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Everything posted by DDE
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
DDE replied to Ven's topic in KSP1 Mod Development
OK, Ven, I'm back and exploring 0.9 in 1.1. While I'm ambivalent of the handful of changes I noticed, I've noticed something big and flat. DISHES! I'm a RemoteTech user, so I've set upon making a sort of compatibility patch. I took upon myself to resolve a naming conflict (see below), write slightly more informative descriptions and invented some angles and power use levels out of thin air. Note that the distances are meant for the Outer Planets Mod. // Launch Clamps (Stock) @PART[launchClamp1]:AFTER[RemoteTech] { %MODULE[ModuleRTAntennaPassive] { %OmniRange = 5000 } } //// RemoteTech Omnis // Reflectron DP-10 @PART[RTShortAntenna1]:AFTER[RemoteTech] { @description = An aerodynamic-resistant launch antenna. Switched on by defaut. Will work on line of sight to KSC if below 150 km altitude. %TechRequired = flightControl %MODULE[ModuleRTAntenna] { %IsRTActive = true %Mode0OmniRange = 0 %Mode1OmniRange = 500000 %EnergyCost = 0.01 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } %MODULE[ModuleSPUPassive] {} } // Communotron 16 @PART[longAntenna]:AFTER[RemoteTech] { @description = The good old short-range whip antenna. Will work on line of sight to KSC if below 1960 km altitude; however, it will get ripped off should it be exposed to a strong airstream during launch or descent. !MODULE[ModuleDataTransmitter] {} @MODULE[ModuleAnimateGeneric] { %allowManualControl = false } %MODULE[ModuleRTAntenna] { %Mode0OmniRange = 0 %Mode1OmniRange = 2500000 %MaxQ = 6000 %EnergyCost = 0.13 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } %MODULE[ModuleSPUPassive] {} } // CommTech EXP-VR-2T @PART[RTLongAntenna3]:AFTER[RemoteTech] { @description = A somewhat more robust omnidirectional antenna with enough power to relibly work on Kerbosynchronus orbits. @MODULE[ModuleAnimateGeneric] { %allowManualControl = false } %MODULE[ModuleRTAntenna] { %Mode0OmniRange = 0 %Mode1OmniRange = 4300000 %MaxQ = 9000 %EnergyCost = 0.18 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } %MODULE[ModuleSPUPassive] {} } // Communotron 32 (from RemoteTech) @PART[RTLongAntenna2]:AFTER[RemoteTech] { @description = After installing a greatly oversized whip antenna, and routing a lot more power into the electronics, we've been able to produce an omnidirectional radio system that can reach the surface of the Mun. Although Jeb insisted we should push it further, Dr. von Kerman lambasted him as being too lazy to arrange a proper directional dish connection, pointing out that this boosted antenna already burns through a lot more power than a dish system of comparable size and much greater range. @MODULE[ModuleAnimateGeneric] { %allowManualControl = false } %MODULE[ModuleRTAntenna] { %Mode0OmniRange = 0 %Mode1OmniRange = 12000000 %MaxQ = 6000 %EnergyCost = 0.6 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 17.0 } } %MODULE[ModuleSPUPassive] {} } //// Short-range Folding Dishes // Comms DTS-M1 @PART[mediumDishAntenna]:AFTER[RemoteTech] { @description = By using a reflector disk, this folding antenna gains increased range without relying on raw signal power. While it now has enough range to communicate across Jool's and Sarnus's vast moon system, it is restricted to a 45° directed towards the set target. !MODULE[ModuleDataTransmitter] {} @MODULE[ModuleAnimateGeneric] { %allowManualControl = false } %MODULE[ModuleRTAntenna] { %Mode0DishRange = 0 %Mode1DishRange = 220000000 %EnergyCost = 0.4 %MaxQ = 6000 %DishAngle = 45.0 %DeployFxModules = 0 %ProgressFxModules = 1 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } %MODULE[ModuleSPUPassive] {} } // Comms DTS-M2-XR (renamed from Ven's Communotron 32) @PART[LongDeployableAntenna]:AFTER[VenStockOverhaul] { @title = Comms DTS-M2-XR @description = The new antenna model from Symphonic Protonic pushes the radial fold-out design to the physical limit, thus achieving interplanetary range at the cost of ballooning