna in DMagic but I think I'll remove it as an antenna, doesn't make sense to me.

  6. 1 hour ago, Yaar Podshipnik said:

    @alaxandir not difficult at all. Let's dissect the JX2Antenna patch as example. All explaining comments are after // (which indicates a comment) and in green (as it's simply the best). You can actually copy-paste the whole stuff below to a cfg and it should work. All 3rd party support patches for Kerbalism go into Support directory, with one .cfg per mod. https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Syntax are docs for MM, and have some pointers below.

     

    When you look at most antennas, you'll see that pretty much everything but the part name and actual stats is boilerplate config - you can get away with copy-pasting one of the patches and just pointing it at the right mod/part ;). 

    Once you're happy with the results of your work share it with the community! Best way to do that is to make a pull request on github, as it allows easy code review and a conversation between ShotgunNinja and you if something is not entirely right. I think some patches were posted here as well, but it's more work to integrate them if you have to copy paste from a forum post.

    One thing you should keep in mind - Kerbalism is 'free and unencumbered software released into the public domain.' see https://github.com/ShotgunNinja/Kerbalism/blob/master/LICENSE. If you're submitting any work to that mod it will be released under that licence. So if you don't like your work to be in public domain, don't submit it. 

     

    8

    Thank you very much for taking the time to teach me how to do this. Amazing!

  7. 9 hours ago, FreeThinker said:

    Of course it is, but what exactly is the problem?

    Sorry, I ended up switching to a different fuel swapper. But; the issue I was having is that it was adding TWO fuel tanks for every tank. (I could store double the amount of fuel and the GUI options were available twice). Not sure I can reproduce now that I've swapped some mods around.

×
×
  • Create New...