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LittleBlueGaming

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Everything posted by LittleBlueGaming

  1. Ad Astra per Aspera In honor of those who made it home, and those who didn't. It's a mournful day at DoBaS. After flirting with financial ruin the weeks previously, a new disaster followed right on its tail. A powerful solar-flare ripped through the Kerbol system, with devastating effects. Our communications network went down, we lost contact with all of our probes, stations, and outposts. The flare tripped the RCS system on the KSS 1, causing it to deorbit and break apart in the atmosphere, with Valentina still inside it. Two of our kerbals, Lembles and Gregsby, were on Minmus when the flare hit. Analysis of their last signals home shows their life support systems were destroyed, and there was nothing we could do to rescue them in time. Elliot, Gwenthys, and Edtop were on their way back to Kerbin after an extended research mission on Minmus. They lost all power during their descent, but managed to manually trip the parachutes, and thankfully made it home safe. While they mourn their friends, the brave kerbals at DoBaS inwardly vow to rise again from the ashes, and fulfill the dreams that were so cherished by Valentina, Lembles, and Gregsby.
  2. It works perfectly, thanks. I was having a hard time figuring out how to filter just that module, so I was planning on constructing a loop for the goo and another for the materials study. I was trying to use IndexOf to get the module index but couldn't get that to work. Converting types was the biggest thing I was missing, I wasn't even aware that was something I needed to do. You've given me a lot to think about
  3. Alright, modifying jamespicone's example here, I've got this: [KSPAddon(KSPAddon.Startup.MainMenu, false)] public class ScienceWarning : PartModule { public override void OnAwake() { foreach (AvailablePart a in PartLoader.LoadedPartsList) { if (a.partPrefab.Modules != null) { foreach (PartModule m in a.partPrefab.Modules) { if ( a.partPrefab.Modules.Contains("ModuleScienceExperiment") && a.partPrefab.name == "GooExperiment" ) { Debug.Log("LB Log: Found Experiment in: " + a.name); var modA = a.partPrefab.Modules.GetModule(1); Debug.Log(modA); } } } } } } Debug menu gives me [Log]: LB Log: Found Experiment in: GooExperiment [Log]: GooExperiment (ModuleScienceExperiment) So it seems that I have the right thing stored in modA, and somehow I should be able to change the warning text attribute in it... however I can't figure out how to do that. If I've gone down the completely wrong path again, maybe I should stick to blowing up rockets
  4. Just the thought of kerbal parkour makes me laugh Nice video, enjoyed it.
  5. Thanks Diazo, that helps me at least know what direction to go I spent half the day yesterday reading and watching tutorials, I think my brain is still fried. I haven't done any coding for a long time, it's not quite like riding a bike I guess
  6. I've experienced this three times, twice with the same craft. First launch the cockpit was stuck in space, so when the clamps released I wouldn't go up, but could pivot around the cockpit. Reloaded and launched again, and everything was fine until I did a 5x time warp. Everything started turning into spaghetti around the cockpit, until it broke off from everything and flew off on its own. Third time was a probe I was sending to Eve. Everytime I load it now, it won't move. It's been 30 days away from the next maneuver node for half a year. Not aware of any workarounds other than closing and restarting the game(and hoping).
  7. Alright, I'm a little stuck. I'm trying to modify an attribute of a class, but I'm having a hard time how to work that out. It's the collectWarningText string in the ModuleScienceExperiment class. I think I would have to make the change inside the CollectDataExternalEvent function, but I don't know the syntax for working with attributes, can't find an example of it, and I'm just making myself more and more confused. I feel like I'm getting further and further from the solution. Right now I'm at: using UnityEngine; namespace ScienceWarning {[INDENT]public class ScienceWarning : ModuleScienceExperiment {[/INDENT] [INDENT=2]private string _testString = "Test String"; public override void OnStart(PartModule.StartState state) {[/INDENT] [INDENT=3]this.CollectDataExternalEvent();[/INDENT] [INDENT=2]}[/INDENT] [INDENT]}[/INDENT] } If someone could help with a little direction or let me know of an existing example I could look at, I would greatly appreciate it Edit: I've been looking for how to do this in the documentation here, as well as using the object viewer in Visual Studio.
  8. I do agree that this should not have been released as 1.0. They should have given a 1.0 beta out, and gotten as many bugs as possible worked out before full release. Looking at recent steam reviews, it seems satisfaction with the state of the game may have dropped from around 98% to the low 90s, because people who waited for the full release weren't happy with the bugs, and that's always what is said in the negative reviews. That being said, even with the oddities, I love this game.
  9. I never even come close to having a problem with memory in stock, even in long sessions, and I only have around 2.7 available. What's taking over 4 gigs for you?
  10. Well, I am doing without them right now, but... Must-haves: Kerbal Engineer Redux - Manually calculating delta-v and twr for multi-stage, asparagus-staged rockets is starting to get old. I'm glad I learned how to do it myself though. Kerbal Alarm Clock - Manually checking all my mission maneuver times anytime I'm planning a new mission is starting to get old. Science Alert - If I've got a scientist on board, I don't want to manually have to be checking which biome I'm flying over or when a new experiment is available... that's the scientist's job. S.A.V.E - Automatic backups FTW. Not quite must-haves, just really nice(This puts me over 10, but oh well): Chatterer Contracts Window + Waypoint Manager Blizzy's Toolbar CapCom Those are some of my basic quality-of-life mods.
