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Deimos Rast

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Everything posted by Deimos Rast

  1. this looks mighty fine sir, mighty fine indeed. I'll be downloading it right quick; can never have enough probes. and I like the airplane as well, even though I have bad luck with the things (runway is all crooked in my game, I swear!)
  2. new version?! Say it ain't so! You make some of the best mods around, they (especially this one) are must haves. I only have one question: what's so important about the Sun? Your Agency keeps giving me contracts to fly low orbital sorties around the sun for 300+ days - I only just got to the Mun! Naturally, I've accepted all of them, and I only just unlocked radiators, so I think I should be solid. Of course, I can't install this until I complete those missions...dilemma dilemma. Anyway, keep up the good work! (and they might be just generic contracts, but it's always DMagic Agency telling me to go to the Sun only)
  3. ya'll are talking about deca banana's and I just want a Kerbal Hulk. Or is it too soon to hope for?
  4. aha! so it's not a flaw, it's a feature...sneaky sneaky. (joking) I only needed it temporarily to test/screenshot a later part and my mm config to unlock it wasn't working, so that was plan B, but the moment has passed. Thank you though.
  5. Brief Bug Report: Even though it's kind of dumb, and realistically, I don't expect KCT to be able to handle this sort of thing, but I figured I'll mention it anyway in the off chance you get nugget of useful information out of it (assuming you don't already know this). Trying to unlock the entire tech tree at once (and all the parts) via the in-game cheat menu with KCT active causes KCT to throw null refs in the log, and you get stuck in the RnD screen. Forever. Can't even exit to the main menu, or to KSC, or save the game, nada. If you want me to file an actual bug report, I can (or at least provide my log), but considering it's easy to reproduce, understand, and avoid...meh. And again, no, I don't except KCT do handle this sort of behavior, I'm just trying to give something back, in the off chance you might find this brief, and kind of silly, report of interest. Cheers. Some nullrefs, if you're curious, and to save you the trouble of requesting the log (they're basically all related to Saves or Tech, such as these two, with slight variations):
  6. Man, and here I was going to complain about your folder architecture and file naming conventions... only teasing. Downloading now, looks grand. I especially like the release posters. Responding, at random to a few comments above. Atmosphere is a resource a few mod packs use; I know Wildblue does (with their JetWing) and maybe like one other. I think it's just a substitute to check for oxygen, not sure, I can see if I can find the resource definition if you're really curious. As for inspiration on your landing legs, if you go that route, check out Rover Dude's landing leg/cage design in his UKS pack; I'll post pictures of it in a second when I get in game, but if I'm thinkin' what you're thinkin' it might be close. In response to the wall of text above me, well, I can't really respond to it, because I didn't read it, but I really don't need to. You do damn fine work, and I snap up every piece you make. Although, for what it's worth, I couldn't draw a circle to save my life, so maybe I'm not the best art critic, eh? I'll see about getting you that picture. ---edit--- Having a hard time finding it, and KSP is being uncooperative.
  7. As you mentioned, TACLS already adds resources based on the crew capacity, but I figured I would go ahead and add the equivalent of a large circular life support tin and a large circular waste tin to the Cetrifuge25. That gives it, with a max crew of 12: 236 days of life support and 1y 23 days of waste collection (even across all categories for both). I'm not sure what TACLS would have calculated based on its little script, but it wouldn't have been that much. Feel free to do what you want with the config, @Badsector or anyone else for that matter, hack away at it, repackage it - I don't really care. I take no responsibility if your kerbs starve to death or your ship blows up, yada yada. Enjoy; mod looks cool (only seen the Centrifuge so far in the VAB). Here's a link to dropbox for the config. Here's the config contents incase the above link goes down, or you're just curious: //Adds Large Life Support & Large Waste Containers Equivalents to the Centrifuge. //Created by Deimos Rast @PART[DST_Centrifuge25]:NEEDS[TacLifeSupport]:AFTER[TacLifeSupport] { RESOURCE { name = Food amount = 1038.3 maxAmount = 1038.3 } RESOURCE { name = Water amount = 686.3 maxAmount = 686.3 } RESOURCE { name = Oxygen amount = 105113.2 maxAmount = 105113.2 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 172334.5 } RESOURCE { name = WasteWater amount = 0 maxAmount = 1658.8 } RESOURCE { name = Waste amount = 0 maxAmount = 179.2 } }
  8. Looking forward to this. Keep up the good work.
  9. Thanks! I'm playing with Dangit and Krash Systems, and so far there hasn't been much action from either; this was the first major mishap. Also, @StevieCthere is a mod for differential throttling, titled "Differential Thrust" by DavonTC I believe. I've had it for a while now, never really tried it out much, but I'm pretty sure it works. By the way, Randazzo, will you be putting up a new version of your Heating Mod? No rush real rush (I still have the old one); it's just that DMagic Orbital Science just keeps giving me contracts to visit the Sun.
