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KSP2 Release Notes
Everything posted by Tonka Crash
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Tonka Crash replied to IgorZ's topic in KSP1 Mod Releases
Most of the base is built on site using: The docking tubes are from KPBS, but I think I increased the range they connect. I think MKS and Pathfinder both have equivalents for these, but I don't use either. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Tonka Crash replied to IgorZ's topic in KSP1 Mod Releases
You can post them, but there are no guarantees that we will see a problem. It also helps to describe what's going wrong or even post a video of the problem. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Tonka Crash replied to IgorZ's topic in KSP1 Mod Releases
The simplest is to edit the settings.cfg file and find the following section. Change "addWhatYouWantHere1" and "addWahtYouWantHere2" to whatever part you want. Add as many parts as you want, one line at a time. The problem is this will be overwritten everytime you update KIS. StackableItemOverride { partName = addWhatYouWantHere1 partName = addWhatYouWantHere2 } Or you create a patch. Any file ending .cfg located under GameData works. I have mine in "GameData\ZZZ_Personal_Patches\Mod_Patches\KIS-KAS_tweaks.cfg" @KISConfig:FINAL // Only use FINAL for your personal patches // when you want them to run after everything else { // KIS disables stacking if Tweakscale is installed. I limit use of Tweakscale to // "simple" parts like structural pieces & fuel tanks. For me manufactured "tech" // pieces like solar panels and lights are a fixed size and should stack. // @StackableItemOverride { partName = KAS.CH1 partName = KAS.JS1 partName = KAS.PCB1 partName = KAS.TB60 partName = KAS.TJ1 partName = KAS.TJ2 partName = KAS.W1 partName = KAS.W2 partName = spotLight1 partName = spotLight2 partName = ladderRadial partName = W485_SufaceLight partName = W485_SurfaceOmniLight partName = W485_Suface4WayLight partName = solarPanels1 partName = solarPanels2 partName = solarPanels3 } } -
[1.12] Extraplanetary Launchpads v6.99.3
Tonka Crash replied to taniwha's topic in KSP1 Mod Releases
Do you know if the Station Parts mod is even coded to support EL resources? It doesn't matter which resource switcher you use if the part does include definitions for the resources you want to store. I chose to use USI Kontainers and had to rewrite all the patches for the parts to use the resources I wanted. Tweakscale is the only mod that I know that "breaks" stackability. KIS is intentionally disabling stacking if Tweakscale is installed. You can override it by edit or patching the KIS/setttings.cfg USI/MKS uses Global Construction as it's default construction mod, so it's resource chain is built around that. -
@strider3 Open up SMART.A.S.S and set to Surf Up and Translatron in Keep Vert mode. In Keep Vert mode, Tranlatron will keep vertical speed to what you set. SMART.A.S.S Surf Up tries to keep your nose point at the sky. So what I do is set my modes, then give Translatron a couple clicks up to climb and then click back to 0 when I'm at the altitude I want. With Translatron a 0 you will hover until you are out of gas. Now I can use either RCS or tilt the rocket in the direction I want to go. I find it easiest to roll so pitch inputs go to/from the primary direction I want. Yaw then tilts to slide left/right. When I get to the target area I slow down with RCS or tilting or hit the Kill H/S to stop completely if I'm moving slow enough. Then click Translatron to -1 or -2 to settle back to the ground. The Kill H/S check box in Tranlatron will try to stop any horizontal motion by tilting the rocket. It can be very aggressive if you are moving fast. Make sure it's unchecked before you try to liftoff or you won't be going anywhere. Don't try to engage it low and moving fast. Also if you are hovering and check it, then uncheck it SMART.A.S.S will disengage. So be sure to click the SURF UP button again or you will start to tumble. I always make a quicksave before starting a maneuver just in case I screw it up. And usually I keep the speeds relatively slow at less than 5 m/s if I'm just doing a reposition and I'm only a few meters up. Although I've cruised across Minmus flats at 40 m/s just a couple meters off the ground.
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I don't use this feature often so I don't know if it works this way for this mode. Do it once and revert to launch after the circularization completes and do it again. MechJeb needs the first attempt to determine the time required for the launch for your spacecraft. The first launch is normally done with no lead time. On the second attempt MechJeb should load an updated estimate of when it needs to launch. At least it works that way for launch to intercept (which I use a lot).
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Tonka Crash replied to IgorZ's topic in KSP1 Mod Releases
Is English your first language? I find KAS trivially easy to use, so I have no idea what your are asking, and it won't be changing unless you can describe how it needs to change. -
@antipro Have you tried the Classic Assent Profile? I think it's the default method and it's the one I've always used. The other thing is it appears you are using the official release instead of the DEV build. The official releases seem to only get updated once for each major game release. The DEV builds get much more frequent updates and your issue may be fixed in it. You do run the risk of a DEV build breaking some aspects, but it's trivially easy to roll back to a working version if you have issues. Installing DEV builds are described in the first post of this thread.
