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MalevolentNinja

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Everything posted by MalevolentNinja

  1. Hello @flart There seems to be a bug. I tested this in KSP v1.9.1, CommNet Antennas Info v2.4.1 with Antenna Helper being the only other mod installed. Steps to reproduce: Set advanced options range modifier to 2. An RA-2 (default antenna power of 2G) shows an Antenna power of 8G. It should be 2G * 2 = 4G. It seems your mod is taking the range modifier, raising it to a power of 2 and using that as the multiplier for antenna power. I've tested this in game as well - there are more details are in the Antenna Helper mod thread, which has the same problem. Edit: Please disregard all of this. I made a mistake. I am very sorry for the confusion. The mod shows the correct antenna power ratings with different range modifier settings. My mistake was because I had a leftover MM patch in place that doubled antenna power. Sorry!
  2. The CommNet Antennas Info mod acts similar to Antenna Helper. It shows an RA-2 (default antenna power of 2g) with a range modifier of 2 to have an antenna power of 8g. Which I bring up just to point out that the two mods agree, which made me question my sanity So I retested in stock KSP 1.9.1. Here we have two probes, each with an RA-2. And the range modifier is set to 2.25. I propose this math is correct: VesselAntennaPower = RA-2 * RangeModifier = 2,000,000,000 * 2.25 = 4.5G MaxRange = SQRT ( 4.5 * 4.5 ) = 4.5Gm Here's the in game test: I lose the link between the two probes at exactly 4.5Gm. Edit: The other mod 'CommNet Antennas Info' works correctly, my bad.
  3. Also, just be aware, KSP does not show the effect of the range modifier setting in the part tooltip in the VAB. An RA-2 still shows an antenna power of 2G with the setting changed to 2. But it does work in flight.
  4. @linuxgurugamer I agree with @Poodmund - I've done some testing in game also. I started with a stock install of KSP and changed the game setting for range modifier to 2. I cheated a couple sats into orbit, each with one RA-2 relay antenna (antenna power of 2 Gm). I get a very faint link at 4 Gm, but lose connection any farther out. So it seems to me, the range modifier setting is a straight multiplication of the antenna power. The text that appears when you hover over the setting would indicate this also. Since the formula is range = sqrt ( Vessel1AntennaPower * Vessel2AntennaPower), the range will be doubled just by doubling the antenna power.
  5. Howdy @linuxgurugamer There seems to be a bug in this mod. Tested on KSP 1.9.1, AntennaHelper 1.0.7.2, no other mods installed (aside from required dependencies). Steps to reproduce - create a ship with RA-2 relay antenna (antenna power rating of 2 Gm). Target is the same ship. Antenna Helper Mod shows the correct range. Then use the game settings to increase the range modifier to 2.0 Antenna Helper shows antenna power increased by factor of 4. If you change the range modifier setting to 3, Antenna Helper increases range by a factor of 9. It seems the mod is taking the range modifier setting, raising it to a power of 2 and using that as a multiplier. I looked at the source code, but I'm not good enough with C#, I couldn't find the problem. It seems to be in AHUtil.cs? Sorry. Thanks for all you do!
  6. I think there might be a bug with "Time to Manoeuvre Burn" in the Orbital section. From what I can see in the source code (NodeTimeToHalfBurn.cs), it's supposed to be ManoeuvreProcessor.UniversalTime - ManoeuvreProcessor.HalfBurnTime - Planetarium.GetUniversalTime(). It's always close, but it's never quite exact. In this example screen, the m.node is in 103.8s. The burn time is 51.3s. 103.8 - 51.3/2 = 78.2s Kerbal Engineer shows 76.3s Kerbal Engineer Redux v1.1.7.1, KSP v1.8.1, modded. But from what I've seen this happens with no other mods installed.
  7. @taniwha @pizzaoverhead The mod does load and create the reentry tail effect, but there is a bug where the tail too big. The has been discussed a few times in this thread already (starting on page 6) but here's a comparison just to keep the details current: KSP v1.3.1 with RPE v1.2 KSP v1.4 through v1.6 with RPE v1.3
  8. Before StageRecovery v1.9.0.1 there used to be a setting in StageRecovery/PluginData/Config.txt for this: DeadlyReentryMaxVelocity = 4000 Since v1.9.0.1 this was moved to per-save settings (press escape in game, Settings, click the Difficulty Options button at the top, Stage Recovery) and look for the 'DRE Velocity' slider. In my game I have stock planets sized up to match the real solar system. 4000 to 5000 seems to work well for me.
