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Tyko

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Everything posted by Tyko

  1. How do I flip a model upside down? I'm building a part which merges several existing Squad models. I've figured out how to combine multiple models, but am stuck. The code below places an aerodynamic nose cone on top and bottom of the part. It works fine except the bottom nose cone needs to be flipped upside down. MODEL { model = Squad/Parts/Aero/aerodynamicNoseCone/model position = 0, 0.2, 0 scale = 0.175, 0.175, 0.175 } MODEL { model = Squad/Parts/Aero/aerodynamicNoseCone/model position = 0, -0.2, 0 scale = 0.175, 0.175, 0.175 }
  2. I have a simple script that worked under 2.8.1 but doesn't work under 3.0.1. I'm testing within a completely fresh game with no other mods. If I run with MM 2.8.1 it works, if I update to 3.0.1 it doesn't work. It's supposed to increase the science return to 100% the possible return rather than just a portion of it. @EXPERIMENT_DEFINITION[*] { %baseValue = #$scienceCap$ } I also tried a version that targets a discreet experiment as shown below and that doesn't work anymore either: @EXPERIMENT_DEFINITION[*]:HAS[#id[mysteryGoo]] { @baseValue = 10 @scienceCap = 10 } Any advice?
  3. Has anyone found a way to reduce the magnetic effects of docking ports? I don't want to remove it entirely, just tone it down so it has a shorter range and less pull. Thanks!
  4. Here's a folder with all the previews Squad has shown for Making History / 1.4 over the past year. I didn't realize how many there were. This is just a collection of all the images and I expect that many have been revised since first previewed. Still, it's fun to go back and see all the great work they are doing. https://imgur.com/a/UHQTk @SQUAD I hope I'm not breaking any rules by re-posting these. If I have I'll pull the share down right away. Thanks
  5. I'm trying to write a config that would spawn a handful of persistent asteroids around a planet. For example a group of 3-12 asteroids would spawn around Jool. Those asteroids would be there waiting to be discovered. It looks like persistence can be adjusted globally using MinUntrackedTime and MaxUntrackedTime, in the CustomAsteroidSettings. Is it possible to define those by asteroid group? Update: The config I've built is in the spoiler below. It's generating asteroids in between the orbits of the two moons (I'm using Gael, Iota and Ceti, but it just as easily could be Kerbin, Mun and Minmus). so it works, now I just want to be able to do 2 things: define the total size of the group - say 3-12 Make them 'permanent' - they are generated early in the game and will stay there for the rest of the game unless acted on by another body.
  6. I'm envisioning a change to the commnet mechanics in which all the antennas are Direct by default and a new part called a Relay Computer enables the antennas to act as relays. I'd rebalance the antennas to all be Direct and the added weight and power requirements currently associated with Relay antennas would be shifted to this relay instead. So, it won't affect balance. The advantage is that you'd have almost twice as many antennas to choose from. An added layer of complexity would be to have a lower tech Relay Computer that required 2 antennas - it's not smart enough to do anything but pass the signal between two antennas - and a higher tech version that can use only one antenna - it's storing the data and then re-transmitting Could this be done with a part config alone? I don't think so, since this part would have to modify the behavior of other parts. What other way could it be accomplished? Thanks!
  7. Janitor’s Closet gives you the ability to hide parts or prune them from the game entirely.
  8. One small thing....the further away the shuttle is from the lifter the harder it will be to keep it flying straight. I’d change the way your shuttle is attached to the booster to pull it in as tight as possible. This may also let you reduce the number of struts. Struts add drag and all those struts hanging off the same side of the booster are just adding to the forces trying to pull your launch off course.
  9. I've actually been playing around with that since my first post. setting minUntrackedLifetime = 60 and maxUntrackedLifetime = 180 creates a fairly stable belt that hovers between 35 and 40 asteroids. Even doing that I never saw an asteroid spawn at Tellumo or Nero. I ran it for 2 years on fast forward just to be sure. UPDATE: I've run about a dozen scenarios, varying the lifetimes of the asteroids and running each scenario out 4-6 years. The only way I ever see spawns outside the main belt is if I cheat a craft into orbit around the other bodies right at the beginning of the game. If I even wait a year it's too late. I'm not sure the exact cutoff, but it's a really short period of time after a new start.