power requirements and a dramatically reduced view-cone for the transmitter. !MODULE[ModuleDataTransmitter] {} @MODULE[ModuleAnimateGeneric] { %allowManualControl = false } %MODULE[ModuleRTAntenna] { %Mode0DishRange = 0 %Mode1DishRange = 35390000000 %EnergyCost = 0.8 %MaxQ = 4500 %DishAngle = 0.1 %DeployFxModules = 0 %ProgressFxModules = 1 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 20.0 } } %MODULE[ModuleSPUPassive] {} } // Communotron HG-55 @PART[HighGainAntenna]:AFTER[RemoteTech] { !MODULE[ModuleDataTransmitter] {} @MODULE[ModuleAnimateGeneric] { %allowManualControl = false } @description = Well, we at ISPE were wrong. After integrating modern high-fidelity electroics and reversing the polarity of the proton flow, we've been able to develop a wholly new radial fold-out antenna design. Not only have we extended the warranty coverage all the way to Dres, but we've set all-time records for bandwidth and widened the cone as well. %MODULE[ModuleRTAntenna] { %Mode0DishRange = 0 %Mode1DishRange = 62000000000 %EnergyCost = 1.2 %MaxQ = 6000 %DishAngle = 0.16 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.1 %PacketSize = 3 %PacketResourceCost = 15.0 } } %MODULE[ModuleSPUPassive] {} } //// Stack dishes // Comms DTS-M5 @PART[SmallFixedAntenna]:AFTER[VenStockOverhaul] { @description = An invention of one Ven Kerman, the DTS-M5 combines an enhanced datalink unit with a large focusing reflector dish covered in Shiny Stuff™ to maintain a reliable connection all the way out to Dres without excess use of electric power. Canvas cover accidentally included; do not remove. !MODULE[ModuleDataTransmitter] {} %MODULE[ModuleRTAntenna] { %Mode0DishRange = 0 %Mode1DishRange = 62000000000 %EnergyCost = 0.6 %DishAngle = 0.08 %TRANSMITTER { %PacketInterval = 0.2 %PacketSize = 6 %PacketResourceCost = 25.0 } } %MODULE[ModuleSPUPassive] {} } // Communotron 88-88 @PART[commDish]:AFTER[RemoteTech] { @description = The 88-88 is the second edition of the classic Symphonic long-range collapsible radio communications dish. Just like old one, it can reach all the way to Jool and Sarnus, but this one suffers no loss in signal quality. Our QA department assures that any "screams of the damned" heard on the channel it are purely signal interference. !MODULE[ModuleDataTransmitter] {} @MODULE[ModuleAnimateGeneric] { %allowManualControl = false } %MODULE[ModuleRTAntenna] { %Mode0DishRange = 0 %Mode1DishRange = 146220000000 %EnergyCost = 1 %MaxQ = 6000 %DishAngle = 0.05 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 6 %PacketResourceCost = 30.0 } } %MODULE[ModuleSPUPassive] {} } // Comms DTS-M7 @PART[mediumFixedAntenna]:AFTER[VenStockOverhaul] { @description = The M7 model builds upon the success of the M5, but scaling up the components to reach all the way to Urlum and Neidon. The specialized interference-resisted encoding system sends data in large chunks. !MODULE[ModuleDataTransmitter] {} %MODULE[ModuleRTAntenna] { %Mode0DishRange = 0 %Mode1DishRange = 428180000000 %EnergyCost = 1.5 %DishAngle = 0.01 %TRANSMITTER { %PacketInterval = 1 %PacketSize = 10 %PacketResourceCost = 60.0 } } %MODULE[ModuleSPUPassive] {} } // Communotron 88-X @PART[largeFixedAntenna]:AFTER[VenStockOverhaul] { @description = Maintaining a reliable connection with probes sent to Plock and other trans-Neidon objects was a difficult task, requiring the use of a massive 3 m reflector dish and ISPE’s best radio equipment – as well as quite a bit of electricity. !MODULE[ModuleDataTransmitter] {} %MODULE[ModuleRTAntenna] { %Mode0DishRange = 0 %Mode1DishRange = 700360000000 %EnergyCost = 3 %DishAngle = 0.005 %TRANSMITTER { %PacketInterval = 1 %PacketSize = 10 %PacketResourceCost = 75.0 } } %MODULE[ModuleSPUPassive] {} } -
Dear @CaptRobau et al, I am moving from 1.0.5 to 1.1; in the meantime, I'm moving from a then-outdated version of EVE and its cloud configs. It is my understanding that the cloud pack Eleusis La Arwall compiled is not even compatible with the current EVE version, let alone with the new OPM. So, are we out of clouds? That would be a bummer.
