Jump to content

Tonka Crash

Members
  • Posts

    1,411
  • Joined

  • Last visited

Everything posted by Tonka Crash

  1. I used to enjoy offroading as a hobby. A 45 degree slope was easy, my limit was around 60 degrees. I got annoyed that rovers in KSP get hung up on even moderate inclines of 10-20 degrees, I've seen steeper driveways. Digging into it, one thing I found is Squad wheels have a high initial torque that tapers off pretty rapidly as the speed increases. I changed the torque output of the wheels to better represent a real world electric motor, mainly Tesla dynometer results. These have a flat torque curve up to about 50% of their speed limit and then taper off to the limit speed of the wheel. Wheels from some of the mods I use are mixed in with this.
  2. @king of nowhere I modified the Torque curves of all the wheels. I used go 4x4ing in a Nissan Xterra and it could climb a 60 deg slope, so getting stuck on a 10 degree incline really annoyed me. The way squad has the wheels set up the torque tapers off pretty rapidly as speed increases. This is not how electric motors generally work in the real world. They usually have a flat torque output until the fall off at their peak speed. This is what I use for the TR-2L, you might give it a try: @PART[wheelMed] { // RoveMax TR-2L @MODULE[ModuleWheelMotor] { -torqueCurve {} torqueCurve { key = 0 2.1 0 0 key = 5 2.1 0 0 key = 15 2.1 0 0 key = 25 2.1 0 0 key = 52 0.5 0 0 key = 58 0 0 0 } } @MODULE[ModuleWheelBrakes] { @maxBrakeTorque = 2.1 } } I just got done Baja racing a rover 170km across the Mun and was getting 100m+ in the air after running 30m/s up some crater rims. With MechJeb SAS the thing handled acted like a cat to keep the wheels pointed at the ground.
  3. Has anyone ever written even a partial patch to incorporate Indicator Lights for this mod they would be willing to share? Lack of a patch is the primary reason I don't use this. I like having the indicators on crewed parts to easily tell where Kerbals are hiding on my bases and stations.
  4. How is this related to KSP at all? Sounds like a support problem for Microsoft or Google.
  5. You continue to make no sense . If you don't like the parts in this pack nothing is preventing you from changing them. I don't really either since they don't match the style of most parts I use. Instead of complaining about it here I just went and found parts I did like and figured out how to replace the functions of each part in this mod with parts from Keridian Dynamics, USI Kontainers, and Stockalike Mining Extension. Then I keep the EL parts from appearing in my game to declutter the VAB part list.
  6. @TriggerAu I have a solar powered rover on the Mun that I keep forgetting to check on during daylight hours. As a feature request: I think would be useful is being able to set a timer for sunrise on a celestial body.
  7. Sometime in the last week I noticed MechJeb picked up a PAW menu with some adjustments for rovers. I'm not sure what even triggers these options to appear because I don't see it on all landed vessels. Is it vessels with wheels? With the numerous updates over the last month I missed when this was introduced. How do these settings affect the behavior of MechJeb? I can't test it on the rover below as it's has a Breaking Ground scanner arm, so even turning on MechJeb on the Mun wants to flip it. Testing on a simple rover at KSC I couldn't see any impact.
  8. @Fatgecko5 Are you staging the decoupler or activating it manually? I ran into an issue a few months ago while researching winch based skycranes and was finding that activating staging if a winch connection was on a craft caused all stages to fire at once. But I never got around to isolating it. KIS (not KAS) has this problem with KSP 1.10. Inventories and attaching parts on EVA are KIS. You'll have to wait for KIS to be updated and maybe KSP as well.
  9. You need KIS to attach parts in flight. It's not difficult, but KIS is having some problems in 1.10, so good luck.
  10. 3.75m and 5m capsule, lander can and passenger cabins. There are lots of mods for "small" parts but not nearly as many for larger sizes with high crew capacities. I want landers on the scale of 2001's Aries 1B with a capacity of a couple dozen tourists.
