markinturamb
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Everything posted by markinturamb
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KSP Interstellar Extended Continued Development Thread
markinturamb replied to FreeThinker's topic in KSP1 Mod Development
So, I've been trying to make sense of the mod for a while, and came up with some sort of Infograph tutorial (because you know.. this mod can never have too many tutorials). It's very superficial but quicker to look at than video tutorials, and a wee less scary than the tables on the OP I`d like everyone`s input to what is horribly wrong with it or any hints, so I can tidy it up the placement of things, create a legend and make it more visually pleasing later for a final version: -
Little update on a few more tests I've made with the Panels: If I attach a very long Stock wing to a vessel, and a panel on the far end of it, the ship seems to move a little around the spot where the root node of the Panel should be. At first I thought it could be getting infinite drag for some reason, but I cheated the ship into orbit and even there it only moves around the panel root. Accelerating prograde also doesn't increases the apoapsis. Attaching the panel to a procedural wing makes things more interesting...it can either make the ship start floating slowly upwards, or slingshot it very fast in a random direction instantly when loaded. I couldn't figure out a pattern, but seems to be related to the place I put the panel on the wing: either closest to the body of the ship or farthest. But results seems to vary
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KSP Interstellar Extended Continued Development Thread
markinturamb replied to FreeThinker's topic in KSP1 Mod Development
So, for testing the Beam Network I've created a simple receiver ship, with a pod, fuel, a vasimr engine, and the 3 circular receivers, along with this Transmitter vessel, with different transmitters: I did a quick test drive and seemed fine, so I moved each vessel to opposite sides of kerbal orbit, and put this relay vessel in the middle: If I activate the receivers and the transmitters separately, either for microwave or IR laser, the pod receives power. And so does it if I activate the relay for the "Microwave Phased Array Transciever". However activating the relay on the IR or UV mirrors have no effect at all. I also noticed that if the vessel is having to work with two different types of beam, the power levels kinda flicker and work on weird ways as you activate/deactivate the receivers, but it doesn't seem to be a big deal. Also, the Folded Radial Rectenna Receiver don't seem to be working, it does not receive power and there's something odd with its wavelenght selection on the VAB. All tested with a clean KSP-I 1.11 only install on KSP 1.2.1 -
KSP Interstellar Extended Continued Development Thread
markinturamb replied to FreeThinker's topic in KSP1 Mod Development
So, I'm not sure if I'm doing something wrong or if it's still under development, but I don't seem to get the infrared network to relay.. I managed to successfully make one generator ship transmit to a receiving ship, but if I put a ship in-between those with just a "pivoted infrared mirror" and a couple of radiators, nothing happens...I did make it work with a receiver and a laser turret both on the relayng ship, but I assume that's inefficient. And I've also managed to make it work using a microwave setup, instead of infrared... So, am I messing up, or am I right to think it's just not ready yet? -
Heya! First of all, thanks for maintaining such an amazing mod and making it even better by merging both! And thank you especially for implementing procedural panels now I can build big things that don't look like a grey jigsaw from hell, with clipping over parts that make the vessel 3 times heavier than it should be! I can finally work on some beauties that have some roomy internal space for kerbals to store loads of extra snacks! Like this one: This is just the pod, but I have another version with wings to fly in the atmosphere. I tried making the structure with procedural wings before, but the wing I used as door for my cargo bay was actually generating lift backwards and breaking the ship to half the speed in comparison to when I built the door with structural panels instead! It even flew off once, and Jebediah swears he never came close to the "eject cargo bay door" button Now I understand that it's still in early development, but I've noticed a few things in case you're not working on them already... It has been mentioned before that the wings weren't maintaining their shape from an old save or from alt-clicking to copy. They also seem not to be maintaining their position, after you leave the SPH and go back, if they are connected to another wing as a parent part. This is how my ship look like when I load it: Also, another funny thing is that the procedural panels make any ship to be stuck in space and impossible to move. Jeb thought he was going for a trip, but half the tank got wasted and it din't move an inch (apart from some random wobbling): As for suggestions, I think the UI looks nice as it is, the important is to be a legible font and not hurtful shiny colours to the eyes And regarding not to limit dimensions, how about setting up a multiplier button? So every time you click it, it will double or halve the size numbers in the editor.. Regarding names, you could go with PC9 Wings(since you're merging them, might as well merge all your names together)..or Kardboard Wings Please let me know if I can help in any way, either with a log file (even though the game never seem to notice that the procedural panel was stuck) or with craft files!