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Bizarrely, when I combine a Mk 1 pod with the appropriate 1.25 m heat shield, the Mk 1 pod sucks the heat out of the shield. http://steamcommunity.com/sharedfiles/filedetails/?id=682297630 Tested for glitched craft save, tested for influence of amount of ablator; no effect. Technically none of the mods should be an issue. I can provide a MM readout on request. Partial mod list: KSP: 1.0.5 (Win32) - Unity: 4.6.4f1 - OS: Windows 8.1 (6.3.10240) 64bit USI Tools - 0.5.4 Chatterer - 0.9.7.86 Community Resource Pack - 0.4.8 DMagic Orbital Science - 1.1 Docking Sounds - 1.2 Firespitter - 7.1.5 HeatControl - 0.2.1 RasterPropMonitor - 0.24.2 KAS - 0.5.5 Kerbal Joint Reinforcement - 3.1.4 InlineBallutes - 1.2.3 KIS - 1.2.3 KSP-AVC Plugin - 1.1.6.1 Infernal Robots - 0.21.4 Docking Port Alignment Indicator - 6.2 NearFutureConstruction - 0.5.5 NearFutureElectrical - 0.6.1 NearFutureSolar - 0.5.5 NearFutureSpacecraft - 0.4.4 Final Frontier - 0.9.8.1882 Outer Planets Mod - 1.9.2 RCS Build Aid - 0.7.7 RealChute - 1.3.2.6 RemoteTech - 1.6.9 SCANsat - 1.1.4.5 SmartParts - 1.6.6 StageRecovery - 1.6.2 TAC Fuel Balancer - 2.5.1.7 TextureReplacer - 2.4.12 ThrottleControlledAvionics - 2.3.0.2 TAC Life Support - 0.11.2.1 Trajectories - 1.4.5 Kerbal Alarm Clock - 3.5 TweakScale - 2.2.6 USI Core - 0.1.2 USI Exploration Pack - 0.4.3 USI Survivability Pack - 0.3.3 Universal Storage - 1.1.0.8 VenStockRevamp - 1.9
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
DDE replied to Nertea's topic in KSP1 Mod Releases
So, it should definitely come with Kerbinside for that extra gut punch. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
DDE replied to Nertea's topic in KSP1 Mod Releases
All nuclear rocketry is pretty much 1950s. "As God and Heinlein intended". NSWRs should be effortless vertical SSTOs. Atomic Rockets classifies them as a possible torchship (high ISP, high thrust). However, they will require highly specialized tankage and tens of tons of highly refined nuclear fuel per launch. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
DDE replied to Nertea's topic in KSP1 Mod Releases
Nuclear winter is coming... -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
DDE replied to Ven's topic in KSP1 Mod Development
@Chimer4, I also had to add a bit of code in the PartPatches file (I assume that this is where the models are indicated). My node was seriously wrecked; but while the fairings work as advertised now, the aerospike is still 1 m wide or something, so it doesn't fit flush with a 1.25 m stack. Edit: I commented out my alteration in Engines-PathPatches, no effect. The smaller engine does seem to fit the inner rings of many objects, but I remember it being fully 1.25 m... -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
DDE replied to Ven's topic in KSP1 Mod Development
OK, I'm done with Mk 55, but while I have "ported" the 1.8.1 model, but it's experiencing issues with its bottom node (which is apparently a massive attachment surface now), and is permanently fitted with a shroud (which isn't left behind with a decoupler). It also seems to be only about 1 m in diameter, and a bit short. I have also regained appreciation for the Mk 2 boost cover with the return of the Mk 16-equipped docking port. Edit: posting problem code: And I tried deleting the altered node, but all issues persist. What has happened to the model? -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
DDE replied to Ven's topic in KSP1 Mod Development
Wouldn't mind getting behind this. But to my own point: Guys, could anyone waste five minutes and give me a step-by-step of how to revert to the more visually interesting 1.8-era model for the aerospike engine, and to rollback to the new stock sleeker Mk 55 Thud radial engine? I'm not sure how much stuff need to be deleted, especially for that last one (since I fear that I might mess up aerodynamics, colliders or attachment). -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
DDE replied to Nertea's topic in KSP1 Mod Releases