  11. That seems to right, at least on Kerbin and Minmus. My results didn't come out to exactly 0.05, but it seems to just be a discrepancy between readouts on the narrow-band scanner and the real amount, probably just rounding. Minmus is at 7.265%, rate is 0.00383, that comes out to 0.0527. KSC launchpad is 1.463%, rate is 0.000723, comes out to 0.0494
  12. Yeah, it seems most of my 1-star contracts will forever be stuck at rescuing kerbals, recovering parts, placing satellites, or ferrying tourists and VIPs. Oh yeah, can't forget 'Plant a Flag on the Mun'. I've got 25 kerbals, and every once in a while I just grab 3 or 4 contracts and add to the roster. I don't really use them all that much yet, but once I start sending manned missions to other planets I know I'll need them. It's pretty quick and easy cash too, that's how I paid off my three-in-a-row 160k fund mission failures.
  13. I made the Gladius Mk1 Edit: The Gladius Mk2 I'm trying to keep more true-to-form, but so far all I can do with it is fly straight and level off the runway, and maintain that altitude over the ocean.
  14. For a launch from the runway, I came up with this. 7.07 tons If I subtract the weight of the LF/O I had in orbit, the theoretical lower-limit with my ascent path would be around 5.4. I'm sure better pilots than me could get it even lower.
  15. I just made a 7.6t (don't have it to 2 places) craft the the K-Prize, but that's designed to return and land as well. I'll try modifying it to see how low I can get it.
  16. Just really starting with spaceplanes, made this little guy today: Pugio Mk 1 21 parts 7.6 tons Worked pretty well for me, maneuverable and stable with full and empty tanks.
  17. Here's my entry, I'm starting to get my head wrapped around spaceplanes. Wanted to make something small to start, so I present the Pugio Mk 1. I did lose two airbrakes on landing since they were still set with the brakes. I had changed that on a previous version, and thought it was still changed in this version. If I have to, I can redo the flight so as to not lose any parts. 21 parts 7.6 tons at launch
  18. Rescue mission to Minmus, as well as to pick up my three kerbals who have been researching on the surface for... a while now. I apparently built kraken bait. First launch I was stuck at the launchpad. It seemed my command capsule was frozen in space, I could swing the rocket around like a pendulum under it. Second launch was fine, until I got up into orbit and went to warp to my next maneuver node. Anytime I try time warping(1-4x warping is fine), this happens:
  19. If you don't capture the asteroid, it's likely to keep taking you further and further from Kerbin as you mine, and then there's the cost of hauling the ore/fuel back and forth over and over. If you intercept an asteroid early on, it really doesn't take much to divert it into a stable orbit.
  20. "Third time's the charm. Either that, or the last mission we can afford." - Gene Emergency Meeting at the KSC Gene: Alright guys, we need to make some changes if we're going to keep this space agency alive. The last three mission failures have cost us over 450,000 funds! I know some of you aren't very good with numbers, so let me put it this way. We can't buy you guys snacks for the next month. *A rumble of murmuring, shouting, and sounds of incredulity fill the room. Jeb loudly yelled [removed from transcript]. Several of the new kerbals actually fainted* Gene: Come on guys, quiet down. It's important that you all understand what failure means. Bill, you designed a grabber using Vernor engines, but didn't install any oxidizer on number 3. Bill: I... i... well... you see... Gene: And Bob, that guidance path you came up with for number 1 was horrible. We had to do a 160 degree inclination burn once it got into orbit, and didn't have enough delta-v to rendezvous with the incoming class-c. Bob (under his breath): Well maybe if you hired an actual programmer instead of assuming I could do it... Gene: And I don't even know what happened to number 2... we're still trying to figure out what went wrong with the staging. Wernher: We discovered the sepratrons were not wired correctly. Gene: Well, I have to take some of the blame too, I accepted some contracts that we shouldn't really have attempted until we progress a little further, but I was dazzled by the size of the advances. *shouts from the crowd. 'Yeah, it's all your fault Gene'! Gene: Hey, hey, hey, we've all made mistakes. This isn't about blaming anybody, this is about us doing a better job. We should all spend a little more time double-checking our jobs, and maybe a little less time running around the grounds pretending to be rockets and airplanes. Jeb: You're a cruel man Gene... So, yeah. I've been having problems with these asteroid redirect missions. My first attempt at this class-c, which was on quite the inclination, ended up being extremely inefficient, and I didn't have enough juice to even get an encounter. For the next attempts, I designed a lighter payload, went back to a single LV-N, and abandoned the idea of trying to pull the asteroid rather than push it. Unfortunately, the staging for my sepratrons went all wonky between builds, so the second attempt met catastrophic failure during the first separation. The third attempt would have been fine, but I decided to switch out the RCS thrusters for Vernor engines, and forgot to swap out the mono-propellant for oxidizer. I got to within 200m of the stinkin' thing before I realized I had no control. I had looked a couple guides for meeting up with asteroids more efficiently, and I made it all the way to it without even emptying my orange tanks. The third attempt worked out better. Again I made the intercept with fuel to spare in my orange tanks, grabbed the stupid thing on-center, and redirected it to aerobrake at 30km at Kerbin. It didn't quite work out as well for a heat shield as the class-e did, so I lost a few parts to the heat. So now I've got two asteroids in eccentric orbits of Kerbin, I guess I'll just mine them till they're empty and then maneuver them to Minmus.
  21. I would have a very worried expression if I were in Bill or Lisa's place
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