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KSP2 Release Notes
Everything posted by Rakete
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Today the Siren Mk I was put into service: A sub-orbital-ballistic-trajectory-passenger-plane (not an SSTO, as it does not reach stable orbit). It fills the gap between my real-SSTO-space plane fleet and my supersonic airplanes. It accelerates in atmosphere to a suborbital trajectory and can reach a Pe of 300k km. On an ideal ballistic trajectory it can get from KSC to Tundra Space Center and vice versa in under 30 minutes - half around Kerbin. The challenge was to NOT overengineer the plane, so that it can go half around kerbin on a ballistic trajectory but is NOT an SSTO (by not having huge fuel or oxidizer reserves to circularize but right enough to land the jet). The target of this project was exactly one ballistic trajectory from airport to airport. Construction was pretty much straight forward and was kinda more fun than expected :D Needs to have the trajectories mod, to aim for an airport.
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@linuxgurugamer Here the requested files: https://www.filemail.com/d/sghyktehsomogor
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Unfortunately I am not a programmer, just an electrical R&D engineer in RL. So algorithms aren't rocket science to me in general - but as of KSP I don't know anything about its internals and the way the things you stick together in the VAB are represented in the code and the objects in the memory, nor about the programming language. That's why I can't tell you, if the destruct algorithm can be optimized to circumvent the residuals problem or not. My coding skills are very very limited. I can just give an idea how it could work better algorithmwise, but can't implement it and can't tell if my proposal idea is worse than that what is already implemented by someone waaaay more skilled than me. For what I noticed for the complete selfdestruction mode: I seems to make a difference in the detonation order, where you place the Selfdestruct part. Maybe this contributes to the behavior? Did I place the charge a the far end of the rocket residuals were left. Did i place it very very (parent/childpart-wise) close to the rootpart, it seems to be not an issue.
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What happend was the following: 1. Deleted the old config, installed ksp_partvolumes and its dependencies, started ksp 2. Pop-up: New parts found, restart needed. Restart executed 3. No pop-up, edited the options of ksp_part volumes to include all parts, without part limits. Restart needed. Restart executed 4. Pop-up: new parts found, restart needed. Restart executed. 5. No pop-up anymore. Unfortunately I then uninstalled the mod and the dependencies and just kept the config, as I don't need i running on every KSP Play session. Will provide the MM Cache as soon as I am back on the computer (right know writing via tablet from my couch) because it's already late in the evening here in central europe. Maybe tomorrow after work...
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Ah those options are known since I read the OP. I just used the complete destruction method, because I had no use for the other options yet. Are there some tricks to prevent left behinds? E.g. by placing the box near the root part or other methods. Does this influence the destruction chain? How can this happen? I guess, KSP saves vessels as a chain of parts. When the destruction is started, I'd assume, that the destruction chain starts at the opposite end of the chain than the root part closing in to the root part. How can links of later to be destructed parts break? (Just a question because of technical interest, not a complaint) In my imagination every vessel is a part tree. There every part has a parent part, to which it is attached. The chain to destroy is to destroy all "daughter parts" before destroying a parent part. So if every part (i) is checked to be destructed, it needs to be checked for all n remaining parts, if there are parts that have part (i) as parent part. If so, they must be destroyed first... or do I think in a wrong way... no clomplaint, just technical interest.
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New Version installed. It took 2 restarts (even with deleting the old config), but then no pop-up came up again, so I guess the config was created correctly.
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All of them except Limit size.
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What options do you mean? Can I do something about it by setting variables in the config? After playing around I noticed, that it kinda depends, where you place the charge. Far away (part-chain-wise) from rootpart makes it more likely to leave debris
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@linuxgurugamer Bugreport: TAC Selfdestruct sometimes does leave debris in orbit: Steps to reproduce: 1. Download this vehicle (available for 7 days: free-of-charge file hoster) https://www.filemail.com/d/rgikmhqpthrmxra (Needs Near & Far future & Stationparts Expansion redux mods by Nertea - unfortunately... But it happens at this vehicle 100% reproduceable, that's why I'll provide it anyway for your debugging ability. Will check if I can manage to find a pure stock vehicle, that does so also, but most of my crafts have unfortunately modded parts). 2. teleport the whole rocket to orbit to ensure that there is no gravitational side effects 3. activate self destruct. 4. check map view after explosions: Debris: not detonated parts. Maybe the detonation shocks make parts fall apart before being killed by the self destruct mechanism ?! In the vehicle provided above rather big engines survive the whole thing reproduceable (the big Far-Future-tech-Anti-Matter-Engines)
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Uninstalled the mod, but kept the created config. Hope it was built correctly. Please download the logs soon, as they are only hosted for a limited amount of time.
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@linuxgurugamer I have the problem, that KSP_Partvolumes keeps telling me on every (!) load up, that there were new parts detected and I need to restart. Did 4 restarts without changing options. How can I fix this? have turned process manipulable-parts on. Logs here: Available for 7 days, since the file hoster is free of charge: https://www.filemail.com/d/tddnddpzktqksga Here also the generated config for you to check if it correctly processed also the manipulable-only parts correctly or broke the creation loop: https://www.filemail.com/d/xffahlratmndeqp
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Short Question: There is an option to only include manipulable-only Parts... What are these? I thought on EVA every part can be moved as long as it fits the kerbal mass limits (60kg on Kerbin).
