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revolioclockbergjr

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Everything posted by revolioclockbergjr

  1. Along the same lines, I would like to help add compatibility with USI parts. Give me a bit of direction and I'll collect the info from the latest versions of the parts and arrange it however you need. I'm guessing AmpYear has a list of modules it knows to check for, or maybe a list of specific parts to check, and the USI stuff just isn't included.
  2. I am also having this issue: I have a space station with two 2.5m Inline Hangers. The menu "knows" that both are present on the ship, but the arrows to cycle through them don't function. Unfortunately, the first hanger (the only one I can access) is empty. I need to get to my escape pods :C For now I can undock the ship-carrying hanger, making it the only one present on the vessel. Then it'll be available in the menu and I can access my pods. If this weren't a drill, all my kerbals would be TOAST! edit: upon opening the hanger, the escape pods were tested and found to be inescapably faulty.
  3. Any reason why the Ranger sifters/extractors/power generators don't produce heat while running? Just curious. Totally love all your mods, can't play without them.
  4. I am currently playing a career game with both USI and TACLS installed. They do not "conflict" except in the sense that they each impose new requirements on ship design. And each has a different set of effects on kerbals that can be customized. I like the design constraints. And it's easy to think that there would be more stuff needed to send little green dudes to space than just food/water/oxygen (TAC stuff), which is where Habitation and Supplies fits in a roleplaying sense. Of course, supplies are largely organic and come from greenhouses... but I just pretend they're not food, but something else kerbals need for spacey stuff.
  5. Any reason why the Ranger plutonium reactors, greenhouses, smelters, sifters, crushers, etc. do NOT produce heat? Seems appropriate. I'd like that thermal management in base design. edit: oops, posting to main USI thread
  6. You may be having issues related to Kerbal Joint Reinforcement, if you have that mod installed. I experienced the same problems you describe and they went away when I got rid of KJR. Of course, my rockets are all floppy now, so I've had to go back and add autostruts and/or rigid connections to get things into orbit.
  7. Thanks! That is exactly what I'm looking for, and I've been trying the betas as you've released them. Totally flawless on my vanilla install! Not working on my modded install -- testing now without KJR (pretty sure that's the issue). <3<3<3 Testing active parts in vanilla 1.2.2: https://www.twitch.tv/bradjshannon/v/107843041 (okay, not pure vanilla, but might as well be). Everything works. Testing same parts in modded 1.2.2: https://www.twitch.tv/bradjshannon/v/107844753 Parts do not work -- wonky physics. Removed KJR from mods folder and it works as expected, like in vanilla. edit -- this is with the latest dev build of IR, from previous page of this thread
  8. That all sounds wonderful. If there's anything I can do to help (testing, breaking, copy writing, wiki-type stuff) let me know. I'd be happy to contribute. I'd offer to help with the programming but it sounds like you have that mapped out already. And it'd take me a while to catch up. But let me know! Bored nerd looking for side projects. Email is brad at brad dot zone. Edit: One additional thing that you're probably going to flesh out in the next version -- learning from failures. Right now if GT does a launch that's too shallow and burns up or crashes, I don't know if/when GT has recognized the failure. When I revert it doesn't seem to realize that the previous values caused a catastrophe.
  9. I'm finding this mod a bit confusing. At times it seems straightforward and simple, and other times it seems completely opaque. I think it could use some better documentation to help new users get started. Here are some questions I have, after trying the mod and reading through this thread: There was something in this thread about TWR needing to be above 1.2 in order for the algorithm to work. Could you clarify? Does the first stage need to be >1.2, or all atmospheric stages? (I ask because I often have rockets with 1.1 TWR at liftoff) What does the little save button do, and when do I want to use it? At first I thought I needed to press it after each flight attempt to get the mod to store the latest data, but that's not the case. Is it for setting defaults? Sometimes the "improve" button doesn't seem to do anything. See step 5 below. Does the mod ever change values besides Start m/s and Turn Angle? If not, why have them lockable? That they are lockable implies they could change if left unlocked. Here is some new user guide-type stuff you are welcome to use for any purposes: 1) Build a rocket. Here's one with enough fuel and thrust to easily get to LKO on the bottom two stages (1887m/s from stage3 and ~2008m/s from stage2). Also note the "Total dV" figure for the craft, which is 5157m/s in vacuum. This is used as a basis for comparing efficiency later on. https://i.imgur.com/OebPRSe.png 2) Click the toolbar button to open the GravityTurn window. As this is the first launch of this craft, there's a button on the bottom that says "First Guess". Press it and the mod will adjust some of the ascent variables according to some math about your rocket. Usually the "Start m/s" and "Turn Angle" fields are the only ones that change. Then press "Launch!" and the mod will fly your craft (probably) out of the atmosphere. NOTE: The green and red lock icons signify which variables the mod is allowed to adjust for itself. In this case, even after several launch attempts and variable adjustments, the destination height will remain 100km because it is locked. If, for example, you want your rocket to start its gravity turn at a speed of 150m/s, you could enter that into "Start m/s" and click the lock button so it is red/locked. Then, when the mod tries to improve the ascent variables later on, it will leave "Start m/s" unchanged (and probably just mess with "Turn Angle"). https://i.imgur.com/jEBhKOl.png My first attempt got me into orbit using 3545m/s. The mod's values for Start m/s and Turn Angle were 98.66 and 10.22, respectively: https://i.imgur.com/WJRkPjZ.png 3) Revert to launch. Press the "Improve Guess" button in the GravityTurn window. You'll see some of the unlocked variables change. Launch. https://i.imgur.com/IdwNvm5.png This second attempt got to LKO using 3585m/s. Start m/s and Turn Angle, 78.93 and 12.77. This was a little less efficient. 4) Revert. Improve. Launch. https://i.imgur.com/5B6KY3X.png This third attempt got to LKO using 3655m/s. 118.39 and 7.67. This was less efficient, again. 5) Revert. Improve. NO CHANGE. This is weird. The mod is sticking with the least efficient of the 3 sets of variables it attempted. "Previous Best Settings" reverts to the values used for the first attempt -- most efficient so far. "Improve" again gives the values from the previous (third) attempt. Maybe it wants to try them again, for some reason? I will manually enter the "First guess" variables (most efficient thus far) and change the "Hold AP Time Start" and "Finish" to 40s instead of 50s. Also locked those time variables. https://i.imgur.com/9qKzx5D.png This fourth attempt got to LKO using 3546m/s. 98.66 and 10.22, with 40s AP time. Same efficiency as "First Guess" (~1m/s difference). 6) Revert. Improve. The mod gives me values it used in the THIRD attempt, again (118.39/7.67). I'll try them once more, since I've also changed the AP time variables. https://i.imgur.com/rXbdbNe.png This fifth attempt got to LKO using 3643m/s. 118.39 and 7.67, with 40s AP time. Better than the third attempt but not as good as the fourth. 7) Revert. Improve. No change.
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