-
Posts
754 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by scottadges
-
[KSP V1.4.5] TAC Fuel Balancer v2.20
scottadges replied to Z-Key Aerospace's topic in KSP1 Mod Releases
I've used TAC-FB wth Kerbalism and KSP-IE and it works as expected, no issues that I saw in terms of tracking & transferring any resource. It gets a bit cluttered with the UI b/c it will show anything that's a resource on its own tab, but it's not hard to use that way. -
You probably already know about CKAN, but I find it incredibly useful (basically essential) to manage mods. I know some folks prefer to manually download, and other modders don't want to support it, but by and large I think it's the best tool for installing and updating mods. Yes, there are many situations where you need to download manually, but for most current and recent mods, I think CKAN works great. Blue! Love it! Honestly, for my KSP install it should be called: "Kerbal Space Program - brought to you by Nertea / Paul_Kingtiger / CobaltWolf / Beale / DMagic / LGG"
-
It looks like he's got Restock/Restock+ loaded, since the RCS tank looks like Restock. Something I'd recommend (which you might already know about) is this mod: It allows you to see your RCS torque & rotation in the VAB/SPH so you can adjust your RCS thrusters to make docking a LOT easier. A good first question: Are your RCS thrusters balanced around your Center of Mass (yellow globe in VAB)? That will greatly affect how you work with DPAI. If not balanced, the craft will rotate when you fire RCS thrusters, requiring more adjustments in DPAI to get it on the crosshairs. So to reinforce this comment (depending on how you dock, either using translation or the GUI docking view) it just takes a little practice to get get your craft lined up properly. I find that the magnetic "fighting" happens when you're not aligned and try to dock. Using the translation keys are really effective docking with DPAI as long as the orange "arrow" is at the top and your craft is properly RCS balanced. That way you line everything up on the center crosshairs and glide in at no more than .5 m/s. It also really helps to right click on the controlled craft's docking port and use "Control from here" so that you know your DPAI is lining up properly. Then how to correct misalignment? You want to "push" your yellow prograde marker towards the green lines (either vertical or horizontal) using the translation keys in that direction to get the lines to come back towards centerline. It's not immediate and depends on the thrust power of your RCS and weight of the craft, but once the green line(s) starts coming back in the right direction, you can "push" in the opposite direction to manage your approach. So from your video: It looks like you're coming in at an angle since your green lines are above and left and you're drifting laterally while trying to to dock. If you rotate using "Q" so you're at 0 orientation and your orange arrow is vertical, you need to push your prograde marker (yellow) Up and Left using the "I" and "J" keys to get your craft moving in the right direction. Once the green lines drift closer to center, thrust the opposite ("K" and "L") so you balance your approach. With your orientation off 0, it's just a matter of finding the proper direction your thrusters are pushing, so you get the prograde marker going in the right direction and your lines back to center.
-
After the latest happy vertical accident with my Kerbin Shipyards, I went about redesigning to take advantage of a more vertical-focused build. I also wanted to eliminate redundancy in terms of multiple-parts-for-the-sake-of-symmetry. The end result is significantly more streamlined and reduced the part count (surprisingly!) by about 200 parts, with overall frame rate improvement that makes this much more playable. I love the asymmetrical look of this and continued toying with it to be even more efficient, while maintaining the original vision. I'm not sure the "Mk3" version actually worked, so I'll probably stop iterating there. But it's a cool direction for non-symmetrical spacecraft design! Redesigned: Kerbin Shipyards (Mk2)
-
I like this challenge, I think I'll start designing a mission to go for Rank 2 or maybe Rank 3. Hopefully the OP is still active? (last post I see back in February)
-
Thanks! So far, I've been pretty lucky not having any K-bombs (of course, now I say that... and BOOM). Technically, it might be that A) I'm using Kerbal Joint Reinforcement and B) don't use Autostruts? Honestly, I have no idea. LOL
-
The Duna Mission continues! With a spacecraft created from concept art, I set about planning to build this in orbit. But rather than just assemble it floating in space... I thought a proper "orbital gantry" was in order or, as it has come to be called, the Kerbin Shipyards. It's designed to fit around the Duna Mission Vehicle, with extensible (not actually moving) cranes to facilitate the construction, plus all the operational, habitation, material storage, and fuel refining infrastructure to support the orbital construction. This actually evolved from an originally symmetrical idea and then into something much more organic, with each side of the Shipyard having a majority function. There are plenty of docking ports, but not so many that you can just dock anywhere. This is a controlled facility and it was "built" in orbit over many years and always with a pragmatic sensibility. So then testing it in orbit (Hyperedit), a curious thing happened: It loaded... sideways. Of course, in space there is no "up" or "down" and once in orbit the configuration switched from a horizontal plane to much more vertical! (Orbital Camera View) While the inflatable habitats (on the left, above) sitting below the "plane" of the construction perimeter HAD been my favorite aspect, suddenly they're off the side in a gorgeous asymmetrical sort of tower. The Main Docking for construction is sitting off the side, giving it a kind of "sidecar" look. The best part of this happy accident is that the fueling area becomes a "floor" for the Shipyard, while the cranes appear to hang off the "top". Whereas the radiator panels had been on the bottom, now they're making so much more sense off the side. Needless to say, I'm now re-designing with a more vertical / asymmetrical sensibility. I'll post more as this evolves. Also... the frame rate is ridiculous (currently 647 parts and just shy of 1,000,000 kg mass) so I'm going to scale back this iteration so it's actually playable. You can see more images at my Imgur album: Concept to KSP: Mars Mission Vehicle.
