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Everything posted by Warezcrawler
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ok, thanks. Nice to know where this is going, and what to expect.
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This sounds very much as a lightweight alternative to EPL. Is that true? Does this, or will it at a later point have the possibility of in space construction as EPL has it? (I know it says ground construction....) Is there any way to radio the blueprint to a base on Duna, without having to ship any materials from Kerbin? I.e. full off world construction / independent colony.
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[1.9.*] GTIndustries (Updated 04-02-2020)
Warezcrawler replied to Warezcrawler's topic in KSP1 Mod Releases
Interesting idea. It is as far as I know not something stock does, and so far I have only been doing minor manipulations with stock. Performance is important to me, and I think this have to go into the FixedUpdate instead of a single on demand manipulation. But that said, maybe this can be done with only minor performance impact. I will put it on the list for research, and see what I can do. I have so far successfully worked with ISP changes directly, so the basic formulas should be worked out already. In the current setup think of this as supported through the possibility of creating multiple engine modes, each with their own ISP curves. While this is not directly bound to the throttle, it can by design be closely related to the max thrust (throttle by proxy) of the engine mode. I think my two example engines of the Nuclear and Ion engines does this. Though minor updates are probably needed after my latest update of the plugins.- 94 replies
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[1.9.*] GTIndustries (Updated 04-02-2020)
Warezcrawler replied to Warezcrawler's topic in KSP1 Mod Releases
The scientists in GT Industries have been busy, and are now presenting the all new GTI_MultiModeConverter. The time of converting 10 things at the same time from one converter is over. Having 10 different converters for realism is now not mandatory anymore. Change log Grab the updated GTI_Utilities mod here. Known issues: Loading the switching mechanism on startup is set to have a simple delay in order to handle some kind of delay in other modules updating when loading vessel. Whether this is a problem is currently unknown. Delay is set to 1.5 seconds.- 94 replies
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Warezcrawler replied to SuicidalInsanity's topic in KSP1 Mod Releases
@SuicidalInsanity could I please request that you make a minor adjustment of the MM arguments in you patch for ModuleResourceIntake? "Mk2X_AtmIntake.cfg" In my mod I have an intake switch, which works like resource switching, just for intakes instead. However, you patch is conflicting with my mod. I do believe the following does the trick @PART[*]:HAS[@MODULE[ModuleResourceIntake],@RESOURCE[IntakeAir],!RESOURCE[IntakeAtm]]:NEEDS[!WarpPlugin,!GTI] { +MODULE[ModuleResourceIntake]{ @resourceName = IntakeAtm @checkForOxygen = false } +RESOURCE[IntakeAir]{ @name = IntakeAtm } } I just added the "!GTI" in the needs part. I have tried patching this through MM, but it becomes very complicated to undo your patch, and I just figure that it would be easier to put this small check into you mod instead. I noticed the same is true for your other mod for MK3 parts. I love your two mod, and hope you will make the change.- 1,509 replies
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Warezcrawler replied to cybutek's topic in KSP1 Mod Releases
@Padishar Sorry to bother you again, I had this request way back a page 143 where we spoke about making KER compatible with alternative MultiModeEngines. Did you ever have time/opportunity to look into the things I sent you in the above quoted post? I would really appreciate if you could. Or did I maybe not provide what you needed, in that case I would be more than happy to do more. EDIT: I found a part of mechjeb2 which I think is vital in their calculation of delta-v. They look for engines that will actually fire during acceleration. I can't say this is all, but it might help. I think mechjeb2 actually gets the delta-v correct. (I never noticed a difference in the results between KER and Mechjeb2 before looking into this issue with my mod....) https://github.com/MuMech/MechJeb2/blob/2c336155b6826ce4c7213dfdb70b2ddf742a3eda/MechJeb2/FuelFlowSimulation.cs#L325-L334 -
My guess is, that your author part is wrong. Key operations are # for has and ~ for not having. The following would be my next try, but I haven't tried it out, so more syntax errors could be in there. @PART[*]:HAS[@vesselType[Probe],~author[Squad],!MODULE[ModuleProbeControlPoint&ModuleDataTransmitter]]:FINAL See https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Handbook for references. I merged you two HAS operation, since I could not figure out if it was needed having it split into two.
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@linuxgurugamer I have a suggestion I've been considering since I started using this mod way back. Making it possible to use alternative resources instead of electric charge would be nice addition. That way it could be augmented to be more powerfull if some rare resource was available like karborundum or something. If you are pressed for time, I could consider doing the research on what to change if you agree that it would be a nice addition. In any case thanks for keeping this mod alive.
