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Everything posted by genericeventhandler
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MechJeb not Functioning properly
genericeventhandler replied to pjjanas's topic in KSP1 Mods Discussions
You haven't modified the window in anyway? ie added the problem stats to the window? if thats the case then you are probably running out of power, add some batteries and some solar panels. The module version of mechjeb requires power to operate. -
MechJeb not Functioning properly
genericeventhandler replied to pjjanas's topic in KSP1 Mods Discussions
I've seen this before, it's linked to the SOI information throwing Exceptions, I can't remember which one exactly. Remove any that show Target SOI information or DV for capture. Distance to Target and Closest approach work fine. -
[REQUEST] Electric Fan Engines For large craft
genericeventhandler replied to Rushligh's topic in KSP1 Mods Discussions
to make an engine you need to have a resouce that is expelled / depleated. Purely electric engines don't work, I've tried. The best I could come up with was an IntakeAir + Electric engine mode on a modified rapier, with the second mode being a nuke. As for modes, there is a minature one in Dr.Jets Chop Shop - forumn . I don't know how that would work with tweakscale. Your other best bet is Firespitter github . But I don't use that because of memory constraints on all the parts. good luck with your search GE -
Just for info, the 4.x .net stacks and the 2.x ( 3.0 + 3.5) are not compatible, you will have to recompile to run on 4.x. There are ways to force the dll to load but it's not a good idea.
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I would still modify an intake to accept the correct resource, copying the settings for the intake will provide the correct balance. If you make an edit script you need to change the edit for each type of intake to make them balance correctly. however in this case I would copy the radial intake (the whole folder) and modify the script in the copy, changing the name of course. I tried making a script last night but I don't have the correct mods for IntakeAtm. IntakeAir worked fine though. Ge EDIT: Here is my config for mk2 parts, it's basically copied from the squad files, save it to a new .cfg somewhere in your gamedata folder. And change the where it says IntakeAir to IntakeAtm @PART[mk2Cockpit*]:FINAL { MODULE { name = ModuleOverheatDisplay } MODULE { name = ModuleResourceConverter ConverterName = AirCompressor StartActionName = Start ISRU [AirToLFOx] StopActionName = Stop ISRU [AirToLFOx] AutoShutdown = true TemperatureModifier { key = 0 100000 key = 750 50000 key = 1000 10000 key = 1250 500 key = 2000 50 key = 4000 0 } GeneratesHeat = true DefaultShutoffTemp = .8 ThermalEfficiency { key = 0 0 0 0 key = 500 0.1 0 0 key = 1000 1.0 0 0 key = 1250 0.1 0 0 key = 3000 0 0 0 } UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = IntakeAir Ratio = 0.5 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 30 } OUTPUT_RESOURCE { ResourceName = LiquidFuel Ratio = 0.45 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = Oxidizer Ratio = 0.55 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } MODULE { name = ModuleResourceConverter ConverterName = LiquidFuel StartActionName = Start ISRU [AirToLqdFuel] StopActionName = Stop ISRU [AirToLqdFuel] AutoShutdown = true TemperatureModifier { key = 0 100000 key = 750 50000 key = 1000 10000 key = 1250 500 key = 2000 50 key = 4000 0 } GeneratesHeat = true DefaultShutoffTemp = .8 ThermalEfficiency { key = 0 0 0 0 key = 500 0.1 0 0 key = 1000 1.0 0 0 key = 1250 0.1 0 0 key = 3000 0 0 0 } UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = IntakeAir Ratio = 0.45 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 30 } OUTPUT_RESOURCE { ResourceName = LiquidFuel Ratio = 0.9 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } MODULE { name = ModuleCoreHeat CoreTempGoal = 1000 //Internal temp goal - we don't transfer till we hit this point CoreToPartRatio = 0.1 //Scale back cooling if the part is this % of core temp CoreTempGoalAdjustment = 0 //Dynamic goal adjustment CoreEnergyMultiplier = 0.1 //What percentage of our core energy do we transfer to the part HeatRadiantMultiplier = 0.05 //If the core is hotter, how much heat radiates? CoolingRadiantMultiplier = 0 //If the core is colder, how much radiates? HeatTransferMultiplier = 0 //If the part is hotter, how much heat transfers in? CoolantTransferMultiplier = 0.01 //If the part is colder, how much of our energy can we transfer? radiatorCoolingFactor = 1 //How much energy we pull from core with an active radiator? >= 1 radiatorHeatingFactor = 0.01 //How much energy we push to the active radiator MaxCalculationWarp = 1000 //Based on how dramatic the changes are, this is the max rate of change CoreShutdownTemp = 4000 //At what core temperature do we shut down all generators on this part? MaxCoolant = 500 //Maximum amount of radiator capacity we can consume - 50 = 1 small } }
- 8 replies
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- interstellar
- kspi
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If the CoM is way away from the CoT tweak the engine thrust limit to bring the CoT towards the CoM. Reduce the thrust in any rear thrusting engines. i've made successful STOL craft on kerbin that are perfectly capable of VTOL on mun
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The irsu is set to stage flow priority. ie it fills the tanks in the same order that an engine drains. The Center tank is closer to the irsu so fills faster the other tanks are further away so fill slower. the throttle effect happens when the furthest away tank from the engine with fuel empties. The irsu is then feeding this tank that the engine is draining so reduced power. Flicking the irsu off an on will let the engine start draining from the next tank.