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Yeah, but this is a heavy pack, requiring more dependencies. Unfortunatly there are no SRB configs requiring only Waterfall. Didn't know, that there are also anti aliasing filters included. Cool. Is tufx having a hard impact on FPS?
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I do all the mod stuff manually, since I like full control about what happens to my ksp folder and sometimes add extras or remove stuff, that does not fit to me. And doing a windows search in the gamedata folder looking for all miniAVC.dlls isn't much of a magic, I guess. What is ZeroMiniAVC needed for? I guess it's code running permanently on KSP for a one-time-job = removing a certain dll from all gamedata subdirectories? No offence, just technical interest. E.g. I will add the module to make the TACselfdestruct parts EVAinstallable by myself to the partdefinition, since I don't feel like downloading another mod that does that, but comes with three further dependencies. I always prefer to have only code running, that is actually needed. But I like the concept of ksp part volumes. Maybe I'll give it a try when my edits on my mods settle a bit, so that I can run Part volumes once and then remove it and just keep the created config. Just one more question: the part volume (packedvolume) that is written in the module in the config is an integer. What's the dimension? Liters? 1/10-Liters?
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Great. A general question: If i find mods with miniAVC.dll in future - can I simply delete this file from mods, that have it, or will it cause issues? I do not like unnessary code talk to the internet in the background when it is not needed.
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Great. Will test it tomorrow, when I get to my computer. Another question: This mod comes without unnessessary stuff like AVC etc., right?
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Just saw this mod and kotabos review. Gonna try it out. Looks fun. Is it possible to fit these explosives on vessels and stations after launch using EVA-construction mode of stock KSP?
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3,50 is cheap for a Döner Kebab these days of inflation. The next rocket is called Lahmacun? (Delicious by the way, although I am not sure if I get the real thing, here in my country - or a to the local customer's taste adapted thing)
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And does it spin as the name implies? Does it contain onions, cucumber, tomatoes, cabbage and 3 sauces? And does it contain "with spicy" ? And at least: Does it cost less then 10 € ?
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Successfully docked the Wyvern Mk II to the magic asteroid, I captured in one of the last missions. Prepare the drills to extract some samples of this glowing green snack rock! Collection of samples started.... And... the mysterious graviolium is there.... we found traces of graviolium and also... snackium - at least Jeb said so...
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Can provide the craft files (all of my SSTOs are pure stock - except the new wyvern, which uses some parts from near future and blueshift to build the graviolium mining arm and storage in the cargo bay), if you want to try fiddling around with them. But the ascent profile descriptions written in the vessel description are unfortunately written in german . So you might have to do some guessing . The big mk3 sstos need maaany rapiers. Moar power, like tim taylor from the home improvement sitcom would say. Here my further SSTO family: some of them already evolved further since that post and also the ssto family grew even further. Let me know if and which craft file you want. Maybe some reverse-engineering helps. But please note: For designing reasons I play with only 50% reentry heat in order to be able to make my crafts visually more pleasing. (Visuals are more important to me than sticking exactly to the part tolerances - yes, this is a questionable point of view, i know). Otherwise I would have e.g. to drop the mk1 cockpit for the smaller SSTOs cause it would really burn up within seconds, as the some of the stock parts are not that heat resistent, to match my visual design needs Mooooar missiles !!!!
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Preparing the Wyvern Mk2 for it's maiden flight in order to try to extract graviolium from the newly captured asteroid and take it home for further analysis. It's a hybrid between my Sphinx Class and my Manticore Class SSTOs. Hope they will do the job and find the legendary graviolium in the asteroid. At first flight Jeb, Bill, Valentina and Kenneth Kerman will be on board. Due to the expensive gravi tanks, this titan costs almost 700.000 kerbal dollars. (Part clipping only for visuals, no functional cheating) Take off in 3... 2... 1...
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Also: Taking home some LqHe3-Samples from the Mun. For Science. Someone said, they might be useful for fusion experiments. Valentina thinks of some nice fusiondriven fireworks but Bill and Bob only shrugged their shoulders. Meanwhile: Arthur keeps on plowing through regolith to extract LqHe3
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Just braking this giant piece of rock (and hopefully graviolium) into an equatorial LKO for further examination and drilling. The nuclear salt water engine does it's part. But the dV dropped from 30k to 2k after connecting to this giant rock. Yes, mass matters. Jim and Elsa are having fun (joining the three dolphins club?! who knows ). Every maneuver takes long, even with this massive thrust from the NSW-Rocket. What am I going to do, after having eaten all of the delicious rock? Maybe drop it into the ocean to make some nice waves for surfin' , Jeb proposed while munchin' some snacks.
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SPACE STATIONS! Post your pictures here
Rakete replied to tsunam1's topic in KSP1 The Spacecraft Exchange
A german video with lots of grammar issues .