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Everything posted by Moiety
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Somebody forgot to bring a wrench . Thank you very much Mr. Beale . The names aren't really a problem, hopefully I can still work it into one query at some point. And that additional information is helpful. Hope to get some work done on TAC LS support this weekend.
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I tested it myself if that is any consolation . There is one known bug that I'm working on. Because @Beale used different authors for some parts they're not picked up by my ModuleManager query. The only part affected is one engine, but that should be fixed as soon as I get a reply in the MM topic. For what it's worth, the way it works is it selects all parts authored by Tantares that end in *_A through *_G, *_Y & *_Z, and some manually listed parts. This does mean that as soon as Beale adds a new part that meets those requirements it'll get tagged as old. I'm keeping a close eye on Tantares development so will make necessary changes if it comes to that. The new version currently only has parts ending in *_1, *_2, *_N, *_O, and *_P. You can see the MM query here: Old.cfg on GitHub. Note: I have "fixed" this in Tantares Patches 1.1.4 by duplicating the query with Beale as author instead of Tantares. Will update when I figure out how to do it with one query.
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For people that play with both the old (pre-GitHub) and new version of Tantares I've created a ModuleManager patch that adds some text to the old parts. The text reads "Part of old Tantares". This is to help you select the newer part in case of duplicate parts, or if you want to transition to only using the newer parts. This also includes a patch that puts all the old files in the correct categories and some early TAC LS support. Tantares Patches 1.1.4 Added text to indicate parts of old Tantares Renamed version file from TantaresCategories to TantaresPatches Optimised Module Manager queries for some category patches GitHub version number now aligns with KSP-AVC version number Get Tantares Patches 1.1.4 on GitHub. Suggestions for a better "indication" text are welcome .
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[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
Moiety replied to NecroBones's topic in KSP1 Mod Releases
Or include by default and have people that want them delete the patch. That way it’s up to the users whether they want to deal with possible issues. -
Thank you for the explanation, with “parking” I meant at what distance it performed the fly-around. Or at least so I would have you believe. Truth be told, I was wrong in thinking it “parked” anywhere, doesn’t make any sense as you rightfully point out.
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I’m trying to select parts that can have either one of two author values, but I’m not getting it to work. Based on the Wiki I came up with: @PART[…]:HAS[#author[foo],|#author[bar]]:AFTER[baz] { … } But I might be entirely misinterpreting the syntax. Based on a post here I tried chained :HASs like so: @PART[…]:HAS[#author[foo]]:HAS[#author[bar]]:AFTER[baz] { … } But that didn’t work either. Can anybody point out what I’m doing wrong?
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I vote for the fake one because it fits better with the overall style I feel. Of course, you can feel it coming: why not both?
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[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
Moiety replied to NecroBones's topic in KSP1 Mod Releases
I like having them to be honest. The 'fix' is easy enough if something does happen. In any case I think they add something that no other mod has . -
Excellent! I'm almost ready to launch MIR with Historical Progression contracts pack. Could you share a craft file? While I always love to build my own interpretation, it's fun to see how other people do it, especially if that other person is you .
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Oeh, hope those’ll be done in time for me to send some up when I get back from vacation!
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Thanks, I’ve put the second and third mission inside a spoiler tag, that should help with everyones scroll-finger. There’s also a link at the very top to the next post if you want to skip the whole thing. Hope that helps. Thank you very much . And some TKS parts would be greatly appreciated . I still have “old” Tantares installed but try to only use the new parts. Here is the current state which includes the Kerbonov science module (aft) and Bealinov fuel module (-Z). Both have some “old” parts so will need replacing at some point. Current Salyut 1 config. (crappy MacBook Pro graphics are crappy).
