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Posts posted by FlyingFalap
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Also here to say I would LOVE a fresh NRAP for 1.2.2!
This is a very useful mod @stupid_chris, I have used it extensively in 1.1.3 to test maximum payloads for my fleet of Delta II, IV, Ariane, Soyuz and Falcon Launchers, and I hope to see it return!
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14 hours ago, IgorZ said:
Btw, trailers can be constructed using IR + TJ-1.
10 hours ago, Warro said:Stock parts trailers can be made very well using the structural fuselage (using only tweakscale)
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17 hours ago, Padishar said:
Here is version 1.1.2.5p with the first version of the support for the changes to both jet and rocket fuel flow. It's had a fair amount of testing and seems to match the core draining behaviour but there could well still be issues with it. If reporting problems with the deltaV calculations then please post the craft file and a log where you have clicked the "Verbose simulation log" button. Preferably, zip both together and give it a name based on your forum name so I can more easily find the forum post it relates to. Also, if posting a screenshot of the BuildEngineer window then make sure that "All Stages" is selected.
https://www.dropbox.com/s/hwk584df82uqdmq/KerbalEngineer-1.1.2.5p.zip?dl=1
Thank you Padishar
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I don't know enough about the underlying mechanics of how the joint system works unfortunately, but I know Ferram has worked through a number of solutions for his mod to get to the point where it is now. As I recall reading the release notes and thread for KJR, he has recently redesigned how some types of joints are reinforced in his mod, so I don't know if a fix for this particular issue would be easy or not. I get that it's not easy (or something modders want to do) to chase down mod conflict issues.
Regardless, I do enjoy what you are trying to achieve with the beta of KAS here, and I'm gonna play around with it for a bit and build some cool things! As for how you proceed, it's your mod and I think people appreciate the work that you are putting in to it.
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10 hours ago, IgorZ said:
Hmm. It looks like a mods conflict. Do you have any mod that deals with autostruts? By default game creates autostruts for the wheels, but when joint is marked as "pivot" then they are not crossing it. TB60 and TJ2 are pivot joints and stock game reacts to them as expected. I'd suggest you have a mod that doesn't respect this setting. And it would be great if we could figure out the name.
You're right @IgorZ, it was a mod conflict. It seems that the flexible joints are not compatible with @ferram4's Kerbal Joint Reinforcement.
I had this suspicion, so I temporarily removed that mod for testing and sure enough, the joints move as expected now.
Only issue is, I think quite a few people find KJR to be a necessary mod so this will probably have to be fixed one one of your ends. At least we know what the conflict is though.
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Great job on the latest update @AndyMt!
GravityTurn is far and away my all time most preferred method of launching. I use it every time and it works great! I like the idea of using the 10x surface gravity value for the turn start. I have never tried using GT to lift off of another body yet but I will have to give it a go!
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On 2016-10-30 at 2:08 AM, olekopyto said:
How to convert ship to parts?
11 minutes ago, MatterBeam said:You need: a drill, three Holding tanks in Metals, RocketParts and Ore configuration, an ISRU, a Science Lab and a small docking port (re-named to Construction Port). Process is:
-Mine Ore.
-Convert Ore into Metals using ISRU.
-Convert Metals into Rocket Parts using Science Lab.
-Open the docking port's GUI
-Select a design from VAB or SPH.
-Build.
-Release.
I may be misinterpreting but does @olekopyto mean to say: is it possible to recycle a ship into rocket parts in SimpleConstruction?
Falap
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Great mod @MatterBeam!
Thanks for doing this! It fits perfectly with my stock parts game! (first time I've played without part mods but I am running over 50 Quality of Life and gameplay mods )
Falap
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Thanks for keeping up work on this mod @WaveFunctionP! I think I speak for a few people when I say that ForScience really makes career mode a whole lot more enjoyable. It's simple and to the point and that is how it should be.
There are other mods out there that do something similar, maybe more, maybe less. This is the one I enjoy, and this is the one I use.
Thanks buddy
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So, I'm having difficulty replicating @IgorZ's and @Space Scumbag's demos of towing videos. It seems all of my wheels (stock) are being autostrutted to the heaviest part of the (now linked) vessel, and my tow joint will not articulate.
SpoilerHow do I overcome this?
edit: I am actually having this rigid connection behavior even when the attached vessel (trailer) has no wheels. Odd indeed. (.071 patch)
Thanks,
Falap
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Wow! Looks great, can't wait to play with it
( F I R S T )
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Hey CX! I love the work that you have put in to this mod, I am very much looking forward to the upcoming bits for my ISS replica!