As I expected. And yeah, that nozzle's gonna need VERY powerful cooling. As to the lower end of the spectrum, are you planning any air-augmented or airbreathering nuclear engines, and are you going to attempt an RTG-based Poodle thruster a la Porkjet's CANDL? Or at least a config to hook it up with Atomics? -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
DDE replied to Nertea's topic in KSP1 Mod Releases
Any plans for a competing close-cycle GCNTR? Also, if open-cycle GCNTR, then why not NSWR, for the lulz? A more on-point question: how does it mix with the LH2 chemicals mod? Is that mod getting refrigeration costs too? I'm not rushing to download because I'm sticking with Porkjet's mod and don't want to mess with my own Firespitter converters. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
DDE replied to Ven's topic in KSP1 Mod Development
@Ven It appears that your configs for Oxidizer in RadiaLFOLong lacking @ result in it containing 22 units instead of proper 44. -
Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
DDE replied to Snjo's topic in KSP1 Mod Releases
Odd, I would have thought it was on Firespitter's side. Any potential effect on the TAC-LS config? -
Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
DDE replied to Snjo's topic in KSP1 Mod Releases
Hello, I'm trying to replace several Firespitter modules, e.g. @PART[C3_RTank_00]:NEEDS[ThunderAerospace] { !MODULE[FStextureSwitch2] {} !MODULE[FSfuelSwitch] {} } @PART[C3_RTank_00]:NEEDS[ThunderAerospace]:FINAL { MODULE { name = FStextureSwitch2 textureNames = UmbraSpaceIndustries/Kontainers/Assets/Tank_KP;UmbraSpaceIndustries/Kontainers/Assets/Tank_08;UmbraSpaceIndustries/Kontainers/Assets/Tank_09;UmbraSpaceIndustries/Kontainers/Assets/Tank_00;UmbraSpaceIndustries/Kontainers/Assets/Tank_01;UmbraSpaceIndustries/Kontainers/Assets/Tank_02;UmbraSpaceIndustries/Kontainers/Assets/Tank_03;UmbraSpaceIndustries/Kontainers/Assets/Tank_04;UmbraSpaceIndustries/Kontainers/Assets/Tank_05;UmbraSpaceIndustries/Kontainers/Assets/Tank_06;UmbraSpaceIndustries/Kontainers/Assets/Tank_07 objectNames = Tank textureDisplayNames = Karborundum;Xenon;Argon;LFO;Water;Chemicals;Organics;Waste;LH2;LiqudFuel;MonoPropellant useFuelSwitchModule = true fuelTankSetups = 0;1;2;3;4;5;6;7;8;9;10 repaintableEVA = true nextButtonText = Next Cargo prevButtonText = Previous Cargo } MODULE { name = FSfuelSwitch resourceNames = Karborundum;XenonGas;ArgonGas;LiquidFuel,Oxidizer;Water;Chemicals;Organics;CarbonDioxide,WasteWater,Waste;LqdHydrogen;LiquidFuel;MonoPropellant resourceAmounts = 450;4500;45000;40.5,49.5;450;450;450;12082,116,13;900;90;90 initialResourceAmounts = 0;4500;45000;0;0;0;0;0,0,0;0;0;0 tankCost = 450;4500;4500;41;0;7200;2250;1125;17;72;108 basePartMass = 0.06 tankMass = 0;0;0;0;0;0;0;0;0;0;0 hasGUI = false } } Unfortunately, the switching appears to glitch quite a bit when in symmetry mode. Despite the settings, the cosmetic texture affects the resources, and visa versa. Simply cycling through and going again to karborundum sets the texture to gold, and further switching of resources affects the texture. Cosmetic texture config: MODULE { name = FStextureSwitch2 textureNames = UmbraSpaceIndustries/Kontainers/Assets/Crinkle;UmbraSpaceIndustries/Kontainers/Assets/Crinkle_copper;UmbraSpaceIndustries/Kontainers/Assets/Crinkle_Green;UmbraSpaceIndustries/Kontainers/Assets/Crinkle_rubber; objectNames = Sphere textureDisplayNames = Gold;Copper;Silver;Dark; mapNames = UmbraSpaceIndustries/Kontainers/Assets/CrinkleFoil_NRM; UmbraSpaceIndustries/Kontainers/Assets/CrinkleFoil_NRM; UmbraSpaceIndustries/Kontainers/Assets/CrinkleFoil_NRM;UmbraSpaceIndustries/Kontainers/Assets/cloth_NRM; useFuelSwitchModule = false nextButtonText = Next Texture prevButtonText = Previous Texture } -
Dear SCANners, I have to be blunt: how do I configure the stock Ore scanning to work the same as non-stock scanners, with no need for groundside sensors and an initial large dish scan? If I understand it correctly, with stock scanning disabled, the large dish gives you data with accuracy to 1%, while the smaller scanner can display you the small map with 0.01% precision readout - which is not saved on the big map. And it's apparently the same, whatever settings I pick on Hi-Freq scanner and Biome Lock. Yes, I really don't want to cart both of the sensors.
