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XLjedi

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Posts posted by XLjedi

  1. On 7/14/2022 at 3:19 AM, AlamoVampire said:

    Currently as I type this im playing MSFS 2020.

    Last time I tried playing that (and don't get me wrong, it's good an all) I tried to qualify for the pilots license or something like that with the C-172 and couldn't pass the test.  Got frustrated and just stopped playing...  apparently, there is no option to take a pic of your RL pilot license and just send that in to qualify for a license in MSFS.

  2. 30 minutes ago, Superfluous J said:

    I own that. Never got into it after multiple attempts to.

    Can't blame you... the gameplay is presented (thru tutorials) that lead you down a path of destruction and rage quitting.

    It's when you realize the engine that drives all aggression towards you is entirely under your control, that it begins to feel like a simple sandbox.

  3. 16 minutes ago, Cruesoe said:

    I'm only really interested in the file scrape of parts. Building my own Unkerballed Start tree and I just want to make it easier on myself to move the parts.  The hardest bit of which is making the database list!

    Thanks for checking, I'll see if I can fiddle with it some more.

    There are two concepts the file covers with regard to part scraping.  I pull the part info from the craft file of course, but I also have code associated with the "parts" tab that scrapes all part data from the game itself.  Let me know if you have any questions on either.  

    The "Files" tab also includes code that pulls all subdirectories from a give directory, which helps tremendously in that respect.  So I guess there are three tools at play.

    I suppose a first step in your case would be to make sure the "E:" file reference at the top of the "Parts" page is correct for your directory structure and then try to identify which line of code in VBA is causing your error.

     

  4. @Cruesoe I was able to confirm the file still works fine with the latest version of KSP.   I was able to load a 1.11.1 craft file without incident.

    I'm using Office Pro 2010

    When I have had problems in the past it was most often caused by not updating the craft file folder extensions correctly.  That would be the first place I would look.  Do you have the file directory structures correct for the craft you want to analyze?

    I do have a version of O365 that I will also check with the same 1.11.1 craft file just to make sure it's not something wonky with Excel.

  5. 1 hour ago, Cruesoe said:

    I'm playing around with this after already using Excel to build my TechTree, really interested in the scraping of files to get part data but I just can't get it to  work.

    Keep getting a VBA error on the Parts tab.  I can pull the files into the 'Files' tab but thats the only sheet that seems to work for me.

    Any tips here @XLjedi?

    Which version of Excel?

  6. 4 minutes ago, Master39 said:

    The problem is, of all the sandbox space games out there the only "real science*" one is basically KSP (and simple rockets 2, but that game can't keep up with KSP1, it has no chances against KSP2).

    I'd love a Space Engineers, Stationeers or Starbase build model on top of KSP's realism* and "space administration tycoon" gameplay, but sadly those great build models are always locked behind some cheap simplified space Minecraft openworld survival model and with absurd "just point straight up and you're in space" orbital mechanics.

     

    * No, I don't want to talk again of how unrealistic and bad-sciency Tinkerbell's fairy dust fuel is, is still more realistic than NMS or Space Engineers model of "space travel".

    The threat is actually from non-space games...  which are now beginning to dabble in space. 

    Question is, will they employ orbital mechanics?

  7. 4 hours ago, s_gamer101 said:

    Do you mean the parts as we know them from KSP 1 with „large pre-built parts“? If yes, why do you think that it is sliding towards obsolescence?

    Because in more advanced sandbox games... 

    You build the interior of the craft, program dials on the dashboard, build your own navigation systems, design deck layouts, electrical systems, piping, you build the engine you need using engine parts, you program HUDs to show you what you want to see.  You wander around inside of your creation performing tasks to accomplish the mission.  ...sometimes with friends on board.  You work on huge craft with robotic parts and hinges that allow you to deploy and retrieve craft from the hangar bays of your ship.  

    Comparatively, In KSP... 

    You start with "Fuel Tank",  slap on "Cockpit", add 3 "Fins", attach engine...  Launch. 

    Anything much more complex than that and you risk the wheels of your craft bouncing you off the surface of a planet, or not being able to use the fuel in your craft because the game is hopelessly bugged.  So in a game about space, you end up spending most of your time piddling around building neat little jets and cool stuff on Kerbin and seldom leave the atmosphere.  On the rare occasions you do venture into space, they don't bother to give you the spaceflight systems for the most basic of trajectory planning.  Relying on mods for things like transfer windows and launch scheduling is just ridiculous.    

  8. 6 hours ago, Orbital_Decay said:

    Well, thanks for the advice. It sounds like helicopters are kind of a dead-end in KSP...

    What about a Ka-50 (https://en.wikipedia.org/wiki/Kamov_Ka-50) style helicopter? It's not a compound helicopter but it does use the coaxial configuration you namedropped. No jets or propellers, just the rotors to hover around with. 

    Sure, you can make that.  You'll need reaction wheels for yaw control and the craft will just be slow.  

  9. The right way to make a conventional tail rotor helo in KSP is to not bother starting...

    They are at best clunky.  You can create something (I have) and it won't work well, and maybe you land it on a helipad or two around the KSC.  ...so toy quality with little mission usefulness for KSP rescue ops is what you end up with.  

    The most mission capable rescue helos in KSP that I've been able to make are coaxial designs, no tail rotor, and jet propulsion with reaction wheels for extra stability and yaw control.  They can hold hovers, and land on boats or water and travel several hundred km to retrieve downed Kerbals from sea or mountain.

    So people say my designs are not real "helicopters"  I think Sikorsky would beg to differ; the proper modern term is "Compound Helo"  (ref: S-97 Raider).  ...they have also been referred to as gyrodynes in the past.  They are not however gyrocopters.

  10. Which vessel is it?  ...all of them?

    I think in one of the updates they adjusted a docking node or something and I may still have access to the old part name, but if you only installed recently you may not have the older version of the part.  I will go thru and see if I can locate which craft might have the deprecated ports.  ...but if there is one you'd like me to look at first, let me know.

     

     

  11. My helipad looks like this right now...  for some reason?

    AdminHelipad.png

    As for my craft, which one gives the unknown details message? ...and what version of the game are you running?

    I only recently updated my two helos for the latest 1.10.1 version.  The aerodynamics must've been tweaked a bit for 1.10.1.  I was getting a slight roll to the left on my smaller helo that I had to counter with a bit of elevator trim, and the top speed seems to have improved by 5 m/s.  Could be the higher speed caused roll to become evident that I didn't see previously.

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