  10. Well, I successfully landed on the Mun...maybe a little too successfully. The Impulse was a hero to the very end, but someone didn't bring much fuel, and well, even the best made engine can only run on fumes for so long. Landed on a 45 degree slope, (usually MechJeb drives, heh), fuel ran out at about 100m or so. You'll note the bent up landing gear (Krash Systems mod) as I proceeded to tumble into this scenic, grey ravine. Your engine took no damage (that tilt is from the gimbal). Brought a co-pilot engineer who can repair all the damage (and did). But hey, first Kerbal on the Mun, baby! (Sorry for the over-exposure, had to adjust the ambient lighting.) Cheers. Bob, thinking to himself, "Maybe we should have upgraded to the VX Series II afterall..."
  11. I did a little more testing, and... @Starwaster ... might be right. I changed the values in the config, as I mentioned, so that throws a slight twist in things, so you'll probably still get the initial errors I mentioned with your default values, but my findings were (I would perform a step, then check my log, rinse and repeat): - Taking it out in the VAB, no null refs. - Attaching it in the VAB, no null refs. - Taking it out to the launch pad, no null refs. - Deploying it in flight...no. null. refs. - Going back into the VABr and opening it up in the Real Chute editor...massive wall of null refs. Basically, all of this just confirms his joke, but it'll at least let me know under which circumstances I can and can't use these in. Cheers.
  12. I have to give you props for honesty and for taking the time to put it up on spacedock, even if you don't actively work on this any more. Would that all mod authors would do the same... Cheers.
  13. Confirming, those are awesome suits; just snagged them from spacedock. Well done. Cheers. --edit-- I don't think you need to worry about that, but then again, this is the internet, so you probably do need to worry about that.
  14. Thanks, I just threw an @ in after the fact; it worked just now though. Sorry to hijack your thread @Randazzo with my newbiness!
  15. I have a lot of parts packs but I default to using engines from this pack (well, the old one) and KW Rocketry, because I once read a guide about Cheap and Cheerful Rocket Building (by a certain @Norcalplanner) who recommended your parts, and I haven't looked back since. I just love the look of them, and the orbital engines are just solid (well, obviously not the Vadule, that thing is a tin can, but it's my favorite). Glad to see this part pack back in action, currently about to head to the Mun with an Impulse; I'll hold off on an upgrade as per recommendation. Cheers. p.s. how do I tag someone in a post? I meant to tag NorcalPlanner, but I'm new to foruming --edit-- Now with tagging!
  16. FYI, if you're looking for KSC Switcher, there is always the Kerbal Stuff torrent...
  17. Here's a possible idea to expand upon your AmpYear Linear PPT RCS Port (the one that uses Teflon). It took me a while to realize it (only when I looked at it's config), that the RCS thruster itself was the source of the Teflon resource, which I had never realized. Now, I don't know how long 5 Teflon is supposed to last (config says a ratio of 0.01, I'm guessing that's per burst? Which seems pretty good, but I've never tested it in game), but what about adding it to your bigger reserve batteries? Or better yet, make a hybrid one specifically for that role, so as not to add unnecessary cost/function to the main Reserve batteries. Obviously, this is something that can easily be done via a config edit (or MM rather), and I probably will, but I think you've created a cool idea and some battery diversity might be an interesting change of pace. Just a thought, take it or leave it. Cheers. (I really like the changes you made in the new version of AMP btw, the parts break down is much easier to understand)
  18. Eh...true, kinda of stretch, but I'll concede the point. Please note, I'm not particularly suggesting that you change anything, as it does work with RealChutes, out of the box (and FAR, DRE, RealHeat, and a boat load of other mods)...too well in fact (RIP Jeb & Bill). I'm just letting you know I got a lot of RealChute related NullRef's. It could be due to user error, due to the values you provided (although I changed those in the editor, so I doubt it's this), or the fact that it's a custom RealChute (or more specifically a custom material). Right now, I'm leaning toward the "user error" explanation, because, well, because I know who the user is, hah. Anyway, I'll throw some more orange suits in the spam-can later and see what happens. Thanks for the responses - I really love the models and textures by the way; I used the smallest version (pinata I believe) and it was huge! Cheers.