One question though, as I have read through the thread and it seems nobody has asked yet; If I understand correctly in real life two active APAS ports would have the ability to dock: (from APAS wiki page)
QuoteUnlike previous docking systems, either APAS-75 unit could assume the active or passive role as required.
I have not read anything that would suggest that the later APAS-89/95 are any different. please let me know if I am wrong, I would only want this if it would be possible IRL
How would I go about making this possible without ruining the gendering you currently have? It is definitely correct that two permanently passive ports should not be able to dock as neither one has a latch mechanism.
Thanks!
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It isn't that hard to actually launch your relay network on rocket(s)*
*(I generally launch 3 relay satellites for the body in question on top of one rocket!)
I would recommend trying the Precise Maneuver mod to help make your orbits and spacing quite precise. I use a MechJeb custom window for my game, and I include the orbital period in that window. This way, once I have calculated the spacing for my (usually 3 satellite) network based on the maximum range of my selected omni antenna, I can circularize the first sat at the calculated altitude and make note of it's orbital period. I always make the spacing (and therefore altitude) a little bit less than the omni range of the antenna, to account for minor spacing errors and make rendezvousing the other satellites to the correct spacing less of an exact science.
I then proceed to plot a transfer orbit for the second satellite and using the target/intercept readout in the map view (set sat #1 as target) and Precise Maneuver to tweak the orbit, I can get very accurate spacing.
Once I have spaced all my satellites accurately and with the same (as close as possible) orbital periods and verify that all is well, I actually close the game, open the persistent save file and copy the 1st vessel's SMA (semi-major axis) value to the other satellites in the network to eliminate the possibility of them drifting apart! Even after months or years of timewarping, the network is still perfectly spaced!
I hope this helps you in some way when attempting a replacement for your broken relay!
PS. I don't and have never used hyperedit in my game.
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On 2016-01-19 at 7:50 AM, NecroBones said:
Wow, I'm not sure. I've never worked with that welding mod or the associated WeldedMeshSwitch. I'm not sure if it works exactly like FSMeshSwitch or InterstellarMeshSwitch. Those two will basically look at the entire list of mesh names you gave it, and anything you don't specify will be turned ON for all of the configurations in the list.The ones you specify will show up for only whichever choices are selected.
So usually if the meshes are something you just want turned off, you need something to soak them up, so to speak. In this case, since you're using the orange variants, all the other color variants probably need to be specified somewhere so they don't get drawn.
For those parts, when you're using a stock game without a mesh switcher, my MM configs will assign all of of the unused meshes to an attachment node that's a kilometer away, as if they were engine shrouds, so that they'll never activate. With a mesh switcher, I suppose they could be assigned to a menu selection that no one is intended to use. Those are really the only ways I know how to turn off unused meshes at this time.
So my question is does the WeldedMeshSwitch behave differently and disable unspecified meshes by default (and that's not working)? Or does it also need to specify meshes to ignore, or use some other method? This might be a question for that mod's thread.
How might I go about specifying the meshes to not be used?
I can delete the entire WeldedMeshSwitch section because I don't need to be able to switch meshes on the part after it's welded. I still experience the visuals after doing this however.
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I'm trying to make a weldment using FTP tanks and the new version of the UbioZur welding mod. I have been trying to figure out how to set the part to reference just one texture/mesh to avoid the z-fighting on welded parts. Resource selection works as expected, its just the texture/mesh that is causing problems with the welded part. Thanks for your hard work NecroBones!