  10. Asteroids spawning is behaving strangely. I've run a couple of experiments, with several complete save restarts, and here's what I'm seeing. The maximum total asteroids that will spawn is 44. That number spawns in about a year. Even running the game fast forward for another 2 years didn't cause any additional asteroids to spawn. It looks like asteroids will only spawn around Ciro unless you actually visit Tellumo, Nero or Grannus. I simulated visiting them by placing a ship in their orbits using F12. Visiting each one 'activates' asteroid spawning around them too, but if there are already 44 asteroids in the system no additional asteroids will spawn around them. If I start a new game and cheat a ship into orbit around the three bodies right away those bodies each accumulate spawns along with the main belt until the solar system total hits 44. Here are my log files. Both the KSP.log and the Kopernicus logs as well
  11. wow. 1.6.0.1 looks beautiful! Question. I'm using @Galileo ReScale at 2.5x. With these settings Gael's day reads out at 9h 58m 31s in the Tracking Station. Is this the Sidereal Day? I'm guessing that's the case, but just confirming...If so, then I'm guessing the solar day is exactly 10h? Thanks!
  12. cool...if you're trying to optimize you can probably remove the fins from the upper stage. There's not a lot of air at higher altitudes for the fins to work with and there are other ways to make sure your rocket flies straight: Use engines that gimbal - most of them do Use two tanks instead of one long tank and set a lower fuel flow priority on the upper tank - this will make the lower tank drain first and keep your CoM further forward These techniques can be used on the lower stages too...I never use fins anymore and you'll note that real rockets rarely use fins either.
  13. can someone point me to the USI LS spreadsheet for calculating how much LS a part should offer? I can't find it on the wiki
  14. If you haven't loaded it in 1.3.1, you should be able to look in the persistence file and see for yourself. If the Seed value is a 7 digit number it shouldn't randomly change. If it's expressed using scientific notation, then I'd avoid it. Definitely still recommend launching from a backup save, but it's worth checking.
  15. just wondering, was the RTG just surface mounted or had you clipped it with other parts? I've had a couple of Kraken moments recently and all but one was due to clipping - and very modest clipping at that.
  16. That's too bad... there are many helpful people on the forums who would be happy to provide some guidance. Where are you getting stuck?
  17. yes, but it's easy enough to fix...luckily this is a bug with a clear workaround.
  18. I haven't done anything on that scale, but you may want to check in with the MKS users. That mod provides a solid set of mechanics to support long-term colonization.
  19. All the fantastic math advice aside...I've found empirically that a single ejection burn of of 4-5 minutes can be accomplished at 100-200K altitude without an appreciable loss of DV. Anything longer than that and I break it up into a series of 4-5 minute burns. I'm measuring my loss by comparing my actual DV expended versus the planned DV expenditure from TWP. In my comparisons it's within a few percentage points. Not as exact as the math above, but a useful rule of thumb.
  20. Cool! Where are those Kerbals? Is that a mod part?
  21. I wasn't aware of that...that issue, combined with the forced updates, offered me reason enough to spend the extra $20 or whatever it cost on sale.
  22. I posted a workaround for the Asteroid issue in the thread below...it seems a bit daunting, but once I did it the first time it was really easy to repeat and it's proven to be a stable fix after many hours of play, reloads etc.
  23. Haha!! welcome to the club. I actually bought a second copy of the game from the KSP site (when it went on sale) just so I wouldn't have to face the dreaded clock on Steam...
  24. Yea, I agree...'coming soon' could still be months away. They usually start releasing beta test builds what...a month before launch or so? We haven't seen that yet. 1.3.1 is stable and most still supported mods are up to date. The only killer NEW issue I'm aware of (I'm sure you all point out those I'm overlooking ) involves asteroid seed changing on every reload - so the shape of the asteroid keeps changing which likely destroys or buries anything attached to it. There are some legacy issues with landing legs and wheels that have improved over time, but can still be a headache...there's no indication that will be fixed in 1.4 since it's been around since at least 1.0. Other than that, dive in and start playing!
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