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MechJeb is repeatable, but not terribly accurate. I have a Mun base that every craft will miss the landing aim point from 100m-1500m. If I want precise landings I have to work up unique coordinates to feed into MechJeb for each craft design. Eventually I quit worrying about that and just manually adjust the touchdown point with MechJeb in control. You know you can still fly the craft with MechJeb controlling the landing? I usually turn on RCS turn the final descent and manually move the touchdown point. If that doesn't work I use the Translatron to hover taxi from where I landed to where I need to be or do silly things like hover over to a docking port on my base.
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Horizontal Science Lab please!
Tonka Crash replied to Maxi42's topic in KSP1 Suggestions & Development Discussion
The stock game doesn't really have too many parts tailored to use in bases. If it's that important to you, look at mods. Mk2 Expansion and Kerbal Planetary Base Systems both have labs that I use that are oriented horizontal and I'm sure there are many more. -
Fixed it for you. One of the biggest problems with people new to forums (not just this one) is they think they are the first person to ever have their problem, so they don't bother searching for an answer before posting. I think its good of you to take the time to update the thread titles. I do check them, but I also check for what changed either in the OP or at the end the thread when there are updates. I use CKAN. So when I see an update available I use the CKAN link to the forum thread to check what changed. Mainly to decide if it looks potentially save breaking to decide if it's worth doing a full game backup before applying updates. Some like ReStock are always potential game breakers, but something like Click Through Blocker shouldn't be unless you go and completely change the functionality.
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One could reasonably expect cookies instead of dog food. A better analogy for the "1789 style cookies to go" would be the people that start asking more questions. Are there nuts inside? Are these paleo? Are these gluten free? Are these non-dairy? Are they vegan? Are these non-GMO? Did these use locally sourced ingredients? Were they baked with fossil fuels or renewable energy? It's impossible to satisfy every one with a simple sign. (FYI, Never take home made cookies to work)
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Mechjeb ascent guidance does not autowarp
Tonka Crash replied to antipro's topic in KSP1 Mods Discussions
@antipro A common reason is you don't have enough reaction wheels to rotate to the next maneuver node. MechJeb will rotate the rocket to point at the next maneuver node before warp. If you don't have reaction wheels or they are too small to easily turn the rocket you may never see it warp. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Tonka Crash replied to IgorZ's topic in KSP1 Mod Releases
They're just stock struts, but reskinned by ReStock like most of the other parts. When you extend the winch the struts break just like they do if they are mounted across a decoupler. And yes that is the Taurus HCV. It's one of the few high capacity capsules available in any mod (7-seat, 3.75m) I've since started using the Wyvern (5-seat 2.5m) capsule as well. I have no need for a bunch of 1/2/3 man pods so I don't install many crew capsules from parts packs, but would definitely use more high capacity capsules. -
[1.12] Extraplanetary Launchpads v6.99.3
Tonka Crash replied to taniwha's topic in KSP1 Mod Releases
Material Kits are also produced as part of the recipe chain for USI-MKS that uses Global Construction for building ships. Material Kits in MKS are roughly equivalent to Rocket Parts in EL. If I were to use OSE Workshop in a game with EL, I'd look at switching it over to use Rocket Parts instead of Material Kits instead of converting Material Kits into Rocket Parts. You are pretty much on your own to figure out how to modify your game to work the way you want. For example I wanted to use the USI Kontainers instead of the EL's hexcans. So I wrote my own patches to replace the MKS resources with the ones I actually needed for EL. Personally I've never seen the point to OSE Workshop if you can build complete ships with EL. OSE Workshop just builds parts that you still have to assemble. If I need just a couple parts, it's not that difficult for me to go into the VAB stick them in a KIS container, save it and then build that on site. No extra workshop needed, no new resource chain. -
[1.10.1.2] The Martian for KSP (MAV Release)
Tonka Crash replied to bcink's topic in KSP1 Mod Releases
@bcink I was wondering if you would consider any "inspired by" extensions to this mod like a mobile science lab or storage tanks for the rover in place of the flatbed? -
There's nothing stopping you from doing that if you want to. I doubt many have because the arm is only functional on the ground.
