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HoneyFox

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Everything posted by HoneyFox

  1. Wait... you set the orbit altitude to 9000km while your turn ends at 140km? I'm not sure if MJ can handle such parameters. But that sounds unrelated to those RO cfg... probably not the real reason.
  2. Well I have no idea how that issue comes, I didn't touch any code about file path...
  3. How do you judge that it's lack of steering? have you seen the three input indicators at the left-bottom corner of the screen standing still with no movement at all? or is it moving but your rocket is not turning to the appropriate direction? If it's moving but the rocket doesn't turn correctly, I would guess it's because: 1. the cfg reduces the reaction wheel's strength and 2. you didn't install any engine that has gimbal capability.
  4. Yes, the Dawn burns its ion thruster about 70% of its flight time, it can only provide about 6m/s per day but it's a nearly-one-year journey... Perhaps I will tune it down to some level that is, still more powerful than in RL but not too OP for high rate time-warp.
  5. Take a look at the space center and see if the ground is grassland as usual. If yes, try launch a rocket and see how the ground texture change, perhaps it will change from normal grassland to totally white gradually during your ascent.
  6. Perhaps I can make such a package for realistic performance of these thrusters... but well, that will make the game epic hard since in RL an ion thruster might only be able to accelerate a small probe by less than 10m/s of dV per 24 hours, ouch!
  7. The PressurizedFT: should always be extracted unless you do know you don't want the pressurization logic. The IgnitorConfigs: depends on what engine config you are using. If you are using stock-alike that has no EI config built-in, you need to extract it, if you are using RftsEngines which (IIRC) has built-in EI config, do not extract this file.
  8. Hmm... have you added the "DefaultLaunchPadTransform = ..." entry into the static's cfg? And perhaps try removing that space in the path?
  9. That infuser tool is very out-dated. it might still work but it's not needed. You can check these: 1. TP plugin has one .cfg file in its package, which will add ModuleTweakableParam to any part. 2. ETC plugin has one .cfg file in its package, which will add ModuleEngineThrustController and ModuleSRBThrust to any SRB. If you have these two .cfg files intact and you have ModuleManager installed, there's no need to use that infuser tool at all. One last way to check if it works: Go and launch the game, pick a solid booster and press P, you should see a window pops-out, and you should be able to find a "ModuleSRBThrust" item inside the list. And that means everything is fine.
  10. I would prefer the way to add a sub configNode inside INSTANCES{} node in the static objects' cfg. And now I start to understand what that "Save Persistence" button means...
  11. Do you mean some sort of "instance-level" customized parameter support?
  12. One reason why I'm reluctant to modify/remove existing static objects in runtime is that it might corrupt VAB/SPH scene for unknown reasons... this bug happened during my fix for launch-pad-feature. After KT tries to destroy any instances it created (that's the original logic of KT written by Raz) when reverting from flight scene to VAB, this bug will appear and all these buildings in KSC will be tilted and moved to some weird position inside the VAB/SPH. I made a workaround to skip the destroying process and make sure the creating process is run only once even if you get into flight scene multiple times.
  13. Check the post above... Snjo made some awesome assets for the island airfield. and I think that should make it possible to launch from island airfield too. - - - Updated - - - Check the post: http://forum.kerbalspaceprogram.com/threads/40374-WIP-KerbTown-v0-13-Beta-Place-static-buildings-cities-launch-sites-more%21?p=1052327&viewfull=1#post1052327
  14. That's weird... I don't have any kind of heartbeat with the camera on my side. the building seems to be shaking a bit when placing it though... For the comment line issue, I'll take a look. But for checking if one instance is an old one or has been edited, that's kind of hard...
  15. Oh... so it does use inheritance... well... I'm a little bit worried about future compatibility for this. I'm using Google Chrome. ah damn it... I can access it via Firefox, i need to clean cache/cookies to see if Chrome can be revived. anyway, thanks for the tip. I was thinking that it's my network issue before.
  16. Wait, do you mean that the "ModuleEngineReliability" class is derived from the ModuleEngines class, or it's just one class that will interfere the ModuleEngines? if it's the former one, I would feel ... bad about that. I don't know why. I've kept getting issue about SSL certificate when trying to access github.com since last week...
  17. I have had no access to GitHub for nearly one week. One thing I'd like to talk about is: in my RandomFailures, all types of failures are sub-classes of a parent "Failure" class, but these classes are not derived from PartModule, instead, I wrote a generic "ModuleFailureInfo" PartModule to store all the information of these sub-classes via manual serialization/de-serialization. I haven't viewed your code but judging from that MM cfg mentioned by PringleMan, it seems like you've created individual PartModules for each type of failure. IMHO it might be better to create only one PartModule and do all the stuff inside, otherwise one part might contain too many modules inside if: one part has multiple modules and each module has multiple types of failures. You can check my GitHub to see what I mean.
  18. That's great! though i guess tweaking all parts quality one by one will be quite tedious...
  19. Well I've been busy with other plugins these days so... my RandomFailures has no progress recently. One thing I think that we can consider adding is: MissionController integration, that is, we pay for some extra fees to increase the robustness/reliability of the rocket so that it will be less likely to fail. EDIT: And i'd like to see your source code to see if the overall structure is compatible so that I can merge my project with yours... EDIT2: No, I cannot find the source code link either in OP or your package.
  20. I'm a bit confused by the contract system. Is contract also a kind of mission but automatically generated randomly? Plus I hope that we can adjust the frequency/possibility to have a contract... better with a debug button placed somewhere to force-generate them as well.
  21. should be quite easy by simply copying the stock ion thruster and modify its maxThrust from 2.0(0.23.5) to 0.002(2 Newton force)
  22. Looks like the probability of an asteroid being spawned on a direct impact orbit has raised quite a lot... And i've been busy sending multiple probes with ion thrusters to redirect them these days... quite busy.
  23. By fixing the launch-site-feature in KerbTown plugin and adding that model into the game... so that we can choose to launch from there or from KSC's launch pad.
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