CraftyDwarf
Members-
Posts
37 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by CraftyDwarf
-
[1.7.X] Civilian Population [RELEASED : 07/04/2018]
CraftyDwarf replied to Pamynx's topic in KSP1 Mod Development
Well, glad to hear work continues. I will pitch in if I can, since I don't know why the colony growth piece isn't working, I have little to offer. Also that is the primary feature I want the mod for.- 242 replies
-
- civilian population
- revamp
-
(and 1 more)
Tagged with:
-
Kerbal Space Program update 1.3 Grand Discussion thread.
CraftyDwarf replied to UomoCapra's topic in KSP1 Discussion
About 8 of my favorite mods aren't up for this, so I am shot in the foot. probably for weeks.- 465 replies
-
- kerbal space program 1.3
- disscussion thread
-
(and 1 more)
Tagged with:
-
[1.2.0] Newbier Newb's Revamp of Civilian Population
CraftyDwarf replied to Tralfagar's topic in KSP1 Mod Development
I am not getting the base counter recipe to populate. wondering if a base converter reccipe is missng from the part configs? If so, I have an idea borrowing from USI to set a requirement of civilians (which since I use USI a lot, and USI took over the recruit screen so there are never the default civilians, I rewrote on my copy only to look for Kolonist instead) be present in the part for the counter to function. I am thinking you have done something different than this, but could use some discussion on your preferred direcction, both to help you, and also have my use case match your directions the mod will evolve to. I am going to look at how some of the mining recipes are affect by engineers, and make it so these reccipes 0 out with my chosen person type present at the moment.- 99 replies
-
- 1
-
[1.2.0] Newbier Newb's Revamp of Civilian Population
CraftyDwarf replied to Tralfagar's topic in KSP1 Mod Development
For ckan publishing, I am including a sample netkan file, which you will need to makke one for this mod for the netkan github project. sample: https://github.com/KSP-CKAN/NetKAN/blob/master/NetKAN/1869.netkan when the file is present and populated and updated, ckan does the rest. as far as stable, any comment on the rates of growth away from Kerbin, or concepts to wok with other custom kerbil mods (like USI)?- 99 replies
-
[1.2.0] Newbier Newb's Revamp of Civilian Population
CraftyDwarf replied to Tralfagar's topic in KSP1 Mod Development
Probably a few back on version. With no one talking here, and not a ckan link, I hadn't noticed an update. Hmm. I will see about the difference made, as originally it looped thru the resource list to find the right resource, so I found something that grabbed the right resource directly, tho at the part level. Looks much more direct approach in the api usage I see in the code mentioned. Any discussion on the setting that has this to have no growth away from Kerbin SOI? For my personal effect and testing I made the lowest recruitement value .1 instead of zero, sinced it multiplies the recruitement value times the civilian value, there currently can be no growth on say Duna.- 99 replies
-
[1.2.0] Newbier Newb's Revamp of Civilian Population
CraftyDwarf replied to Tralfagar's topic in KSP1 Mod Development
Ok, so in the calculators, there is a verwsion fall off for resource calculations. Sample of original follows: Original CivilianPopulationRegulator.cs segment. public double getResourceBudget (string name) { if (this.vessel != null) { var resources = vessel.GetActiveResources (); for (int i = 0; i < resources.Count; i++) { if (resources .info.name == name) { return (double)resources .amount; } } } return 0; } The vessel.getActiveResources call no longer exists, so I replaced it with this: public double getResourceBudget (string name) { if (this.vessel != null) { double resourcesum= 0; foreach (Part tpart in vessel.Parts) { resourcesum = resourcesum + tpart.Resources[name].amount; } return resourcesum; } return 0; } aside from base reference updates, this was the only required change. To make it work with my other mods is another story, and I am still testing.- 99 replies
-
[1.2.0] Newbier Newb's Revamp of Civilian Population
CraftyDwarf replied to Tralfagar's topic in KSP1 Mod Development
Noticed this. Have beenn working on my own fix which I am about to test. I also scaled the growth instead of 0 outside kerbin system, to .1 systeme multiplier for now. I won't push my changes in unless requested, as I do not plan to take over this mod at this time. Ialso made 1.2.2 compatible.- 99 replies
-
[1.2.0] Newbier Newb's Revamp of Civilian Population
CraftyDwarf replied to Tralfagar's topic in KSP1 Mod Development
Ok, as this area is really beginning to grow, and I am looking to help, but not necessarily do this for you (at last not yet). One of the primary mod groups I use in coordination with this is USI (roverdude). These mods are really well detailed, and much more. Now, yes the USI-LS works with this mod, but the much needed (IMO) MKS system does not due to the Kolonist mod effects. These change the Astronaut complex such that civilians are not recruitable. I am looking to address this, and found a key piece. Unfortunately, you have the "civilian" value hard wired in the code, so I can't rewire it to detect a Kolonist instead easily. I was looking to add an experience effect to the kolonist that would trigger the code, and that doesn't look like it will work. So, if I can get an agreement that we can have a config value for the string name (currently statically using "civilian"), such that is can be wired up to Kolonist, or if I invented an Elephant kerbal and wanted it to grow on a Savannah Ship Part, it could just re point with a config change. (Write the dll to load the name to look for from the config on mod load). Otherwise, we need to add a civilian ExperienceEffect, and then we can attach it to trait types of whatever desired, and those with this effect(which will have to be looked up differrently on the kerbals, probably thru retinal scans) thru a slightly rewritten lookup. This will cause civilians to "occur" after a few Kolonists with the proper trait get it on in deep space. Or, you can help me figure out how to add a new Experience trait tye to Roverdude's already well rewritten Astronaut Complex UI, which tho useful, sounds like stomping toes in cleats, by a guess.- 99 replies
-
Similar to some, since now some other mods are trying to tie into this, cann we get a confirmed version update so Ckan can coordinate? would be nice.
-
[v1.3] The Gold Standard - Minable Gold and Unobtainium for profit!
CraftyDwarf replied to Dewar's topic in KSP1 Mod Releases
I like a lot of this, and think I know what I need to do for what I am about to ask, but if you could clarify what you think. I want to get the gold scanning into the global scanners, like scansat or the stock ore scanner. I believe I can do this with the configs, but any help would be appreciated. Not up to rebbuilding a mod atm. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
CraftyDwarf replied to sirkut's topic in KSP1 Mod Releases
Not sure if this is a known issue, or I got the wrong build, but for 1.2.2, neither stock or blizzy button show, no other signs for the control interface. Also, because of some of the other mods I am using, if the above could be of course addressed, I am looking for ultra fine control positioning to aim another mod's telescopes. Looking at a order of magnitude smaller than when I had this mod (IR) working, so I am thinking 1/10000 of a degree or better on hinge and same on rotatron. Suggestions? -
Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
CraftyDwarf replied to SuicidalInsanity's topic in KSP1 Mod Development
I love these mods dude. Made an SSTO delivering 120t to 80k orbit. Would like to ask about a couple things tho. That scramjet seems tto be out of balance on heat. By tthe time I am up to speed to start it and it starts, its almost completely overheated. Also, I would love a mk3 version I think. Plus maybe a bumped up nose. The mk3 shuttle look a like cockpit is close to good, but since it takes some peak re-entry heat and superr sonic heat, I think I need an upgrade. Maybe with a good nose point, as that flat spot I put a 1.25 basic cone on, and looks a little off. Also, I wouln't mind mk2/mk3 mono engines for final work/re-entry efficiency. I am not expecting any of these, they would be just be nice. Like a couple cargo bays that instead of swing open doors have retracting/roll in doors. Also, on thing I liked from B9 was the cargo bay had radiator features. If not that, an inside solar panel would really rock,if it has to fold out. I would also love for someone to make a ship coolant distributer system, for heat distrubtion.- 860 replies
-
I would like to say that I appreciate the spirit that info was given, even if it was not in a very useful direction. Yes, there was some (minor) balancing. I have reserved the craft file, as it is functional. I am trying to figure how to attach it to this, but that is not working so far. Basically, I needed to center the weight of the cargo bay on the balance zone, being a delta wing that is back, yes. This delta wing works because the engines are rear weights. aside from the cargo bay, I needed a bit MORE forward canard, and tho close to loosing control, which I perrsonally attribute to bad piloting, I was all but the final approach, which again bad piloting. tried to hard to land AT ksp center right off, and just about dived into the ground. Aside from the part shift, which is all the same parts but in slightly different spots, ditching the nuclear for an end cap, and makiing the forward liquid tank a last reserve to help with late term balancing. Infact if noses forward a little hard. during re-entry, you have to try real hard to keep the nose up enough to prevent burnup. The radiators help, but control is critical. It glides so well, that you actually have will go very far past if you usee the youtube method I was given of set peri at 50k over landing target. I overshot KSP by a lot, but had fuel to turn around. turns kinda slow, but what do you want for a cargo craft? Final details. * Orbital delivery: 120t to 80km altitude. Flaps and brakes do help, and with attention you can handle decent and if you are decent pilot, land prretty well. I was diving almost vvertical down on KSC and pulled out at 3k (no power to engines) and aside from some landing ggear deploment issues, was real close to landing anyway. Kinda bounced and broke. Other import thing I learned. Rigid attachment for engines can cause them to snap off easier for some reason. Autostrut to grandfather works some. Probably needs more yaw control, maybe. Gonna change a bank of RTGs to a couple Gigantors (out of a service bay). I wish the CLEAVER had an alternator. btw, to drop the cargo, i decoupled the senior port, and RCS away from cargo. 120t of Uranite (USI resource used pure for weight testing).