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[1.12] Extraplanetary Launchpads v6.99.3
Tonka Crash replied to taniwha's topic in KSP1 Mod Releases
@taniwha I managed to get my resource extractor/processor to deploy high enough. I stuck an I-beam next to the drill that would be buried the deepest. It hangs a little lower than the drill head. When it deployed the I-beam made contact with the ground and was "bent" over quite a bit so the the ground still passed through the tubular segment of the drill just below the the gray vent above the drill bits. But this was higher than before and enough that all drills successfully extract ore. Final gratuitous shot of the base: @taniwha If it helps this is the MM Cache version of the problem drill -
[1.12] Extraplanetary Launchpads v6.99.3
Tonka Crash replied to taniwha's topic in KSP1 Mod Releases
@pmoffitt For bases I don't really expand on existing structures often. Typically I use the flexible corridors in KPBS to connect separate buildings together. I also use USI Konstruction ports to weld sections together on ground (Docking is a pain on the ground) and in Orbit (a lot). I haven't quite got the hang of the EL Micropads. I'm also not poophole enough to lay everything out beforehand so everything is adhoc. Bases expand organically as I need things or contracts ask for things. I also try to build big with as few parts as possible. This base is the primary resource extraction point for Kerbin's SOI. It's primary purpose is to support a shipyard in orbit that has begun building components for Minmus. Below is the base before this latest addon. It's located in the valley between the Twin Craters which was the best compromise for concentrations of Ore and MetalOre in my game that wasn't far off the equator. It started with the resource extraction and drilling platform at the left. It's got a probe core to control it and a Survey Station to allow building onsite with EL. When I unlocked it, I skycraned a smelter onto it. The big USI Kontainer marked ROK (Rocket Parts in my game) was dropped by skycrane early on to support building the additional resource storage attached to the ROK Kontainer. There is also a KPBS workshop on this building that was flown down around the same time. It's kind of hidden behind the automated Rocket Parts factory from EL. There is a recycler from Keridian Dynamics to the right foreground at the base of the tower next to the green Kontainer with the Recycling logo. Pretty much anything that makes it to here and isn't needed is recycled. Next the Launchpad in the background was built onsite It's the only part I worried about orienting. It's lined up with the approach path from orbit. By this point the base was supporting my station in orbit. The big crewed section was built on site to fulfill several contracts (Science lab, hab space and life support) I added another workshop. The smallish building in the middle of everything has a reactor to power everything (I was suffering brownout with everything running on fuel cells) It also has a uranium extractor that chews through Ore like crazy which is why I need the new resource extractor, the original I landed can't keep up with demand. . Staff: 10 Engineers, 6 Scientists and a Pilot Here's a closeup of the launchpad with my Ore Hopper reloading for another run to orbit. You can see a Kerbal running the RTS-1. Simple Logistics is used to transfer resources between the Launchpad and the base and a KAS RTS-1 resource transfer unit to refuel the lander. Simple Logistics is pretty limited. It works great for how I use it pulling resources from the base to the pad and pushing USI Supplies, but doesn't work at all for things like calculating EL productivity of a base, so all manned buildings are connected by KPBS flex tubes. One thing to keep in mind with lights, too many will kill your frame rate. I hate wandering around in the dark, but I try to be selective about where I put lights. This is the shipyard in orbit. Crew capacity is around 80, but I think there are around 35 Kerbals permanent staff: a couple pilots and the rest about 50/50 scientists and engineers. This was mostly built in orbit with just the first few modules launched from Kerbin. At this point in my game manned missions are the only thing that routinely launch from KSC. If I can, I build it in Mun Orbit. -
[1.12] Extraplanetary Launchpads v6.99.3
Tonka Crash replied to taniwha's topic in KSP1 Mod Releases
@taniwha I think the colliders in @SuicidalInsanity's drills are not defined correctly or whatever it is you used to calculate height above the terrain. I made a save just before I finalized the build just in case I had problems. So I went back to the SPH and moved the drilling rig up a little bit replaced it in the save and spawned it again. First time so the drills were just clear of the ground and a second time where they were clear of the ground by the diameter of the bits on the drill head. Each time it spawned on the runway at the new height, but it always spawns at the same height with 2 of the 3 drills too far into the ground. So I think when you calculate the height it's using a reference point on the drill that is too high up and won't keep them clear of the ground. I ran out of time tonight to play with it, but I'm just going to put a I-beam or something at the aft end to force a collider to the min height I need for this to work. To be clear, I do not think this is a bug with how you calculate height above terrain, but a problem with the mod parts I'm using. -
[1.12] Extraplanetary Launchpads v6.99.3
Tonka Crash replied to taniwha's topic in KSP1 Mod Releases
@taniwha Any idea What determines contact with the ground for a drill? I just completed a drilling rig/resource processor on Mun. I used 3 drills from @SuicidalInsanity's Stockalike Mining Extension mod. When I try to start extracting ore the two right most drills get an error "No Ground Contact" The left most has no problem. They all checked ok when launched directly to the runway. I did multiple launches to the runway to make sure I had the core heat handled with everything running. Rotated to show the extension through the ground. I quit and restarted KSP to check and the two drills still fail to sense the ground. As built in the SPH