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It is pretty easy to add a converter to an existing part with a simple module manager script and it is very satisfying when it works. Some examples to get you started have a look at mechjeb and engineer for all how it patches the existing command pods. Find your bit you want to patch and use the name Then look at the stock IRSU in the squad directory, it's pretty straight forward to change one of the converter scripts to do what you want. Ge
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Open/close multiple fuel tanks simultaneously
genericeventhandler replied to fireblade274's topic in KSP1 Mods Discussions
Smart parts has bits you put between tanks that can be action grouped to allow / restrict flow. I put them around the ISRU and it's tanks so I don't get thrust issues if it is running. -
Multi-axis Gimbal for Solar Panels
genericeventhandler replied to Fryer Mike's topic in KSP1 Mods Discussions
Ah that's where they were, explosive rotating panels! -
Multi-axis Gimbal for Solar Panels
genericeventhandler replied to Fryer Mike's topic in KSP1 Mods Discussions
There is a mod somewhere that created inline solar panels that rotate and tilt towards the sun, However there were two panels in the config, and only one visible. if the hidden panel was deployed then the kerbal touching it would explode the ship. I think it might be http://forum.kerbalspaceprogram.com/index.php?/topic/130907-darksidetechnology-v-02-beta/&do=findComment&comment=2383308 but I can't see pictures from work so I can't be sure. GE -
[Mod Request] Contract pack for debris
genericeventhandler replied to genericeventhandler's topic in KSP1 Mods Discussions
That is awesome. Thank you! it's probably a divide by zero in the .Random(1, @/debris.count()) if there is no debris. -
[Mod Request] Contract pack for debris
genericeventhandler replied to genericeventhandler's topic in KSP1 Mods Discussions
I've had a go, but can't get it to target debris that is already in orbit. If you can try that would be great As for recovering debris, I do it all the time I'm a bit of a neat freak. I have a ship with high isp engines that just sits in orbit grabbing stuff and moving the peri into the atmosphere. Resuply fuel and parachute missions come up with the crew rotation. -
[Mod Request] Contract pack for debris
genericeventhandler replied to genericeventhandler's topic in KSP1 Mods Discussions
Do I need unity to create contract packs? Because I can't get the correct version of unity without breaking other projects that I am working on. -
Would it be possible to have a recover existing debris contract pack, it picks parts that are marked as debris. Examples: Recover launcher 1 debris to kerbins surface (low / high orbit) (low cash) Recover landed debris on Mun/Minmus to Kerbins surface (medium cash) Recover debris in orbit around xxxxx (high cash) Rules: Debris must not have a command pod / probe core Debris must not have a docking port What do you guys think? Ge
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Turning the plane in the upper atmosphere does nothing for drag, Either: Enter from the minimum orbit you can maintain, turn retro grade and burn 100ms. Wait until the flames start and burn everything retrograde, then trun prograde and pitch up to 45 degrees. Or: if you have no fuel to burn retrograde pitch up to 75-85 degrees and present the bottom cross section to the atmosphere, causing the most drag. You need to get through the upper atmosphere as quick as possible in this instance and get down low where there is more drag to slow you down. Beware of detachable wings when using this approach. GE
- 15 replies
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- deadly reentry
- realism overhaul
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Small one kerbal space plane part?
genericeventhandler replied to genericeventhandler's topic in KSP1 Mods Discussions
Cool I'll try both of those Thankyou. -
Small one kerbal space plane part?
genericeventhandler replied to genericeventhandler's topic in KSP1 Mods Discussions
I ended up copying the stock strake scaling it to 0.25 removing some weight and adding an electric generator to power the sas. It can glide down to ksp from quite a distance away and allows you to circle around if you miss it. Just pop the parachute at the last moment to land. If you don't want to fly it back just land like a standard pod. -
Look for the Bussard Fuel Scoop by WillStr1, I'm at work and my ability to search is restricted. It adds a Scoop that needs ElectricCharge that creates particles which are compressed into ore, then run through an ISRU to get you the fuel you want. Comes in a nice Universal wedge too.
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Missing Parts and Save Files
genericeventhandler replied to almagnus1's topic in KSP1 Mods Discussions
I don't play anymore without the S.A.V.E auto backup so I can revert if a mod wipes out a craft. When it does I make a note of which crafts have been deleted, reinstall the mod then send an engineer to detach the parts and return them to Kerbin. -
I'm looking for a mk1 sized small areodynamic pod, like a small dream chaser / or smaller X-37B. To be used as a rescue craft to bring those silly kerbals back to ksc. Does any know of anything like this?
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Any Mechjeb competitors for 1.0.5+
genericeventhandler replied to Cloakedwand72's topic in KSP1 Mods Discussions
I've not had any problems at all with ascent module I use a 45 degree angle and 10 % end height, limit the initial turn to 11km and speed put it as far right as it can go. TWR should be around 1.5 at surface, 3500 - 4000 DV (lots of DV left to do funky stuff) If you are burning up either your TWR is way too high or you are using all solid fuel boosters. GE.