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leroidangleterre

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Everything posted by leroidangleterre

  1. I'm working on a KOs autopilot and I'm trying to set both the terminal and the GUI's positions when the script launches. So far I've managed to set the terminal's size, using the following code: set terminal:width to 75. set terminal:height to 8. and I've searched the documentation, but I don't know how to move the terminal or GUI other than using my mouse.
  2. Hi, I'm using this mod (v 2.8.4.2, installed with CKAN) and KSP 1.12.3.3173, and I cannot get rid of two waypoints: KSC and Island Airfield. Even when I delete them with the in-game interface, they come back and I'd like them not to be visible at every launch. How do I do that ?
  3. I know this is old, but is there a way to select only the Shuttle missions from this pack ?
  4. I've used aircraft contracts and this one seemed interesting: stay above a requested altitude for a given time. Yet the timer starts when the flight starts, and the mark gets checked by just waiting, not even flying. To fix this, i've tried changing the contract code to this: //Contract Goals PARAMETER { name = VesselParameterGroup type = All title = fly up to 1,000m vessel = @/craft PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = FLYING minAltitude = 1000 hideChildren = true hidden = true PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Hold for 3min PARAMETER { name = Duration type = Duration duration = 180s preWaitText = and hold for: waitingText = and hold for: completionText = You did it! } } } completeInSequence = true disableOnStateChange = true hideChildren = false } What I did is I included the "hold for 3min" requirement inside the ReachState part. Yet the timer still starts even before the altitude is reached. How would you solve that ? What syntax should I use ?
  5. I've noticed something with mod v.1.1 and KSP 1.12.3: When I start a flight with the contract "stay above 3000m for 30min", the clock starts counting down even before the plane has moved; so the contract becomes "reach 3000m at least once"... Is there a fix ?
  6. Hi, Is there a way to access the current fuel amount or instantaneous fuel consumption via the API ? Something like this works for the speed: // Java code url = new URL("http://127.0.0.1:8085/telemachus/datalink?" + "time=v.missionTime" + "&long=v.long" + "&lat=v.lat" + "&alt=v.altitude"); I have tried + "&vFuel=v.liquidFuel" but it is not available in the API.
  7. Is there a way to add shorter sections of runway instead of the full-length runways ? or actual taxiways ? The existing crawlerway has rails that make it impractical for aircraft...
  8. Hi, I've used the contract pack GAP (Giving Aircraft a Purpose) to generate cargo contracts with different payloads to the Abandoned Island and a few other locations. I would like for a contract to request a random amount of cargo to be carried by the aircraft, but instead of a random value in a given interval (that can be given by numPassengers = Random(1, 10) ), I would like something like this: waterAmount = chooseRandom(1, 3, 10, 30, 100, 300, 1000) Is there such a function ? Where can I find info about that ?
  9. I've been trying to reprogram some contracts so that the passengers require be flown to other locations; https://imgur.com/a/NZkCoqR The file Airline-Flight-101.cfg contains information about the destination: name = WaypointGenerator type = WaypointGenerator PQS_CITY { name = Island Airfield icon = marker pqsCity = IslandAirfield pqsOffset = -129.870222771593, -227.36909617722, 25.4157831746222 altitude = 50 } I've used Kerbal Konstructs to create runways at these places (NorthEast Island and East Peninsula). However I cannot seem to change where the contract is asking me to go, the pqsOffset does not seem to have any effect. What should I change to the contract files ?
  10. Hi everyone, I am using the inflatable heat shield that has a "HS Jettison Staged" option, and I was wondering if there is a possibility for the "Inflate HS" to be included in the staging sequence as well. I tried adding "stagingEnabled = True" in the ModuleAnimateGeneric of the HeatShield.cfg file, but it doesn't work. Is there a way of doing that ? Thank you.
  11. Will do. In the mean time I removed Rescale (was using 2.0x) which fixed the issue. I will try and solve that later, but for now, I have an atmosphere and an ocean on Minmus II !
  12. Hi everyone, I just started messing around with Kopernicus to create a clone of Minmus. I duplicated files from the Kopernicus folder, placed Minmus II in orbit around Kerbin, then landed. But I noticed a visual inconsistency: the mountains seem exceedingly steep in the map view, and the map shows the ship below ground. Finally the newly added ocean is not visible in map view. Being new to Kopernicus and modding (but not to softare development), I cannot tell what went wrong. Can anyone guide me on the way to solving this ? Thanks in advance ! The video is here. Pic below: mountains on the horizon that are way bigger than in foreground. Finally, here are two pics and the contents of my GameData/Minmus2 folder: https://imgur.com/a/AG6gjsC
  13. Is there a way to rescale the planets in RSS ? I've been trying to install Stock-Size RSS but to no avail, does anyone know of a workaround ? Thanks.
  14. Is Recall a dependancy of TweakScale ? I have been using TweakScale for a long time in KSP <= 1.8 and recently switched to 1.9, when I started getting the warning on startup. Recall does not show up in my GameData folder, nor does it in CKAN. Can I safely ignore the warning ? Thanks.
  15. Hi all, I recently installed RSS and I face a "visual incomfort" in map view. As soon as I zoom out enough to see the whole planet, the orbit is displayed in full, overlayed on the image of the planet. So I cannot tell which part of the orbit is in space or in the atmosphere, vs. which is inside the planet. https://imgur.com/gallery/mEOsagK Top image: zoom slightly below limit, we see where the orbit intersects the planet; bottom image, zoom out a little, we see the whole orbit. That phenomenon happens at a given zoom level, so my question is: Is there a way to increase that limit zoom level ? Thanks.
  16. Hi all, So I realized that apparently in KSP 1.8.1 you cannot select things inside a payoad bay if the view is outside that payload bay, even if the gates are open. On the left image, the point of view is outside the bay, it is as if the bay was closed. On the right image, we're inside the bay, so no matter if it is open or closed, the content is clickable. Is there a way to change this ? I don't recall seeing this on other versions, I'm used to editing payloads from outside the ship. Thanks !
  17. Hi all, Great mod, however I face a lag issue whenever I am about to land on the carrier. Is there a reason for that ? Is there a low-poly version of the ship that could solve that problem ? Which settings can I change to have the game run smoothly ? I have an Nvidia Geforce 920M, and I run KSP 1.8.1 on Windows 10, if that information helps. Thanks ! The mods I currently use: AircraftCarrier Astrogator B9 Aerospace procedural wings BDArmory BetterTimeWarp Hangar Extender Jenzaya Water Tanks Kerbal Engineer Kerbal Konstructs HyperEdit KFC Kopernicus Infernal Robotics Physics Range Extender Background Resources TAC Life Support Trajectories TweakScale
  18. I understand that this mod is available for KSP 1.8; is it going to be made available to 1.9 as well ? If so, what would be the best way of being notified ? Thanks.
  19. Hi everyone, I am using KSRSS and am facing a problem with the distances: stock antennae allow transmission to Eeloo (in stock KSP), but Saturn is a bit further away than that, and Neptune is waaaay out of range. How would you setup a probe relay network to explore Neptune or Pluto ? I was thinking about a probe ring around Jupiter and a second one before Uranus, but that would require a massive amount of spacecraft. Is there a better way to do that ? Maybe it is only possible with antennas other that the stock ones ? Thanks.
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