-
Ok, so I am working on a lenticular arrangement, and one of the other adjustments I am tryng is to move the engines out. I was evidently right on to low for the wing quantity, as I am not getting take off yet. I am guessing that the weight class I am in doesn't have a whole lot of specific plans yet that people have achieved, so I am in kinda pioneer space for this version. So, trying to figure where the imaginary pull to the side on the runway is coming from, and more about how to improove the envelope so control stays from loaded to near empty.
-
to the comments about "winged hammer" I get what you are saying, just trying to get the craft deliverable to orbit with an accessable bay. SInce the empty weight is a lot engine, I may have to get really creative. I don't care what it looks like in the end, what I need is reliable 100t delivery cycle to orbit, for a true reusable craft system to lower cost. I like this because it gets supersonic pretty good. But if its the extended nose, I will rearang for a different desing method. maybe lenticular.
-
Ok, made further adjustment as suggested, let me describe in specific, because I had some weird results from some of it. First, found I could pull back the forward canards, may have helped some. Those engines snap off weird, may be something to that mod. See more about that in a bit. It still spun from this, actually higher than otherwise, but only tried the once, so might have been a random fit. It is also taking more runway and speed tto take off. It spun at 45k alt, and I managed to recover level flight at 10k, was tuning my approach to ksp a bit later underr power, and the engines snap off. Glided in for the practice, but I would say that was mixed positive at best. Tried adjusting the proc wings by pulling the offset back. In testing this though, I also did rigid attach on the engines. And tthey popped off a little past mach 1/6k altitude, no manuveuring happening. Was in map expecting a standard climb, when the ball shook and the engine cuttoff sound went off. Tried to adjust gear for a better takeoff angle of attack with custom move. Applied autostrut to engines. For some reason the plane dropped harder on the runway and shook hard than ever, and as in landed, the engines snap off. So, after I rest a bit, I am going to see if it was just bad luck. overall, not sure if adjustments are helping or not.
-
A few details before I collect some images. The CoM is ahead of the CoL. You will see that in the first few from the hangar. Second, I am losing control at about 30 to 25k about 1800-1500 m/s decending. It is a large craft. I designed it to fly supplies to low orrbit as part of a career plan, and it is so close to a success. Some overall stats. This monster is successfully carries 120t to low orbit (80k easy). Noting that, it is no surprise that its 474t with the 120t of cargo, 350t fuel full no cargo. Mod notes, but I don't think they are the reason for the control issue. B9 proc wings, mk3 added parts (cleaver engine, shock cones, fuel tanks).Mechjeb for running stats. I don't know if I can trust it to fly it as I have noticed sensitive craft really get crashed from it. My wings too big is a thought, they are large, but I actually take off from the runway. KSP 1.2. My control issue starts with a random side drift, then some variant of a flat spin. and off course on trying to recover it gets a lot worse. I used riggis attachment on some fuselage points and wing bases, but I could try the engines. I only witth the cargo bay I had would allow solars on the inside of the bay doors. Nothing will attach there. Current mode is sandbox to confirm design.
-
I know this is an old thread, and some things have changed, but I am having this issue of loosing control on reentry. Been thru the check list, but maybe I missed something. CoM is ahead of CoL, acording to designer at the fuel level. Should stay there too, as checked empty. Got lots of wing, takes off and achieves orbit very heavy loaded. Very big rudders, four of them. tried thrusting out of it,but my engines tore off.