-
Great work! Lots of key details in all the right places on the blueprint. Also really like the simplified / standardized approach for a Career game launch arsenal. I try to do the same thing in mine, but nowhere near as organized as yours.
-
My latest 1.6.1 KSP install is running really smoothly, so I'm surprised that all of the sudden I'm getting a ton of logspam and KSP is CTD'ing, so I'm trying to understand what I'm seeing in the log. Can anyone identify what this error is coming from? Is this mod-related or something with Unity? Here's a portion of the spam which (I assume?) is contributing to my CTD problem: [LOG 20:47:57.396] [PartSet]: Failed to add Resource 374119730 to Simulation PartSet:13702 as corresponding Part FL-TX1800 Fuel Tank-290656617 SimulationResource was not found. [LOG 20:47:57.396] [PartSet]: Failed to add Resource 374119730 to Simulation PartSet:13702 as corresponding Part FL-TX1800 Fuel Tank-290656617 SimulationResource was not found. [LOG 20:47:57.396] [PartSet]: Failed to add Resource 374119730 to Simulation PartSet:13652 as corresponding Part FL-TX1800 Fuel Tank-290656617 SimulationResource was not found. [LOG 20:47:57.396] [PartSet]: Failed to add Resource 374119730 to Simulation PartSet:13652 as corresponding Part FL-TX1800 Fuel Tank-290656617 SimulationResource was not found. [LOG 20:47:57.396] [PartSet]: Failed to add Resource 374119730 to Simulation PartSet:13601 as corresponding Part FL-TX1800 Fuel Tank-290656617 SimulationResource was not found. [LOG 20:47:57.396] [PartSet]: Failed to add Resource 374119730 to Simulation PartSet:13601 as corresponding Part FL-TX1800 Fuel Tank-290656617 SimulationResource was not found. Here's the full log file for reference: KSP Log 032719 T2148.log Background: I'm getting this now when I'm playing a Sandbox game, which it doesn't seem to happen in my Career game The CTDs are happening since I've been building a large spacecraft that has ~ 500 parts, plus adding a bunch more (attached station) So far this is only in the SPH, since it's just been since I'm building this craft. I haven't had any problems in Map/Flight or KSC/Menu. My system specs: i5 6600, GTX 1060, 16GB RAM, Win10 Also, here are the mods I'm running: Thanks for any help ya'll can provide!
-
Concept to KSP Going through my "inspiration folder" for Spaceship Design, I found this concept artwork (I've had it a while) from this very cool artist over at DeviantArt. It's presumably based on the Nautilus X concept, but with a much more stylized and technical look. It occurred to me...that I might build it in KSP. "Mission Mars Vehicle" - original concept art by Dofresh: My iteration of the Duna Mission Vehicle (DMV), including the DMV:LAR (Land and Return) and DMV:CCT (Crew & Cargo Transfer) Vehicles Here are more images from the build process: I've optimized it for a round trip to Duna, which was quite a challenge given the design isn't efficient in KSP terms. It has a little over 3400 m/s in the main ship, with enough dV for the lander to make a round trip to the surface. Both the LAR and CCT are independently RCS balanced and have sufficient dV and power generation aboard to make them quite versatile. I had to modify the concept art design slightly to allow the the solar panels, large comms boom, and radiator boom to be assembled in orbit, as well as the articulated solar panel at the front wasn't feasible. The intention is to bring this to orbit over multiple launches: Drive section (connected with Sr. docking ports just behind the Command section Cargo Pods (3x in one launch) Command/Hab section (RCS balanced for docking) DMV Lander (rear docking hub) DMV Crew & Cargo Transfer (front docking port) Solar Panels / Comms / Radiators (with separate tugs for construction) Then it's off to Duna!
-
Hi there, wondering about compatibility with ReStock and using the .whitelist file? Is there a sample whitelist file available for SXT, or perhaps it's got that file/compatibility in the most recent download? In previous installs, SXT was usually in my load order, but I haven't downloaded since ReStock was released. I'll go ahead and install and report back if I run into any issues. Thanks!