Here is my part cfg if someone would be able to help:
PART { name = IO3Fuelnew module = Part author = UbioZurWeldingLtd rescaleFactor = 1 PhysicsSignificance = -1 node_stack_bottomSize3SASBatt8 = -3.395, -9.898, -2.707, 0, -1, 0, 3 node_stack_bottomSize3SASBatt11 = -4.233, -9.898, 0.966, 0, -1, 0, 3 node_stack_bottomSize3SASBatt14 = -1.884, -9.898, 3.912, 0, -1, 0, 3 node_stack_bottomSize3SASBatt17 = 1.884, -9.898, 3.912, 0, -1, 0, 3 node_stack_bottomSize3SASBatt20 = 4.233, -9.898, 0.966, 0, -1, 0, 3 node_stack_bottomSize3SASBatt23 = 3.395, -9.898, -2.707, 0, -1, 0, 3 node_stack_bottomSYprobe5m24 = 0, -9.858, 0, 0, -1, 0, 4 node_stack_topSYprobe7m0 = 0, 13.642, 0, 0, 1, 0, 5 node_stack_bottomSize3SASBatt5 = 0, -9.898, -4.342, 0, -1, 0, 3 node_attach = 0, 0, 0, 0, 0, 0, 0 CrewCapacity = 0 stackSymmetry = 6 TechRequired = largeUnmanned entryCost = 631800 cost = 338800 category = FuelTank subcategory = 0 title = IO3 Fuel CoreX manufacturer = UbioZur Welding Ltd description = Warranty void during re-entry. attachRules = 1,1,1,1,0,0,0 mass = 203.53 vesselType = Probe dragModelType = default maximum_drag = 0 minimum_drag = 0 angularDrag = 0 crashTolerance = 6.349 breakingForce = 4015.021 breakingTorque = 4015.021 maxTemp = 2000 fuelCrossFeed = True explosionPotential = 0.500001 thermalMassModifier = 1 heatConductivity = 0.12 emissiveConstant = 0.4 radiatorHeadroom = 0.25 bulkheadProfiles = size4 MODEL { model = SpaceY-Expanded/Parts/Command/SYprobe7m texture = SYprobe-Specular, SpaceY-Lifters/Parts/Command/SYprobe-Specular texture = SYtank7m-Specular, SpaceY-Lifters/Parts/FuelTanks/SYtank7m-Specular position = 0, 13.392, 0 scale = 1, 1, 1 } MODEL { model = FuelTanksPlus/Size3/TPtank3m2mA texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000 texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001 texture = TPtank2m-Specular, FuelTanksPlus/Size2/TPtank2m-Specular position = 0, 9.392, 0 scale = 2, 2, 2 rotation = 0, 180, 180 } MODEL { model = FuelTanksPlus/Size3/TPtank3mL11250 texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000 texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001 position = 0, -1.858, 0 scale = 1.333, 1.333, 1.333 } MODEL { model = FuelTanksPlus/Size3/TPtank3mL15000 texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000 texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001 position = 0, -1.899, -4.342 scale = 1, 1, 1 rotation = 0, 180, 0 } MODEL { model = FuelTanksPlus/Size3/TPcone3m texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000 texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001 position = 0, 6.351, -4.342 scale = 1, 1, 1 } MODEL { model = RSCapsuledyne/Parts/SASBatt/model position = 0, -9.649, -4.342 scale = 1, 1, 1 } MODEL { model = FuelTanksPlus/Size3/TPtank3mL15000 texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000 texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001 position = -3.395, -1.899, -2.707 scale = 1, 1, 1 rotation = 0, 231.429, 0 } MODEL { model = FuelTanksPlus/Size3/TPcone3m texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000 texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001 position = -3.395, 6.351, -2.707 scale = 1, 1, 1 rotation = 0, 51.429, 0 } MODEL { model = RSCapsuledyne/Parts/SASBatt/model position = -3.395, -9.649, -2.707 scale = 1, 1, 1 rotation = 0, 51.429, 0 } MODEL { model = FuelTanksPlus/Size3/TPtank3mL15000 texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000 texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001 position = -4.233, -1.899, 0.966 scale = 1, 1, 1 rotation = 0, 282.857, 0 } MODEL { model = FuelTanksPlus/Size3/TPcone3m texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000 texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001 position = -4.233, 6.351, 0.966 scale = 1, 1, 1 rotation = 0, 102.857, 0 } MODEL { model = RSCapsuledyne/Parts/SASBatt/model position = -4.233, -9.649, 0.966 scale = 1, 1, 1 rotation = 0, 102.857, 0 } MODEL { model = FuelTanksPlus/Size3/TPtank3mL15000 texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000 texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001 position = -1.884, -1.899, 3.912 scale = 1, 1, 1 rotation = 0, 334.286, 0 } MODEL { model = FuelTanksPlus/Size3/TPcone3m texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000 texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001 position = -1.884, 6.351, 3.912 scale = 1, 1, 1 rotation = 0, 154.286, 0 } MODEL { model = RSCapsuledyne/Parts/SASBatt/model position = -1.884, -9.649, 3.912 scale = 1, 1, 1 rotation = 0, 154.286, 0 } MODEL { model = FuelTanksPlus/Size3/TPtank3mL15000 texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000 texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001 position = 1.884, -1.899, 3.912 scale = 1, 1, 1 rotation = 0, 25.714, 0 } MODEL { model = FuelTanksPlus/Size3/TPcone3m texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000 texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001 