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Friznit

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Posts posted by Friznit

  1. I'm trying to +PART a model but it's getting removed by a separate NEEDS check.  How can I overwrite the NEEDS?

    Specifically, Universal Storage 2 USSolidWasteWedge NEEDS Kerbalism, which I'm not running so it gets deleted.  I'd like to +PART the wedge and use it for Snacks Soil.  What order should I run my patch in?

    BEFORE won't work I assume, because MM needs US2 to load first so my patch has something to +PART

    AFTER doesn't work because the part doesn't load due to a failed NEEDS check in the US2 config.

    Spoiler

     

    //Snacks Soil!
    +PART[USSolidWasteWedge]:NEEDS[SnacksUtils,UniversalStorage2]
    {
        // Base attributes
            @name = SnacksSoilWedge
            @title = Snacks Soil Tank
            @tags = Snacks
            @description = Solid waste tank for Snacks

        // Plugin control
            @MODULE[USFuelSwitch]
            {
                //name = USFuelSwitch
                //SwitchID = 0
                @resourceNames = Soil;Soil;Soil;Soil
                @resourceAmounts = 125;250;375;500
                @initialResourceAmounts = 0;0;0;0
            }
    }

     

     

  2. Picture two overlapping circles with the same circumference.  It takes the same amount of time to travel around the circles even though they they don't have the same centre point.  Ap/Pe is essentially just a measure from the centre point to the "top" and "bottom" of the ellipse.  SMA is the important number here because it's a measure of how big the ellipse is (and therefore how long it takes to travel around it).  Same SMA = same orbital period.

  3. 3 hours ago, The Acid Falcon said:

    I occasionally use PVG with mechjeb, but I've attempted many manual launches of the proton-kvant set up as well. Wouldn't using SMURFF cause some of the parts that are balanced well in JNSQ to be out of balance again?

    You need around 5k dV to get into LKO in JNSQ.  Kvant-1 with FGB-derived tug on a Proton-K with Blok-D upper stage can just about achieve that if you reduce the monoprop fuel in the FGB a bit but you won't have much left over for orbital rendezvous.  If you dispense with the tug and re-purpose the Blok-D (or Briz) as a mini tug you should get around 6K dv, which is sufficient.  Alternatively lob a tug up separately and RV in orbit for the final positioning and docking.

  4. 4 hours ago, Beale said:

    Hmmm, this is frustrating - all the legacy parts were backwards compatbile right until I hidden them, and now it seems to be causing issues.
    I thought techHidden makes them invisible but still accessible, but now I am concerned exactly what it does. :/

    It does work like that but I suspect you're pointing to the same model but with a different name, so the first is getting ignored.  I've updated all the craft file and it should be relatively straight forward to edit a savegame and find/replace the old RCS names with the new ones.

  5. On 2/23/2020 at 1:00 AM, Frandsen said:

    Could anyone hook me up with the craft files for this lovely lady ?
     

    I've done a rough build guide for Mir.  I've not documented every module in detail but hopefully it serves as a reference.  I'll chuck the craft files to Beale for adding to the collection - they probably not 100% perfect but good enough.

    https://github.com/friznit/Unofficial-Tantares-Wiki/wiki/Mir

  6. Sweet - I've set Rep decay to 10%, let's see how I get on!  I can reconcile that with the concept of my stakeholders (public relations/press/government) getting disillusioned with my inactivity and therefore my Reputation decreasing and so I'm less influential when it comes to securing funds in the next budget round.  Losing Rep because I've not spent the budget seems a bit counter intuitive to me though.

  7. I'm about about to hit the mid-game in my current JNSQ career with Bureaucracy and Strategia running together (half way through the tech tree and approaching Duna landing time).  Barring that one issue that you fixed immediately for me it's been pretty flawless so far.  I've dropped Rep rewards down to 50% because between Strategia, Contracts and Milestone rewards I'm already getting 1.5 mill budget every 30 days, which is more than enough (and avoiding some of the wildly generous Strategia options).

    On that note, it would be a nice added difficulty option to introduce Rep decay over time.  At the moment I can choose to trade Rep (and therefore future budget) for some Strategia options, or there is the occasional Rep loss from random events.  Otherwise there's little else that detracts from Rep unless I carelessly pancake a boatload of Kerbals.

    On the topic of big project funding, instead of loans I think I would prefer a Capital Investment allocation as a fourth option (i.e. allocate some budget each month to a savings pot), as it's more in the spirit of planning ahead.

  8. I particularly enjoy designing new launch vehicles and payloads so I tend to build Expendable LV's all the time and rarely use the same design twice.   Space infrastructure is driven by whatever end goal I set myself.  Previous career it was to do a full suite of ScanSat scans and land a probe on every body in the system, so that didn't require much in the way of space stations and fuelling outposts.  One before that was to colonise a distant planet with at least 30 kerbals, so that took a bit more infrastructure.

  9. On 2/24/2020 at 11:34 PM, dtoxic said:

    Hi, nice to see this mod is evolving so nice [last time i played ksp was 1.3], i have a question regarding Fresh Air config, (i enabled it by renaming it, and edited the name to Oxygen) the thing i am wondering now is, in your config the density of "Oxygen is (0.00435) but in the "CRP" it's 0.00000141 same goes for "Volume" in Snacks it;s 5 and CRP 1, what value is used in game if both mod's are present?

    I noticed that there's typically half the duration of Air available vs Snacks in crewed module by default.  I had assumed that was by design to encourage use of air scrubbers but your observation makes me wonder if it's an oversight?

    Also I've been farting around without much success trying to make a Module Manager patch for Universal Storage parts, mostly driven by the need to carry extra Air and Bad Air scrubbers (there aren't many options for the latter, even in Pathfinder).  It occurred to me after seeing your post that it's probably easier to simply rename Fresh Air to Oxygen and Bad Air to CO2 and then the US2 parts that are already configured that way would just work (though presumably some of the NEEDS rules would need to tweaked to include Snacks).

    Question is, would this break Pathfinder & Buffalo rover parts that have Snacks-related Air Scrubbers installed or is that all driven by the Fresh Air config?

  10. I've got craft files I think from your old download that cover Kvant, Kvant-2, Spektr, Priroda, Kristall and the core module.  They need scrubbing for the new part names but I think that pretty much covers it?

     

    Edit: btw when I'm done documenting things I'll chuck you all the craft files to add to the drop box - should be an example of every LV, spacecraft and space station module, give or take.

  11. 8 minutes ago, OrbitalManeuvers said:

    It's pretty awesome that you've taken on this pack, too. Thanks for your efforts!

    Big coincidence that I was reading about the Venera missions before seeing your post. Would the Molniya launch vehicle fit into your guide anywhere?  https://en.wikipedia.org/wiki/Molniya_(rocket)

    I've listed it under Vostok along with some of the other R-7 variants.  My crazy logic being that people would be most interested in building Sputnik, Vostok and Soyuz because they're the most famous ones, and whilst Luna/Voskhod/Molniya/Polyot were all variations along the way, there's a limited amount you can do with the available parts in game - e.g. there's no S1.5400 engine (that I know of) for the Blok-L fourth stage on Molniya, though you could kitbash something with any suitably small vacuum engine.

  12. 1 hour ago, Fredde104 said:

    No matter what I do, I can't find the switch from Castor I to C II... I've looked in-game, .cfg's and through 4 different versions of the mod... what am I missing??

    Edit: finally found it in the .cfg, but still wont show up as an option in game... how do i change this? latest version installed on 1.6.1 and everything else works perfectly

    edit2: When i look at it, this is what i see. but why can i still not utilize it in the game? I know this is really simple, but im stuck. Hel would be greatly appreciated

    My guess is you're on KSP 1.7.3, and/or you're on the slightly older version of B9 Partswitch.  You'll need to update to at least 1.8.1 and the updated version of B9

  13. Unfortunately I've hit a rather critical nullref which is preventing the R&D centre upgrading any further.  Everything else seems to be working fine still (so far).

    Spoiler

    [LOG 13:51:27.129] [Bureaucracy]: Upgrade of SpaceCenter/ResearchAndDevelopment requested
    [EXC 13:51:27.134] NullReferenceException: Object reference not set to an instance of an object
        Bureaucracy.BureaucracyFacility.IsDestroyed () (at <879854116eef405ca712ad224fecb4dd>:0)
        Bureaucracy.FacilityManager.StartUpgrade (Upgradeables.UpgradeableFacility facility) (at <879854116eef405ca712ad224fecb4dd>:0)
        Bureaucracy.FacilityMenuOverride.HandleUpgrade () (at <879854116eef405ca712ad224fecb4dd>:0)
        UnityEngine.Events.InvokableCall.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
        UnityEngine.Events.UnityEvent.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
        UnityEngine.UI.Button.Press () (at <22fd67f59718453e9250a6de1843ef8b>:0)
        UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <22fd67f59718453e9250a6de1843ef8b>:0)
        UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <22fd67f59718453e9250a6de1843ef8b>:0)
        UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <22fd67f59718453e9250a6de1843ef8b>:0)
        UnityEngine.DebugLogHandler:LogException(Exception, Object)
        ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
        UnityEngine.EventSystems.EventSystem:Update()
    [LOG 13:51:30.112] [Bureaucracy]: Upgrade of SpaceCenter/ResearchAndDevelopment requested
    [EXC 13:51:30.114] NullReferenceException: Object reference not set to an instance of an object
        Bureaucracy.BureaucracyFacility.IsDestroyed () (at <879854116eef405ca712ad224fecb4dd>:0)
        Bureaucracy.FacilityManager.StartUpgrade (Upgradeables.UpgradeableFacility facility) (at <879854116eef405ca712ad224fecb4dd>:0)
        Bureaucracy.FacilityMenuOverride.HandleUpgrade () (at <879854116eef405ca712ad224fecb4dd>:0)
        UnityEngine.Events.InvokableCall.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
        UnityEngine.Events.UnityEvent.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
        UnityEngine.UI.Button.Press () (at <22fd67f59718453e9250a6de1843ef8b>:0)
        UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <22fd67f59718453e9250a6de1843ef8b>:0)
        UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <22fd67f59718453e9250a6de1843ef8b>:0)
        UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <22fd67f59718453e9250a6de1843ef8b>:0)
        UnityEngine.DebugLogHandler:LogException(Exception, Object)
        ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
        UnityEngine.EventSystems.EventSystem:Update()
    [LOG 13:51:43.618] [Bureaucracy]: Upgrade of SpaceCenter/ResearchAndDevelopment requested
    [EXC 13:51:43.620] NullReferenceException: Object reference not set to an instance of an object
        Bureaucracy.BureaucracyFacility.IsDestroyed () (at <879854116eef405ca712ad224fecb4dd>:0)
        Bureaucracy.FacilityManager.StartUpgrade (Upgradeables.UpgradeableFacility facility) (at <879854116eef405ca712ad224fecb4dd>:0)
        Bureaucracy.FacilityMenuOverride.HandleUpgrade () (at <879854116eef405ca712ad224fecb4dd>:0)
        UnityEngine.Events.InvokableCall.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
        UnityEngine.Events.UnityEvent.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
        UnityEngine.UI.Button.Press () (at <22fd67f59718453e9250a6de1843ef8b>:0)
        UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <22fd67f59718453e9250a6de1843ef8b>:0)
        UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <22fd67f59718453e9250a6de1843ef8b>:0)
        UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <22fd67f59718453e9250a6de1843ef8b>:0)
        UnityEngine.DebugLogHandler:LogException(Exception, Object)
        ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)


     

  14. 4 minutes ago, Frandsen said:

    So.. i wanted to try this on and give it a go.. but

    Spending the last 3 days trying to load crafts included and getting errors of stuff missing.
     

    So i tryed getting this with CKAN, but STILL theres crap missing ... what to that.


    Pardon my french, but this is getting fustrating.

    What the hell do i need to simply launch a soviet style space program, what mods am i missing ???

    You could build them from scratch following the instructions on the brand new wiki! :D

    But all the craft file in the dropbox link in the OP work fine.  If you've somehow got a bunch of older ones off CKAN then they will have errors because some of the RCS changed names in the last update.  I'll ping some more craft files over to Beale as I build them for documenting on the wiki but for now there are detailed instructions for building most things and reference pics for everything else.

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