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Warezcrawler replied to bac9's topic in KSP1 Mod Development
How does these wing perform with stock aerodynamics? Is it only balanced for FAR? -
I have noticed that the maneuver alarm that usually get +half or +full burntime added to the margin (depending on the setting in the menu) does not get this in the current build on KSP 1.2.2. As far as I can gather, I only get the margin which is set on top of this. Can anybody else confirm this? Have some mechanic changed for calculating burntime which can explain why this might not work now?
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[1.4.2] Contract Pack: Kerbal Academy 1.1.8 (18/04/2018)
Warezcrawler replied to severedsolo's topic in KSP1 Mod Releases
Thanks for the clear description of how the mod is evaluating.... It really seem impossible that it would fail when put like that. I will try and use some time on this and see if I can figure it out on my own, using your debug file. If not I will post my logs. Again, thanks.- 205 replies
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[1.4.2] Contract Pack: Kerbal Academy 1.1.8 (18/04/2018)
Warezcrawler replied to severedsolo's topic in KSP1 Mod Releases
Yes, I have orbited Kerbin, Duna + moons at this point, but only Kerbin + moons with crew. Is that part of the criteria?- 205 replies
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[1.4.2] Contract Pack: Kerbal Academy 1.1.8 (18/04/2018)
Warezcrawler replied to severedsolo's topic in KSP1 Mod Releases
I've noticed that I never have valid experiments for the scientist training programs. In the beginning I ignored it, figuring it was some randomness.... But then I noticed that it says that "it should never fail".... Is there something wrong with those training contracts? Does it work for the rest of you guys?- 205 replies
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Warezcrawler replied to cybutek's topic in KSP1 Mod Releases
Well, when in orbit you can cover an infinite distance.... So at that point it stop making sense. Yes! Delta-v is the key of key figures here. I think KER has the keyfigure very well in place. Use this if you are not sure how much delta-v is needed -
[1.12] Extraplanetary Launchpads v6.99.3
Warezcrawler replied to taniwha's topic in KSP1 Mod Releases
Should bugs for EPL be reported somewhere else then in this thread? -
[1.12] Extraplanetary Launchpads v6.99.3
Warezcrawler replied to taniwha's topic in KSP1 Mod Releases
Ok. Thanks. I will try and see what I can do. Could the launch clamps be part of the problem? It sounds like it's being staged right away..... -
[1.12] Extraplanetary Launchpads v6.99.3
Warezcrawler replied to taniwha's topic in KSP1 Mod Releases
Yes, I get that. This is why I use the launchpad (2) on the moon. But it keeps throwing it into the air when it spawns.... It is a nice idea being able to build on the place you extract your resources..... -
[1.12] Extraplanetary Launchpads v6.99.3
Warezcrawler replied to taniwha's topic in KSP1 Mod Releases
So far I've almost exclusively used the orbital dock for building using EPL. Right now I have a launchpad on a moon, but every time I spawn my craft on it, the entire thing is thrown into the air. So I'm wondering, is there some trick to using it? Are different launch clamps not allowed? I'm pretty sure I'm just doing something wrong here! -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Warezcrawler replied to cybutek's topic in KSP1 Mod Releases
Yes, there does not appear to be any bugs that wasn't already there in 1.2.1 - if there was any . -
[1.12] Extraplanetary Launchpads v6.99.3
Warezcrawler replied to taniwha's topic in KSP1 Mod Releases
I just got the same NRE when using stakes, have been working on how they work - finally got it, and now NRE.... Funny thing is, that I still managed to get my vessel build on the stake. Log file Output log file -
Try and look at some of my code for engine switch Calculating the maxFuelFlow (this is central for engine thrust, just as sarbian said) https://github.com/WarezCrawler/Guybrush101/blob/master/GTI_Utilities/Utilities/GenericFunctions.cs#L37-L41 Using it https://github.com/WarezCrawler/Guybrush101/blob/master/Guybrush101/Core/EngineClassSwitch.cs#L536-L540 Notice that manipulating ISP means manipulating the curves.... That's fun stuff. I made this function to help me insert new curves, like atmCurve, atmosphereCurve etc. https://github.com/WarezCrawler/Guybrush101/blob/master/GTI_Utilities/Utilities/GenericFunctions.cs#L139-L179 hope this helps. Using the MultiModeEngine lets you change any setting in engines. And if two modes is not enough for you, you can use It's work fine with KSP 1.2.2 as well..... I just played.