  19. Ah, I guess that kind of makes sense. I suppose if we're taking a vote, my vote would be for it to work like I described, but I'm not the most experienced pilot, so that might not even be that needed of a feature. As for removing it entirely? Well, in its current form it doesn't work (entirely or partially) and/or is confusing in it's implementation, so maybe removal is the way to go. That being said, I'm almost always one to advocate for "more stuff" - more features, more parts, more buttons - but then you get feature creep, resource consumption, yada yada. I don't know and I don't have much experience to offer much insight on the matter. Obviously, it's ultimately your call; it's a pretty minor feature, so either way, I don't think it'll matter too much (removal might save you from future questions about it though, and having to rewrite it entirely). Thanks for the response. Cheers. Do you have MechJeb installed? If so, Red Orbit lines are probably trajectory lines drawn by the Landing Helper, assuming they take you below a stable orbit. Could also be another trajectory helper.
  20. Yes, but it only breaks them if they're your active ship, so when they're not your active focus, they're safe. But parts now age (MTBF). So on my comm sats (for remote tech), I turn off the reaction wheels to prevent aging and spare dishes and stuff. I'm pretty new to dang it, but I had the debug stats on, and I know turning off the torque at least stops them from aging. ---edit--- Keep in mind you can also edit things to increase, or decrease, the MTBF of every part in the game as you wish, or to exempt certain parts (probe cores for example) entirely. Or you could always temporarily disable the mod in game (there's an option to do so) while you check your satellites, then reenable when you're done, but, meh.
  21. I get what your gettin' at, and I actually tested it in flight. It worked like a charm, stopping me from 5000m/s to roughly 150m/s in a few seconds flat (and the resultant G-force killed everyone, but sacrifices were necessary for science). The models and animation, everything about it worked and looked perfect. And then I looked at my log and found 564,495 NullRef's, most relating to: NullReferenceException: Object reference not set to an instance of an object at RealChute.ProceduralChute.Update () [0x00000] in <filename unknown>:0 And now for my usual speech: I have a lot of mods installed. A lot. This could very well be a case of mod conflict or user error, and it just happens to show up here. No idea. One other thing I can tell you: in the editor, I changed the "invalid but apparently not invalid" values to "acceptable" levels and then tried to save it as a preset. It didn't respond to that and just sat there glumly. I fiddled around some more with it (that's my technical diagnosis) and for all I know, it's entirely possible at this point I was inadvertently "successful" in changing the inherent RealChute qualities of the Ballute, resulting in said NullRefs. Seems plausible. As I said, "user error" a possibility. But the thing is...isn't this supposed to be compatible with RealChutes? Anyway, it's late, I'm tired and this requires more thought than I can give it at the moment. And thanks for the response (and the joke); much obliged. (Linux x64 bit)
  22. FYI: It would seem the values you provided in the RealChute.cfg don't work quite right with the RealChute mod. Specifically: minPressure = 0.0000001 deploymentAlt = 120000 minDeployment = 120000 I'm getting "Invalid Parameters" errors when I use your ballutes in the editor. The numbers can still be edited, and corrected in game via standard RealChute chute editing (and via the config itself). It would seem the minPressure is too low and the deployment altitude is too high. I'm guessing you were going for a deployment as soon as you cross into an atmosphere (I haven't used a ballute yet, just read the description, so not 100% on their mechanics still)? The error also prevents you from using the "Next Size" option in the editor, until you switch the values. Pretty minor issue over all, but thought you might like to know. Cheers. (and might I say, from what little I've seen so far, these things look quite stylish) -----edit----- Highest Altitude I can get accepted is: 9999 Lowest Pressure: 0.0001 If I remember correctly, pressure governs predeployment and altitude deployment, so I guess these numbers make some sort of sense in that light. I checked the RealChute settings and didn't see any option to increase them, but maybe the mod author knows of a way.
  23. I've been playing with the latest version of this for a little bit now (and reading and rereading the OP and your wiki) and I feel like I'm missing something. Is it just for what's listed in the configs (I downloaded the stock ones) or does it work with every part you have installed (mods included)? From the looks of things, I'm guessing it's the former, limiting it to engines (and I guess fuel tanks?), since I successfully gathered data on my Flea, but not my Mk1 capsule. I can't do anything with the data yet (only 170 some units), but it's something I guess. Just want to make sure I didn't bungle the installation or am missing files. Cheers.
  24. Thank you for the detailed response; kind of figured as much. I've actually never figured out what the groups do and only sort of figured out what the key sets do (and only just discovered Toggles & Holds). And this is after playing with the mod for oh...a few hundred hours...I am not a clever man. I suppose I could try re-reading the OP, as I remember it be very well documented. I suspect things work just fine, just...user input error. Cheers.
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