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SimpleRO - A simpler Realism Overhaul v5
markinturamb replied to MatterBeam's topic in KSP1 Mod Development
I did a small test, simply creating a base at the launchpad with drills, Kontainer tanks, Refinery, and a Kerosene rocket attached to that with the fuel tank empty, to be filled up by the refinery process.. worked fine! The only thing weird is that the NitrogenOxide texture of the Kontainer don't show up with that bar for the amounts, but then again, apparently none of my engines use that! -
SimpleRO - A simpler Realism Overhaul v5
markinturamb replied to MatterBeam's topic in KSP1 Mod Development
Yes! Thank you so much, this was exactly what I've been looking for! The difficulty of RO but without the gameplay mood-killer of ignitions And most importantly , useful colonies that can harvest resources! Congratulations on the work! Are you also going to unlock the throttling? (not that it's absolutely necessary, with infinite ignitions) Also, I just downloaded and tested it, working fine so far, but I've tested an engine that apparently you edited (I picked a random one in your cfg file, more specifically the AJ10-137) that uses Aerozine50 and NTO as fuel, and noticed that you added UDMH in the line of that engine. Since Aerozine50 is no longer available, I added UDMH and NTO as fuel for that, but it didn't ignite. I have no clue on how the cfg files works, so am I guessing it wrong, or is it still work in progress? And one last thing, I'm not sure what kind of help you need with the Kontainers, but I simply added the options for the new resources that I noticed you edited in the Refinery (Kerosene, Methane, LqdOxygen, LqdHydrogen, UDMH, NTO, NitrogenOxide), added the values and amounts (which I just copied from LiquidFuel. Didn't considered density or anything like that, mostly because I was just testing, and also because I have no clue about any of that ) And turned out to work! Here's the Kontainer cfg file, with the bits I added in RED: PART{ // --- general parameters --- name = C3_Tank_01 module = Part author = RoverDude // --- asset parameters --- rescaleFactor = 1 MODEL { model = UmbraSpaceIndustries/Kontainers/Assets/Tank texture = Tank_00, UmbraSpaceIndustries/Kontainers/Assets/Tank_00 } // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_side = 0,0,-0.6,0,0,-1,1 node_attach = 0,0,-0.6,0,0,1,1 node_stack_top = 0.0, 1, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0, -1, 0.0, 0.0, -1.0, 0.0, 1 breakingForce = 2072 breakingTorque = 2072 // --- editor parameters --- TechRequired = heavierRocketry entryCost = 7600 cost = 3800 category = none subcategory = -1 title = Kontainer Tank (01.25m) manufacturer = USI - Freight Division description = Shipping container for transporting various goods // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 0.4 dragModelType = default maximum_drag = 0.20 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 45 maxTemp = 2000 bulkheadProfiles = size1,srf MODULE { name = FStextureSwitch2 textureNames = 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[COLOR=#ff0000];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[/COLOR] objectNames = Tank textureDisplayNames = LFO;Water;Chemicals;Organics;Mulch;LH2;LiqudFuel;MonoPropellant[COLOR=#ff0000];Kerosene;Methane;LqdOxygen;LqdHydrogen;UDMH;NTO;NitrogenOxide[/COLOR] useFuelSwitchModule = true fuelTankSetups = 0;1;2;3;4;5;6;7[COLOR=#ff0000];8;9;10;11;12;13;14[/COLOR] } MODULE { name = FSfuelSwitch resourceNames =LiquidFuel,Oxidizer;Water;Chemicals;Organics;Mulch;LqdHydrogen;LiquidFuel;MonoPropellant[COLOR=#ff0000];Kerosene;Methane;LqdOxygen;LqdHydrogen;UDMH;NTO;NitrogenOxide[/COLOR] resourceAmounts = 225,275;2500;2500;2500;2500;2500;500;500[COLOR=#ff0000];225;225;225;225;225;225;225[/COLOR] initialResourceAmounts = 0;0;0;0;0;0;0;0;[COLOR=#ff0000]0;0;0;0;0;0;0[/COLOR] tankCost = 1000;1000;40000;2000;1000;1000;1000;1500[COLOR=#ff0000];1000;1000;1000;1000;1000;1000;1000[/COLOR] basePartMass = 0.4 tankMass = 0;0;0;0;0;0;0;0[COLOR=#ff0000];0;0;0;0;0;0;0[/COLOR] hasGUI = false } MODULE { name = USI_ModuleResourceWarehouse } } And one more time, Great work