-
26 (-)
- 14,980 replies
-
- the number war
- electric boogaloo
-
(and 1 more)
Tagged with:
-
26 (-)
- 14,980 replies
-
- the number war
- electric boogaloo
-
(and 1 more)
Tagged with:
-
26 (-)
- 14,980 replies
-
- the number war
- electric boogaloo
-
(and 1 more)
Tagged with:
-
I love this idea and it could be cool to make this canon across KSP. If promoted well and people buy into it, this could be a great crowd-sourced lore resource. I think since we're talking about mods, it would be only fitting to recognize the amazing modders who make KSP (beyond vanilla) what it really is. I based this list off CKAN total mod downloads for each author. The most-downloaded mods therefore represent the most well-known mod work, so it would be fitting that the largest cities correspond to the most downloads. In addition, a number of extremely committed modders may not have the most downloads, but bring a huge amount to the game & community. Here are some suggestions based on the list of modders (reveal spoiler) and some example city names: List of modders (from CKAN only) Example city names: CITY NAME MODDER WazWaz WazWaz Igorza IgorZ RoverDudenshire RoverDude Bobpalmeria BobPalmer Cybujrda Cybutek/JrBudda BAC-Nine bac9 Naegraphin NathanKell/Eggrobin/Raidemick/PhineasFreak Triggeraugsburg TriggerAU FreeTown IFS FreeThinker Blackrackstone Blackrack Lingamgur Linuxgamerguru Raider Hills Raidernick Nerteallia Nertea Gailileonton Galileo88 Demagicksville DMagic Blowshuizen Blowfish Nilsstraat Nils277 Cobaltwulfstedt CobaltWolf Bealesbridge Beale Paulus Rextigris Paul_Kingtiger Daishi-zuru Daishi Corazon Negra Blackheart612 Allistana Allista Snarkistallia Snark SuiIinsan SuicidalInsanity Tiktallik Tiktallik Dreaming NOTE: These are all completely suggestions or a starting point for discussion. I've tried to incorporate aspects of city names from various different countries and languages. Some might be trying to hard to be interesting city names, but I thought it better to be creative with these rather than just using modder/forum names. Of course, it would be great to actually get the modder's own impressions of their respective city name(s) and if they might have any input. Basically, just a few thoughts to get the ball rolling!
-
I thought I'd share some of my "greatest hits" as far as designs and spacecraft: Diptera Flying Rover Munar Corps Drilling Station (MCDS) - Alpha 75 Duna Rover - Inflatable / Heatshield lander system Spirit of Jebediah Orbital Vehicle Munar Hab Station (docked with Spirit of Jebediah) Olympus Orbital Facility Experimental SSTO Multi-launch Space Station (Tantares & BDB exclusively) Apollo-style Moonshot (when ReStock released)
-
Nice! I got here just in time!
- 14,980 replies
-
- the number war
- electric boogaloo
-
(and 1 more)
Tagged with:
-
-64 (-)
- 14,980 replies
-
- the number war
- electric boogaloo
-
(and 1 more)
Tagged with:
-
The 1.6.1 Career game continues! Up this time, it's a pair of transfer windows for Urluum and Neidon which arrive in 23 & 26 days respectively. Since they're so far out, these needed to be probes, but I wanted to further refine my monopropellant-fueled unmanned spacecraft design. My previous Long Range Science class (for exploration of Sarnus) was a bit over-built to satisfy a broader mission. So I wanted something with higher dV capabilities, but overall more streamlined. I think this design satisfies the mission parameters much more efficiently. Deep Space Explorer (Mk1) - DSE-006 Urluum (16 years to arrival) & DSE-007 Neidon (23 years to arrival) Having just unlocked the HG-55 Antenna, the probe *should* have enough power to communicate back to KSC all the (re-runnable, 100% return) science experiments within the standard X.2 Science Package (front). If not, hopefully sometime in the next 16-23 years... the KSC should be able to unlock and send into orbit much larger relays to support these probes. Since I've only unlocked smaller solar panels at this stage, there is a serious question of power reliability once arrived at their destinations. The probe packs about 2000 e/c in order to transmit science, but recharging the batteries may take a long time.
-
Alternate timezone ban!
-
-64 (-)
- 14,980 replies
-
- the number war
- electric boogaloo
-
(and 1 more)
Tagged with:
-
-65 (-)
- 14,980 replies
-
- the number war
- electric boogaloo
-
(and 1 more)
Tagged with:
-
-61 (-)
- 14,980 replies
-
- the number war
- electric boogaloo
-
(and 1 more)
Tagged with:
-
-60 (-)
- 14,980 replies
-
- the number war
- electric boogaloo
-
(and 1 more)
Tagged with: