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nepphhh

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Posts posted by nepphhh

  1. 31 minutes ago, jkenny23 said:

    I'm trying to complete a career mode contract that requires you have 4000 units of liquid fuel in a space station. It seems this is impossible because with the RO mod, it removes liquid fuel with the RF config that is with it. It's not recognizing kerosene as a replacement, and RO doesn't work with RF stockalike. Any way to add liquid fuel manually, or tweak the contract to use kerosene or something else?

    There is no supported career mode for RO unless you play RP-1. Play RP-1 to have a realistic career.

  2. On 4/19/2020 at 10:39 AM, Calvin_Maclure said:

    Sweet! Thank you all for your work! 

    Question: when a new version comes out like this, is it better to update via CKAN or manually, or does it not really matter?

    Thanks,

    CM

    It really doesn't matter. Back up of course, but just swapping it out with the update will almost always work. Half the time it's just config changes.

    Love your reddit posts.

  3. 11 hours ago, itsthatguy said:

    Coming back to this after having played RP-0 back in the day. First, I have to say that I am really impressed with how far this is come, hats off to the team.

    I seem to be having a problem keeping my Kerbals from retiring. The two that I actually kept on the roster (you don't really need 4 in the beginning IMO, waste of money) seem to be pretty much capped at retiring in late 1958. I know that they have to retire eventually, but that is just over a year past their original retire date. All I know about that system is that sending them on "interesting flights" will push their date back. For a while, I figured that the date wasn't moving back because regular flights weren't "interesting" for them anymore. I was a bit disappointed when I landed after my first crewed suborbital flight just to find that Jebediah's retirement date only pushed back by a few days again.

    The point here is that I don't really know what is going on here. The wiki is pretty vague about how this works, and I wonder if I'm missing something. Does anyone have a more in-depth explanation of how the calculation works? The actual equation would be even better.

    You can find the equation poking around in the code.

    The first crew of test pilots aren't really expected to be your first astronauts. Think Chuck Yeager, not John Glenn.

  4. 42 minutes ago, Pappystein said:

    So  @biohazard15   I did 3+1 launches this AM.   A Gemini 2, (with the Agustus Cargo Module no way was I sacrificing Crew)  A LGM-118 Minotaur 6 with PBV and on a Inline SRMU 3 segment.    With the Gemini Escape tower auto-strutted, it didn't explode on all 3 launches.   I did a 2nd launch with Titan II hardware and kaboom (no Auto-struts)      So the Question,  What Rocket were you flying when it exploded?  And did you Auto-strut it?   Did you RIGID ATTACH? 

    I also Jettisoned the Tower at MAX G forces (almost 8.5 on the SRMU)

     

    You want Max Q not Max G

  5. 46 minutes ago, pingopete said:

    Has anyone been able to get scatterer working with RSS in KSP 1.9.1? I know RSS can be made to work, I've seen people running scatterer and EVE in 191 seemingly fine, however I am unable to mitigate this bug while in PQS:

    eJUqs0a.png

    I have tried a completely fresh install of 1.9.1, and forced dx12, but am unable to remove this issue in atmosphere.

    For the record Scatterer does seem to run fine while viewing a craft in scaled space/orbit and from the tracking station, but the main menu and map view both either show black atmosphere or no scattering and in those scenarios the scatterer GUI says that Earth can't be found.

    @drodriguez0907 maybe you could share the process of installation and mod versions you used to get it working, as I tried you exact zip file but still get this issue unfortunately 

    That looks like the horizon for Kerbin-sized planet.

  6. 45 minutes ago, Peter JY said:

    请问ROEngines和FASA、Tearobee之类的引擎Mod一同安装后能否正常运行,并且在VAB/SPH里边会显示哪个包提供的引擎?还有,ROEngines是包括所有RP-1中推荐的引擎Mod还是只是一部分,我安装那些(或者说是安装ROEngines里没有的引擎)会在VAB/SPH中显示吗?在GameData文件夹中创建NoNonRO和NoNonRP0之后也会一切正常吗?

    这是未翻译的文档,但是它将回答您的大多数ROEngines问题。 NoNonRO和NoNonRP0可以正常工作。
    https://github.com/KSP-RO/ROEngines/blob/master/README.md

     

    Good luck!

  7. 1 hour ago, Pappystein said:

    Nice, I was un-aware of this mod.  Still looks like it might be in Early Development.    I will look into this but I have a feeling it is too much "Player work" and not enough "Modder work"  Player work being something done for every launch and Modder work being stuff done once that the player can repeat.

    Added meaningful complexity in a model will always cause the player with an eye to efficiency to have to perform more work in configuration and optimization. If they do not, the added complexity is not meaningful, as the solution space within which the player must optimize is no more varied than before.

    RA is in full release & is completely functional. Very strong personal recommendation.

    Bonus: configuring new parts is trivial with RA, because it requires only physical characterization of the part model. I'm talking 2 line configs.

  8. 3 hours ago, Pappystein said:

     

    Actually TBC I said the booster... as in the booster skirt.   You can place them on the bottom half of the engine lobes (near the LR89s) or in the Center where the two rectangles are (I don't because IRL the LR101 attitude adjustment verniers would burn them up!)  2x LR-89s and the skirt itself recovery cost is just over 1.1x the cost difference between the two rockets (I checked with a launch.)   So BARELY is the Atlas Cheaper than LGM-118.  But then again, 10G, Break your parts BadA ride for a BadA pilot?!   Yup.  Jebs new ride EVERY TIME! :P

     

    But yes, With a heat-shield mounted SOMEWHERE, Stage-Recover will allow you to recover the core stage.... Provided it somehow makes it back to Kerbin.    It is hard to do due to the needing the heat shield (which just looks weird on a bare tank, even if you put it at the nose or bury it between two tanks!) and there is not a lot of room for radial parachutes... You will need about 4 or 8, depending on if you use Real-Chutes.

     

    You plan on recovering... a balloon tank?? In how many pieces?

  9. I am attempting to write a node with a generated name.
    @CONTRACT_TYPE:HAS[#cooldown]:FOR[zGenericValueContracts] {
        DATA {
            type = int
            waitDays = 0
            expectedDays = #$../cooldown$
            doublingPeriods = 3
        }
        DATA {
            type = float
            fullTime = @waitDays + @expectedDays
            elapsedDays = Round((UniversalTime() - COOLDOWN_ITERATOR) / 86400.0)
            amountRecovered = (COOLDOWN_ITERATOR + 0) == 0 ? 1 : (@elapsedDays - @waitDays) / @expectedDays
            cooldownMultiplier = Log(Max(@amountRecovered, 1), @doublingPeriods) + Max(Min(@amountRecovered, 1), 0)
            cooldownMultiplierPercent = Round(@cooldownMultiplier * 100, 1)
        }
        BEHAVIOUR {
            name = SoftCooldownLogCompletionTime
            type = Expression
    
            CONTRACT_COMPLETED_SUCCESS {
                COOLDOWN_ITERATOR = UniversalTime()
            }
        }
        @description ^= :$:<br><br><b>This contract has reduced value after recent completion. Value will return to 100% after @fullTime days from the last completion. Value will slowly continue to rise after 100%. Current value is @cooldownMultiplierPercent% of the nominal amount.:
    }
    Everything that is COOLDOWN_ITERATOR needs to be a unique value per CONTRACT_TYPE. What I hoped to do was to do another pass regex find-&-replacing all COOLDOWN_ITERATOR with #$../name$ concatenated with some string like "_iterator". But I've got no clue how to do that, particularly because of this line:
            CONTRACT_COMPLETED_SUCCESS {
                COOLDOWN_ITERATOR = UniversalTime()
            }
    Where I would need to change the node name, not just the value of the node. Does anybody have any ideas about to whom I could talk about this?
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