  9. KSP: 1.5.1 Windows 64 bit Problem: SelfDestruct leaves the bomb part and the bomb's parent part (possibly more) when activated if the bomb is not attached to the root part of the vessel. Mods installed: TAC Self Destruct 1.6.7.1 Reproduction steps: Build a simple craft with a few parts and a destruct module (not attached to the root part), on the launchpad right click and initiate "Self Destruct!" Log: output_log.txt (the log is not from the vessel in the pictures) I've built this vessel on its side so parts aren't destroyed from fall damage (which would confuse the issue). From my testing, it seems to have the most problem with fuel tanks and SRBs. I think it might be hanging on parts with variants?
  10. @Kerbas_ad_astra I noticed when installing Vens together with Missing History the 1.875m battery wasn't showing up. Turns out the All-PathPatches.cfg has some wrong info. I have submitted a PR.
  11. The Kerbin International Space Station is still being built - currently missing the centrifuge expansion and the greenhouse expansion. It's coming along nicely, but my space program ran out of money... Luckily some investors with deep pockets were willing to pay very well for us to put up a new Mun station. We decided to launch the Kubble Space Station in one go. This is the largest launch I've ever attempted in 6.4x scale KSP. No Kebal lives were risked on this launch, the mission was fully automated with kOS.
  12. Excellent, thank you! I see now that @dtobi moved the sparkler from CoolRockets to this mod.
  13. I am on a hunt for this also. I've found posts that pointed people to the mod CoolRockets. Maybe CoolRockets had this at one time, but the current version doesn't. I'll keep hunting and if I find anything I'll post here. Edit: paging @Felbourn. I've seen the burnoff igniters in the Project Alexandria videos (excellent series BTW!) so maybe Bob can shed some light to this question? P.S. Bob it's been a year since Apollo 11...
  14. You have incorrectly installed the mod. But you haven't given us enough information to help you. In general, I suggest: Start with a fresh installation of KSP v1.2.2 downloaded from the KSP store / Steam / GoG Download both AnyCPU-Configs-Release.zip and AnyCPU-EVE-Release.zip from https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases Uncompress both zip files into your GameData folder edit: I had accidentally posted the old version of EVE, I have fixed the link to point to the newer version maintained by Waz
  15. If you like ETT but want manned available right from the start, I know of no mod that does that natively. My advice would be to edit the GameData\ETT\EngTechTree.cfg file and move the parts you want unlocked at the start in the "id = start" node. It's just a text file and not hard to follow.
  16. Really? There are even more. Google KSP centrifuge and have fun.
  17. You can do that with a module manager patch. Just save the following code as FullScience.cfg in your GameData folder. // full science for each experiment the first time the experiment is performed @EXPERIMENT_DEFINITION[*] { %baseValue = #$scienceCap$ }
  18. I have never before tried this mod, am I missing something? Are there alternate textures available? The ones included in the release are a bit too... plain
  19. https://github.com/Starwaster/DeadlyReentry/releases
  20. @taniwha Thanks for the great utility. I just noticed a small bug. export_mu.py is missing from math import pi Line 290 uses pi, but it is undefined.
  21. To elaborate on @Yaar Podshipnik 's comment, yes this makes sense. You removed the ModuleLight from the part, which takes away the functionality of the right click options in game. The part model (xxx.mu file) still has a light, so without the corresponding part cfg, it's always on. The only way to fix this issue would be to update the 3D model, it can't be done via a cfg change.
  22. No FAR, yes to DRE. I tested in my main game, which is the stock Kerbin system scaled up to 6.4x. So Sigma Dimensions is changing the atmosphere height, maybe it has changed other properties of the atmosphere? Ven's Revamp changes the chute textures and other properties. There's also 65 other mods... OK, to make this easier, I recreated the test in a completely stock game Using the same exact vessel parts and configuration. With a default spread angle of 7 It now descends at ~11.0m/s (it fluctuates a little). With a spread angle of 10, this drops to ~10.0m/s. The ship weighs 9.8t when it's descending. So whaddya know? My apologies for misleading in my first post. I know better than to test stock functionality in a heavily modded game.
  23. This got me curious, so I did a quick test. On this vehicle (with 2 radial chutes) there was no performance difference between the default of 7 and a spread angle of 10. In both tests, once the chutes fully deployed, the vehicle descended at 5.6-5.7m/s. So I'm pretty sure spread angle is just there 'cause it looks pretty.
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