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
DDE replied to RoverDude's topic in KSP1 Mod Releases
From what I can see, the Mk V MKS parts already have these overrides. Just FYI, because I went to check. -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
DDE replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude, something that I've noticed missing is the ability to decouple everything underneath the inflatable pod. I expected that I'll just dump the whole service ring before entry. However, yes, they survive the heat of reentry. Also, unfortunately I haven't been able to cram an entire Munar Escape System (pod, ring, two panels, inline engine, two radial tanks) into a single "stock" KIS/KAS container; I'll have to carry the deflated pods externally. It seems that the pod part itself may be a bit too big. Also, the process of mounting the tank to the engine might send the vehicle being built into low orbit, but that's normal for KSP. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
DDE replied to Ven's topic in KSP1 Mod Development
At the very least, I am stubborn enough to dig into the old version to retrieve and plug in the blueish textures. Your new sharper maps will not draw me to the Dark Side! Seriously, though. The all-black panels don't exactly fit with the NF Solar pack's progression. Nor do they make for as cool a picture. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
DDE replied to Ven's topic in KSP1 Mod Development
Adding image of both glitches at once. http://1drv.ms/1RQ1ysL All "stock" solars are affected. I've dropped in an NF Solar Blanket, a non-stock stockalike (RCS Capsuledyne) 3.75 m tank, and 2.5 and 1.25 m parts for comparison). Partial modlist via AVC: KSP: 1.0.5 (Win32) - Unity: 4.6.4 f1 - OS: Windows 8.1 (6.3.10240) 64bit USI Tools - 0.5.4 Chatterer - 0.9.7.86 Community Resource Pack - 0.4.8 DMagic Orbital Science - 1.1 Docking Sounds - 1.2 Firespitter - 7.1.5 HeatControl - 0.2.1 Kerbal Attachment System - 0.5.5 Kerbal Joint Reinforcement - 3.1.4 InlineBallutes - 1.2.3 Kerbal Inventory System - 1.2.3 KSP-AVC Plugin - 1.1.5 Infernal Robots - 0.21.4 Docking Port Alignment Indicator - 6.2 NearFutureConstruction - 0.5.5 NearFutureElectrical - 0.6 NearFuturePropulsion - 0.5.4 NearFutureSolar - 0.5.5 NearFutureSolar - 0.4.4 Final Frontier - 0.8.10.1609 Outer Planets Mod - 1.9 RealChute - 1.3.2.6 RemoteTech - 1.6.9 SCANsat - 1.1.4.5 Sigma: PluronKhato - 1.2 SmartParts - 1.6.6 StageRecovery - 1.6 ThrottleControlledAvionics - 2.3.0.2 TAC Life Support - 0.11.2.1 Trajectories - 1.4.5 Kerbal Alarm Clock - 3.5 TweakScale - 2.2.5 USI Core - 0.1.2 USI Exploration Pack - 0.4.3 USI Survivability Pack - 0.3.3 Universal Storage - 1.1.0.8 VenStockRevamp - 1.9 Uhm... yeah. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
DDE replied to Ven's topic in KSP1 Mod Development
Duplicate ladders happened to me too, before I began to axe mods, so I can't point to the culprit. So I imagine that you should list all your mods anyway. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
DDE replied to rbray89's topic in KSP1 Mod Releases
Bug Report OK, have EVE in default configs installed. While I found it tolerable when the clouds glitch in the main menu, I have also spotted Jool being bisected, with one half implaying noticeably different clouds, and also sporting lightning (which I'm going to forcefully disable ASAP anyway). And that's before your config for OPM failed to function for both moons. A caveat: have to use outdated NVIDIA drivers; their "updates" are causing BSODs, so please don't make it the first solution. EDIT: Also spotted cloud shadow z-fighting on Kerbin water. Jumped back to 7-4. No issues observed. Curse your sudden but inevitable beglitching. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
DDE replied to Ven's topic in KSP1 Mod Development
Alright, loved 1.8 to death, loving this too, even as I'm pruning unneeded parts and adding probe functionality to the radial SAS. However, am I right to suspect that pitch-black stock solar panels were not part of the plan? Also, are the blue internals of 3.75 m tanks intentional? -
parts [1.2] 'Otter' Submersible (USI Submarine Parts) [0.2.0]
DDE replied to RoverDude's topic in KSP1 Mod Releases
So that's what the submarine-related repositories on GitHub were about... Sadly, other than diving, there is nothing to do with subs - yet. It is possible to add suboceanic biomes and a Kerbinside config (or something similar) for a boat dock?