-
parts [1.12.x] Asteroid Recycling Technologies
CraftyDwarf replied to RoverDude's topic in KSP1 Mod Releases
Funny you should mention the rock thing. I noticed that too, and ended up going thru a couple method of creating additional rock storage. i think he meant for the asteroids to be the storage of that itself, but at the same time he made it useful away from asteroids. What I am wondering, as I can no longer find the link, is more wiki details about item usages. The whole making a self sufficient colony thing now is really complicated now. I would like to see it more clearly, but I am enjoying the puzzle to a degree. I have noticed an issue that I am not sure it is a bug, as I only tried a couple times, but I had issue latching on to an asteroid with the same craft after letting go. I ended up reverting and starting over. Which was too bad, because that first time the asteroid was full of these purple veins, and I was really curious to find iff that meant something about the contents. Second, when I had an asteroid locked in, I could seem to form the added tanks that I have seen in the videos. Might be missing something, but there seemed to be room for one. One wasn't forming of rock though. I also am curious about the scanners for asteroids, and the karborundum scanner. what can they tell you and where does it show about asteroid content? -
I may at somee point, but I am mostly into the functionals now. Also getting a feel of the desireability of what I am making.
-
I have begun very basic work on a series of engines that combine mass driver, plasma creation, and the ultimate in recycling. Engines will have two grades, O.R.C. and E.L.F. Otherwise Really Cool Engines will heat its "fuel" mass to high gaseous state, ionize and expel for force. High cost of energy to the matter's density and boiling point, a bit more for ionization andd magnetic expulsion. So far a 1.25 I call Pele and a 2.5 I call Vulcan. Only fuel at this moment is the junkiest, but would be universal otherwise in being Rock. Performance curves in atmo like LN-V. So no mining rock on kerbal to get to orbit, well not reasonably. I am not making a cheat, but basing this on real scientific principles. I said basing, accuracy will of course deviate and that can be debated, but will not be this threads sole purpose. Stage two is in concept only ATM, everything is the same but more so, to get Electrodeless Lorentz Forces from a plasma you make from whatever. Thinking once I get how to flow and channel the thermal models in KSPI-E, I will use that as a power core. Next steps is an enigine module that will use a fuel data dictionary for settings about boiling points and specific heats, as well as density. Then the fuel determines the engines force, as all else will be as a level zone. This will make an interesting alternative for Depleted Fuel and similar things. It will be high density, so you would get 2-3 times the effect from rock in an ELF, but boiling points are much higher I believe, so an ORC maybe only 1.5 to 2, with higherr electric charge per second. These engines will take nearly impractical amounts of power. Nearly because the nuclear option is literally on the table, and will tend to pay off, or at least get close. I am looking to Coordinate with USI and KSPI-E, at least. ~Rough Draft~
-
I forgot to mention, that in my chase for a bigger rock box, I have Interstellar fuel switch and Kontainers(from USI/UKS), as well as tweakscale. Because of this I found a glitch using tweakscale with CC, if you feel a need to address it. CC only sees a tanks ORIGINAL size, so if you resize with Tweak, then edit tanks, you get sizes based on the orriginal. This both makes cheaty and unfair tanks, as original 2.5/3.75 tanks being shrunk will have too much, and .625 small radials and such made larger have to little. You can work around it with an order of affects. First set tank content in original size, then resize object. IDK if its perfect, but it is somewhat proportional.
- 738 replies
-
- resources
- fuel tanks
-
(and 1 more)
Tagged with:
-
So all I did so far is alter the line you had, saying: @TANKTYPE[Soil]:NEEDS[KolonyTools] { @PossibleResources ^= :$: Dirt 0.7; Mulch 0.7; Fertilizer 0.7; ExoticMinerals 0.7; MetallicOre 0.7; Rock 0.7;: } now there isn't much consensus between this mod and most others about much but liquid fuel and ox, but even that varies some. Way more than I want to deal with right now. However, I am reporting that I may, and I am not definite on this yet, be starting an engine mod that I have been thinking about, and evidently I wasn't alone, as I read today. Basically, E.LF. engines, Standing for Electrodeless Lorentz Force. This works like the mass driver from USI, but takes one more step. Heat material to near plasma, then ionize and and use like you would Xenon, Plus a bit. Because you use rock, you have a high matter density. but also a high energy cost to approach plasma. So, initially, it uses Rock for mass, but eventually anything, the denser the (generally) better. Not everything takes the same engergy to reach the right state. So I am starting with a quartz model of usage.
- 738 replies
-
- 1
-
- resources
- fuel tanks
-
(and 1 more)
Tagged with: