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Garlik

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Everything posted by Garlik

  1. Yeah thanks, but im 100% sure that is not it ;-) litterally 10minutes to point to node direction, that is too much IRL This would be realistic, but here, it even prevents MJ to circularize during ascent as the time it takes to point to node: I'm already back in atmo falling back to ground
  2. Hy guys, I'm sorry: this has certainly been adressed before: I feel MJ translation to a node (or any other order to change ship orientation) is very slow on some crafts. It seems to want to use the least possible Monopropellent fuel or electricity; it only starts turning, then let the ship sloooowly rotate, wich can take several minutes. But in some cases, I want it to use all fuel needed, just to go much faster. How to change this? Is there any option/menu to allow MJ to pivot ships faster? I think this is not version specific, I had this since KSP 1.6 in RSS/RO and have this still now in KSP 1.9 non-RSS/RO
  3. Hy guys, back to KSP after a looong time. Just re-installed KSP 1.9.1, does anyone know if TAC-LS works on 1.9.x even if not released for it?
  4. @jospanner have not tried using realKSC mod, but with "kerbal foundries" wheels, it helps (not 100%, but quite good)
  5. Hi, Am using this on 1.3.1 with RO/RP-0 suite, including Kerbal Construction Time. Would it be possible to change one behavior? Currently, simulations are not allowed if the craft is heavier/taller then what current launchpad level allows. But, especially with KCT, a launchpad takes sometimes years to be update, during this time IMO the simulation process should be allowed, then the craft built in the VAB and then only rolled out when the launchpad is effectively upgraded. LGG, if you agree with this logic, I may try to propose a clear update if you so desire on github.
  6. Hey LGG, in the same vein of this QOL mod feature, would it be possible to add a shortcut key to the VAB/SPH to rotate parts by less then the minimum 5° increments squad allows us? normal mode 15°, with excrements on: 5°. Maybe it could even use the current fine tune value of this mod? Thanks for maintaining this one in any case
  7. Thanks @Starwaster, I fixed it by going back in the vab on my rover, added the BV part on it, 'launched' it on the pad, quicksaved, copied that part on that rover from the savefile, and pasted it in my real save file on my actual rover landed on Mars, loaded that save: perfect! Since, I added @RealGecko MM patch he noted above, works great to add BV behavior on all probes without the need for BV part Thanks to you both
  8. Hi, I've just been told to try this mod, as I have 170km to travel on Mars (RSS/RO). But as I would like to use this BV mod with an existing craft, I wanted to add the BV module to all command pods (currently using the rovemate) thus wanted to do this in my MM patch: @PART[roverBody] { %MODULE[BonVoyageModule] } sadly, after reload this does not work. I do not have the right click options to pick a target. So wanted to edit the save file, adding this in my rover roverBody part: MODULE { name = BonVoyageModule isEnabled = True isActive = False targetLatitude = 0 targetLongitude = 0 distanceToTarget = 0 distanceTravelled = 0 averageSpeed = 0 lastTime = 0 solarPowered = False isManned = False pathEncoded = stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } but this was not enough. So, hints on how to add this to an existing craft already landed? EDIT: trying to view the "BV Control Panel" from the mod button does not work either. So my savefile/MM patch are clearly not enough. + I am on RSS/RO, so on the last BV version for KSP 1.2.2
  9. Very nice! Simple but certainly usefull. I suppose that the same logic should be done with the "Saves"' folder too, not only GameData. Else loading a save with a wrong GameData might corrupt save. So changing "Saves" names too would allow error proofing your tool
  10. @DMagic I plan to do configs for KerbNet for RP-0 (1) on all probe/pod parts supported by RP-0 as you are using it for ScanSat, anything specific I should/should'nt do to not cause bugs with ScanSat?
  11. Thanks to all, You all certainly are correct, I'm trying to optimize something that I don't need to. Thanks. Just have to find how to attack Contract Configurator now in my code, I think it will be easier just to do a new CC branch completely. But that is a different problem. Cheers!
  12. @sarbian Not sure if I can post it here. But as the current MJ dev, I suppose you might have an interest in this. Explanations by one of the SpaceX engineer writing the landing algorithm for Falcon9:
  13. Tanks for your input. I thought that if that event system is usable to communicate between mods, it could probably work too from within the same mod too. Of course, this depends on how KSP devs implemented this event system, if it runs itself during Update calls, it is then not any more usefull in my case than Update (and would not be a real event system IMO). Yes, I do know how the Update functions work, and of course this simple check is very small. I really just thought it be best practice/habit to leave the least possible things in Update as possible. Bad habits often pile up, seeing some other games code time to time on the Unity forums can show how much bad usage of Update is frequent... We agree of course my usage is minuscule in this case bests!