  11. The animations for the furnaces still work. The resource converter module will probably need a rewrite to work with your resource chain.
  12. @zer0Kerbal has been pretty quiet lately, but I've been using parts of this since 1.6 and played a little in 1.10 before going back to 1.9.1 to wait for 1.10.1 to come out. I patched most of the parts to work how I wanted to replace equivalent EL parts for my game. I'm not using any of the container system, but most other parts and animations seem to work fine if you're willing to rewrite the patches for whatever mods you want to use. The stock patches are a bit out of date. The only "bug" I haven't sorted out is getting the roller animation in the recycler to toggle with "activating" the recycle function. I have two separate toggles one to turn on rollers and one for recycling.
  13. @DeadJohn I've attached the stock docking port to nodes directly out of KIS storage without issues in 1.9.1. I think you have a mod interaction issue and you will need to figure out what's causing it. The typical way is to back up your entire game tree then start deleting mods until you find the one causing the problem. I do have a guess, but I don't use SSPE myself and have never seen this problem. In GameData/StationPartsExpansionRedux/Patches/SSPXr-StockPartReplacements.cfg try commenting out the section on dockingport2. It's putting a B9Partswitch option on the dockingport. It may be doing something bad when you attach it directly out of KIS storage. Edit to add: one of the reason I think it's a mod interaction issue is there actually aren't any errors being logged around the issue. Something about the docking port is different and the B9PS switch is one thing I could see.
  14. @DeadJohn Do you still have a KSP.log with the problem. Many of us prefer it over the player.log
  15. Don't know what to tell you. It works in my game. I copy/pasted from the scripts I use. If you have all but the 2.5m working it's probably a typo on your end.
  16. Yeah I was, but I had not experienced that bug causing CTDs. Glad it's fixed.
  17. Probably not. Look for an update sometime after 1.10.1 comes out
  18. You need to add the Magnetometer to the whitelist: Squad/Parts/Science/Magnetometer/
  19. For now just rename the patches to end .txt so they don't load and you should be able to get past this problem.
  20. It's trivial to revert to using the stock fairings with ReStock in 1.10. If you are going to use mods on newly updated versions of KSP you need to learn to work around problems until the mods can be fixed. At least ReStock has a team actively trying to support this mod unlike many that have been abandoned over the years. Create a whitelist file for the stock fairings. This tell ReStock to load the the stock textures. Create a file somewhere under GameData ending in .restockwhitelist. Mine is GameData/ZZZ_PersonalPatches/ZZZ.restockwhitelist and include: Squad/Parts/Aero/fairings/ Next add a patch to tell ReStock to ignore it's textures and use the stock parts. Mine is GameData/ZZZ_PersonalPatches/RestockIgnore.cfg @PART[fairingSize1]:BEFORE[000_ReStock] { RestockIgnore = True } @PART[fairingSize1p5]:BEFORE[000_ReStock] { RestockIgnore = True } @PART[fairingSize2]:BEFORE[000_ReStock] { RestockIgnore = True } @PART[fairingSize3]:BEFORE[000_ReStock] { RestockIgnore = True } @PART[fairingSize4]:BEFORE[000_ReStock] { RestockIgnore = True } This deals with the fairings ReStock replaces. I haven't worried about the size0 fairing ReStockPlus adds or the NFLV fairings. I don't use them frequently enough to worry about them yet.
  21. @DefenderX1 I'm not seeing anything really new. TweakScale is throwing exceptions every time you click on a part, but it does that in 1.10 and Lisias can fix it. Have you tried building a different craft? I have seen a couple crashes to desktop with 1.10, but really haven't spent a lot of time playing since 1.10.
  22. @Duke Leto It's called SimpleLogistics for a reason. It shares resources and that's it. You ships aren't docked together, so skills bonus don't transfer.
×
×
  • Create New...