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TL;DR bi-elliptical transfers are awesome. This post is slightly long, you can skip to the next post Short conclusion and the craft files at the end of the post. Soyuz crew run After learning about the bi-elliptical transfer I wanted to try it out. Salyut 1 station had been without a crew for little over year—on account of Pioneer 10 to Jool and Mariner 9 to Duna—so it seemed fitting to send some Soyuz craft that way and try this new found transfer type. As a little side note: I entirely re-build my Soyuz craft and rocket for this mission. It takes its likeness from the Soyuz TM. Against @Beale’s advice, it uses cylinder hugging solar panels because this allows for a tighter fairing. First trial run On board we have Jebediah and Bob Kerman ready to go. Jebediah is anxious to see if he remembered all of the new materials he had to study for this flight. At the launchpad (hoping no-one notices the winglets that are in the wrong place). Gravity turn. Korolev cross (with a little help). Second stage doing her job <3. Second stage separation. Fairing separation and final push to the parking orbit at 120 KM. Third stage separation. Unfolding of the solar panels. Execution of the Hohmann transfer—which includes a slight plane change—to put us into our phasing orbit at 180 KM. Setup of the bi-elliptical transfer. First of three burns required to complete the bi-elliptical transfer. Performing a so called fly around in which we align with the station before moving in to dock. After the fly around we move towards the station at about 10 CM/s. Nearly there! 6 hours, 4 minutes, and 27 seconds after launch we’ve successfully docked to the DPV’s aft docking port. Totes Tantares Bi-elliptical transfers are serious business, let’s do it again, for science. On board we have two new recruits, Wengela and Leeuna Kerman. Wengela will pilot the Soyuz and test out some new equipment we have on board. Leeuna will work with Bob Kerman to science the effects of space on the Kerbin rocks she took with her in her snackbox. Bonus mission Now that we have a Soyuz craft we can control remotely we can send our pilots, Jebediah and Wengela, back to Kerbin. Conclusion Bi-elliptical transfers are awesome. This whole procedure takes a bit longer than going straight for the station, but has its advantages. One advantage is that your relative speed to whatever it’s you’re docking with is much lower once you get there. This is because you already killed a lot of velocity during the velocity the transfer itself. With a Hohmann transfer you’d have to kill of half of your speed once you get to the target. My final relative speed in both cases was 16-20 M/s. The setup of the bi-elliptical transfer took me a long time the first time because I needed to find out the phasing angle necessary, which was about 21.2º from the phasing orbit (180 KM) to the station (250 KM). I’ll be doing this more often as I send up new Kerbals to stations. Fun fact, I took 154 screenshots during these missions. 1. I’m not sure how far from a station ships usually park, I saw 2 KM in a video clip once, but that was just the one occasion. If anyone has more information on this that would be great. Craft files Soyuz TM + R-7 rocket Soyuz TM + R-7 rocket balanced for Stock Soyuz TM with control block + R-7 rocket balanced for Stock
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If it’s anything like the pronunciation of the Antares rocket it would be tan-ta-riz, but am sure @Beale can tell you for sure.
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
Moiety replied to Pak's topic in KSP1 Mod Releases
Oh, I just found that the altitude required for the different render mode is actually 160 KM, that would certainly make it a more manageable undertaking. Something else to think about is part count, from the Wiki: Let’s say your trusses are all made of a bunch of the small octagonal truss, then it might be better to replace them with a mod that has the same shape but is a lot longer. That way you reduce the amount of parts considerably. This is just an example of course.- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
Moiety replied to Pak's topic in KSP1 Mod Releases
At what altitude is your station? If its below 250 KM you might want to put it a little higher. KSP switches to a different render mode at a certain altitude (which escapes me now, but it’s below 250 ). That could help with your FPS.- 2,351 replies
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Oh those look nice, I’ll have to think about adding that to my save. For what it’s worth, I’ve logged some issues on GitHub last week. I’ll also work on TAC LS support there after I get back from my vacation (should be the 21st of March). So expect some sweet snacks and breathable air to arrive to the new parts that week .
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@Beale could you share your Buran craft files?
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@minepagan I still really want to try that, should finish my current Historical Progression career first though. Restarted that not too long ago when I got fed up with RemoteTech and opted for CommNet instead.
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Interesting video about the Soyuz docking procedure when it comes to docking with the ISS:
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That is indeed possible, I also do this. If you want you can use this patch to fix the categories for the previous version.
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