  14. Thanks for your help, but any task done every tick/Update while not stricly needed is really a way to kill performence if all modders did that ;-) That's the reason I am asking how to use proper events ;-)
  15. Thanks! I Of course know the wiki, but it does not seem to hold a page of the exact changes on 3.0+ since we have tens (if not hundreds) of .cfg to edit, I 'need' to at least know exactly what I am searching for, I want to automate these script updates
  16. Hi Guys, This has certainly been said/posted elsewhere, but I could not find it: I'm on KSP 1.2.2 (RSS/RO/RP-0) so MM 2.8. Work is being done to migrate all that to KSP 1.3.1. I'm looking for a reference of all syntax changes between MM 2.8 and 3.0.1, do you know where I could find that?
  17. Hi all, I'dd like to setup an action on each new year, the 1st of January. I've never moded KSP before, but have knowledge in C# and Unity. I have not found any pre-existing events, but suppose I could use the 'GameEvents Extension' (below link) to create such an event. Could someone point me in the right direction on how one would setup such an event? Thanks!
  18. Hi guys, I'dd like to modify the stored current completed contracts (from 'maxCompletions') each year. Goal: allow some contracts to be repeated 3 time per year max. So I'dd need to reset 'current completed' to 0 every year. I do not think contract configurator can do this currently. But I'dd like to do a very small mod that would add this possibility on top of CC. How is this 'current completed' variable stored in CC and how would I modify it at runtime? Thanks for your help!
  19. Sure sorry, indeed not clear at all! Simply that the impact location is completely wrong. Retrograde correctly set in Trajectories, so as the craft itself. example: projected impact before re-entry: close to KSC (East US Coast). Effective landing: in the ocean, west of the west US coast! So, largely off. Of course, this is not a staging issue. During the atmospheric re-entry, keeping the craft retrograde, no fuel spent (thus no weight change), impact zone from Trajectories slowly moves and ends up thousands of kilometers off of its original landing prediction. If you use RO/RSS, I suppose you should notice this too quite easily (if you do it on 1.2.2) with any craft. Others (reddit/discord) also note the same problem. I know a few people trying to get RSS/RO on 1.3.1, I'll ask them if the recent Trajectories version also show this bug on 1.3.1 and keep you informed Thanks anyway. Great if it can be backported, but I'dd totally understand if not
  20. Hi, great mod, thanks a lot. Been using it since a long time in stock KSP with stock aero. I especially love the KoS integration, reaally usefull for precision landing automation. Since some time, I run RSS/RO/FAR. And unlike OP indicates, it does not seem to work correctly. I read in the previous comments that FAR is now known to be broken. Maybe an update in OP should indicate what Trajectories/FAR versions where the last to be working fine together? As I am on RSS/RO, I am of course looking for KSP 1.2.2 versions of these mods, was there a working version duo that worked on 1.2.2? In any case, if any work is in progress for this issue, I'dd gladly help, at least to test it with RSS/RO/FAR mods Thanks in any case for this great mod
  21. Sorry if this has been requested before: any plans to add SpaceX Raptor engines? Maybe OP is waiting for those engines to be tested on a real Lanch Vehicule first. Am using this mod in RO/RSS/RP-0, and Raptors (SL & Vac) certainly would be great end-game engines
  22. Yes thank you @awang. After posting this, I also found the 'sharedBaseLengthLimits'. Temporarly stoped my B-52 + X-15 project in RSS/RO, came back to rockets in the waiting time When I get back to it, I think I indeed will finally read-up on how to re-compile mods for KSP
  23. Hi all. I am using this mod (or a forked version of it for RSS/RO for KSP 1.2.2) and I am looking for a way to increase the maximum length (and maybe other parameters) of these procedural wings. I am trying to do a replica of the B-52, but the max length I have is 16m, while the B-52 wings are IIRC close to 25m length. Anyone knows how to allow bigger sizes? I've looked in parts .cfg and in the source code too, but was unable to find where these min/max/step parameter sizes are defined I could 'glue' two wings together, but... that never looks as good and create some weeker joints (even with KJR) Thanks for any help possible
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