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genericeventhandler

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Everything posted by genericeventhandler

  1. Gravity Turn + Mechjeb, after the first few manual launches in a new career game, I don't bother flying the ascent anymore.
  2. The trick to docking ports is the nodeType These are all the docking port nodes that I've been able to find @nodeType = size0,size1,size2,apasSize1,CPAS,DM2Size1,apasSize0,apasSize1,size1p5 Adding that to your nodeType of your custom docking port, will allow it to dock to just about anything.
  3. Depending on the version of KSP you are running, it might be throwing exceptions constantly and slowing down everything. check the log file in \KSP_x64_Data\output_log.txt while the game is running. I had to delete scatterer, even though I loved it, because of the constant exceptions being thrown.
  4. There are folding wings in Contares*, MOLE and others, but none of them work correctly, The only folding wing option that I have found that works is in Contares in the Dreamcrusher model, it's wings fold out and provide a lot of lift, but it is really really, ( launching asymmetrical aeroplanes is easier ) , really hard to land something with a folding wing. My advice is to give up on trying to find a folding wing / paraglider / deployable wing mod and concentrate on good reusable pods with retro rockets. For me, space planes and aero glide back options are not viable. I have a lot of success with boost back 1st stages (a la space x) and rocket assisted landings ( soyuz style ) * Contares has multiple folding / deployable wings
  5. And use a flex docking port on the deck to connect up to the fuselage docking port.
  6. I'm running 1.2.2 and atmosphere autopilot works for me, go to spacedock click on changelog and select the version that is one down from the 1.3 changes. Of all the plane autopilots AA is the best, it manages to control un controllable aircraft that mechjeb or pilot assistant cause to flip. Geh
  7. Mechjeb and M.O.L.E - if you play career mechjeb unlocks each autopilot after you have mastered how to do the function, and M.O.L.E because it brings stations and station building earlier in the game than the stock tree. Geh
  8. Bewarned: I have a Roving base on the mun that has LS supplies for 155d, 2d, 1y33d - My orbiting station around mun has LS Supplies for 204d, 4d, 1y22d Transfering from the surface base to the station, with a 3 kerbal lander, caused all three to go tourist during the ascent. Having a probe core allowed me to dock and then they would be all ok. You would be looking at three green corpses who died for inexplicable reasons. GEH
  9. I'm currently running 150+ mods using 64k KSP 1.2.2, Once a there is a new version of the release that has been out for 3 - 4 months then I will manually install mods a few at a time. This is into a copy of the game, not the steam install directory. Initial installs are: Mechjeb Safe Chutes DMagic orbital science. I play for a while to make sure everything is ok. Then I upgrade my personal mods and play with them for a night. Then I update my git hub clones of mods that the author has played nice about including all source and recompile and add them in. these include. Hooligan Labs Airships (Custom build with auto land / auto-hover) XT Landertrons (Custom code for handling dual mode engines) Gravity Turn Again I play with these for a night to see if everything is ok. After that it's mods that I can't recompile, USI mods except MKS which I find too complicated M.O.L.E, Pathfinder and other Wildblue mods, I really like these for early game. Vanguard personal parachutes Chatterer etc. Once this is all working ok, I copy the install to another folder and start adding interesting mods that I probably don't use much, every time it is stable I update the base directory and continue playing. If I install something that doesn't work or is causing a huge number of exceptions, I will revert back to the previous version that worked. The installation of mods takes about 8 - 10 nights, I play with the same build for months on end.
  10. KIS / KAS or EL Launchpads Recycle the parts for Equipment
  11. alt gr - F12 The reason you have this bug, is you staged after you docked two ships together, you need KML to fix your save game. HTH GEH
  12. Make a Launchpad ship with a big recycle bin at the front and loads of empty scrap containers. Eat the old station and build a new one in space.
  13. For me it's more of a thought process to learn how to do things. I know that MJ does all this, and I use smart parts a lot to automate stuff. It's just fun to figure stuff out. Geh.
  14. I've got a working mod that deploys when stopped. I've only got 1.2.2 installed at the moment, so I've compiled it and tested against that. https://github.com/genericeventhandler/AutomaticLights/releases/tag/0.02 here's the source code if you want to compile it yourself. Edit: I've got a video comming, but youtube is taking way way too long to process it. I'm trying to figure out why the NRE is spamming from the DeployableSolarPanel.OnFixedUpdate - I'll edit this post if I correct it. GEH
  15. Hi, I would like to recompile the automated science sampler, to get rid of the annoying NullReferenceException when running on a craft without science. (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at KerboKatz.ASS.DefaultActivator.CurrentBiome (.ScienceExperiment baseExperiment) [0x00000] in <filename unknown>:0 at KerboKatz.ASS.DefaultActivator.GetScienceSubject (.ModuleScienceExperiment baseExperiment) [0x00000] in <filename unknown>:0 at KerboKatz.ASS.AutomatedScienceSampler.Update () [0x00000] in <filename unknown>:0 However, your .gitignore does not include the .csproj or the .sln files so that I can recompile it. Please include all necessary files to compile the project within git. Thanks. Geh
  16. Can you post a .craft file of the rocket and I will launch it and see, those fins look really tiny though.
  17. Fusetek, cool thanks. Don't bother doing anything for me, but if you want to take the idea and make an IVA mod, feel free.
  18. Yep that's what I'm trying to do, this is what I have so far. What I'm trying to find is other mods out there that have IVA's for bigger crews. GEH.
  19. it's probably your control surfaces, turn everything down to 40% including Gimbals. It was a change in 1.2 that affected everything that gimbals or deflects.
  20. It's a PotatoRoid- an asteroid gamedata\squad\parts\misc\potatoroid.cfg PART { name = PotatoRoid module = Part author = Squad mesh = PotatoRoid.mu rescaleFactor = 1 TechRequired = Unresearcheable entryCost = 0 cost = 0 category = none subcategory = 0 title = A potato like rock manufacturer = The Solar system description = Big ole, rock like thing. attachRules = 1,1,1,1,1
  21. Any IVA, pod like is better, but anything will do. I hate for them to be sat in the deepest blackness, or in some cases, floating in space with a docking clamp in front of them.
  22. Hi all, I've got a lot of mods installed with hundreds of command pods without any IVA what soever. So I was thinking, maybe I could write a MM patch that looks for all command pods that have crew capacity of x and assign a default pod to it. So my idea is that the patch looks for mods that you might already have installed, picking the best one available and falling back to standard squad parts when it can't find a good match. Can anyone help complete the table below? Or is there a mod pack out there with generic IVA's for pods? Thanks GEH. Editied - Added 5 man pod Crew Capacity Alternative IVA's Crew Capacity IVA Name 1 mk1PodCockpit - SQUAD 2 landerCabinInternals - SQUAD 3 PodCockpit - SQUAD 4 PodCockpit - SQUAD 5 RodanCockpit - TundraExploration 6 inlineCmdPodinternals - NearFutureSpacecraft 7 mk4-1pod-internals - NearFutureSpacecraft 8 ? @PART[*]:HAS[#CrewCapacity[=1]]:HAS[!INTERNAL] { INTERNAL { name = mk1PodCockpit } } @PART[*]:HAS[#CrewCapacity[=2]]:HAS[!INTERNAL] { INTERNAL { name = landerCabinInternals } } @PART[*]:HAS[#CrewCapacity[=3]]:HAS[!INTERNAL] { INTERNAL { name = PodCockpit } } @PART[*]:HAS[#CrewCapacity[=4]]:HAS[!INTERNAL] { INTERNAL { name = MK3_Cockpit_Int } } @PART[*]:HAS[#CrewCapacity[=5]]:HAS[!INTERNAL]:NEEDS:[TundraExploration]:FINAL { INTERNAL { name = RodanCockpit } } @PART[*]:HAS[#CrewCapacity[=6]]:HAS[!INTERNAL]:NEEDS[NearFutureSpacecraft] { INTERNAL { name = inlineCmdPodinternals } } @PART[*]:HAS[#CrewCapacity[=7]]:HAS[!INTERNAL]:NEEDS[NearFutureSpacecraft] { INTERNAL { name = mk4-1pod-internals } }
  23. @PART[mk1pod]:FINAL { @name = mk1Pod_test @descripton = Mk1 pod with ablator @title = experimental Mk1 pod with liquid ablator resource using excess monopropellant. MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -6000 lossConst = 1 pyrolysisLossFactor = 600 reentryConductivity = 0.01 ablationTempThresh = 500 charMax = 1 charMin = 1 } RESOURCE { name = Ablator amount = 0 maxAmount = 5 } MODULE { name = ModuleGenerator isAlwaysActive = False requiresAllInputs = True INPUT_RESOURCE { name = ElectricCharge rate = 0.01 } INPUT_RESOURCE { name = MonoPropellant rate = 1 } OUTPUT_RESOURCE { name = Ablator rate = 0.5 DumpExcess = False } } } Hello, Looking at this from a different direction. By using a generator, I've converted the mono propellant into Ablator on the mk1 pod, note on the charMax / charMin values set to 1. this is to stop the entire pod turning black. GEH WARNING: I made a mistake in the example code, change the first line from @PART to +PART
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