position = 1.884, 6.351, 3.912 scale = 1, 1, 1 rotation = 0, 205.714, 0 } MODEL { model = RSCapsuledyne/Parts/SASBatt/model position = 1.884, -9.649, 3.912 scale = 1, 1, 1 rotation = 0, 205.714, 0 } MODEL { model = FuelTanksPlus/Size3/TPtank3mL15000 texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000 texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001 position = 4.233, -1.899, 0.966 scale = 1, 1, 1 rotation = 0, 77.143, 0 } MODEL { model = FuelTanksPlus/Size3/TPcone3m texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000 texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001 position = 4.233, 6.351, 0.966 scale = 1, 1, 1 rotation = 0, 257.143, 0 } MODEL { model = RSCapsuledyne/Parts/SASBatt/model position = 4.233, -9.649, 0.966 scale = 1, 1, 1 rotation = 0, 257.143, 0 } MODEL { model = FuelTanksPlus/Size3/TPtank3mL15000 texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000 texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001 position = 3.395, -1.899, -2.707 scale = 1, 1, 1 rotation = 0, 128.571, 0 } MODEL { model = FuelTanksPlus/Size3/TPcone3m texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000 texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001 position = 3.395, 6.351, -2.707 scale = 1, 1, 1 rotation = 0, 308.571, 0 } MODEL { model = RSCapsuledyne/Parts/SASBatt/model position = 3.395, -9.649, -2.707 scale = 1, 1, 1 rotation = 0, 308.571, 0 } MODEL { model = SpaceY-Lifters/Parts/Command/SYprobe5m position = 0, -9.608, 0 scale = 1, 1, 1 } RESOURCE { name = ElectricCharge amount = 92000 maxAmount = 92000 } RESOURCE { name = LiquidFuel amount = 279187.2 maxAmount = 279187.2 } MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.2 } } MODULE { name = ModuleReactionWheel PitchTorque = 610 YawTorque = 610 RollTorque = 610 RESOURCE { name = ElectricCharge rate = 11.35 } } MODULE { name = ModuleSAS SASServiceLevel = 3 } MODULE { name = ModuleSPU IsRTCommandStation = True RTCommandMinCrew = 4 } MODULE { name = ModuleRTAntennaPassive TechRequired = None OmniRange = 320000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 5.0 name = ModuleRTDataTransmitter } } MODULE { name = CollisionFX scrapeSparks = True collisionSound = CollisionFX/Sounds/Bang1 scrapeSound = CollisionFX/Sounds/GroundSkid sparkSound = CollisionFX/Sounds/SparkSqueal } MODULE { name = ModuleAGX } MODULE { name = ModuleScienceExperiment experimentID = telemetryReport experimentActionName = Telemetry Report resetActionName = Discard Telemetry reviewActionName = Review Telemetry useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1 } MODULE { name = USI_ModuleRecycleablePart Menu = Salvage Part ResourceName = SpecializedParts Efficiency = 30 } MODULE { name = GeometryPartModule } MODULE { name = FARAeroPartModule } MODULE { name = FARPartModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = BuildEngineer } MODULE { name = FlightEngineer } MODULE { name = ModuleJettison jettisonName = TPtankShroudBottom bottomNodeName = bottom isFairing = True jettisonedObjectMass = 1.8 jettisonForce = 1.8 jettisonDirection = 0 0 1 } MODULE { name = FlagDecal textureQuadName = flagDecal } MODULE { name = WeldedMeshSwitch objectIndicies = 1; 2; 3; 4; 6; 7; 9; 10; 12; 13; 15; 16; 18; 19; 21; 22 objects = collider,TPtank2m-Zcaps,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps,TPtankShroudBottom,TPtankShroudTop; collider,flagDecal,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps,TPtankShroudBottom,TPtankShroudTop; collider,flagDecal,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps,TPtankShroudBottom,TPtankShroudTop; collider,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps; collider,flagDecal,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps,TPtankShroudBottom,TPtankShroudTop; collider,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps; collider,flagDecal,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps,TPtankShroudBottom,TPtankShroudTop; collider,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps; collider,flagDecal,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps,TPtankShroudBottom,TPtankShroudTop; collider,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps; collider,flagDecal,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps,TPtankShroudBottom,TPtankShroudTop; collider,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps; collider,flagDecal,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps,TPtankShroudBottom,TPtankShroudTop; collider,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps; collider,flagDecal,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps,TPtankShroudBottom,TPtankShroudTop; collider,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps advancedDebug = True destroyUnusedParts = True } }
[1.12.x] Kerbal NRAP - Procedural test weights!
in KSP1 Mod Releases
Posted
Just commented on your Github issue @eberkain, I think it would be great to have a fine-adjustable slider for reasons.