Cave_Lupum
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Everything posted by Cave_Lupum
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Me again, trying to find out more about how to patch some parts. Was successful with some of it, like making solar panels retractable or setting default values for fairings , but I am stuck at changing the consumption "Rate" for fuel cells. In the Asset Dump files these values seem to be defined in a list/directory [ ] (sorry if my wording is wrong) and I couldn't find an example on how to adress this in a patch. Any advice would be much appreciated! From the fuel cell asset dump .json file: "FormulaDefinitions": [ { "InternalName": "Methalox2EC", "FormulaLocalizationKey": "PartModules/ResourceConverter/Formulas/MethaloxFuelCell", "InputResources": [ { "Rate": 8.4375E-06, "ResourceName": "Methane", "AcceptanceThreshold": 0.01 }, { "Rate": 3.375E-05, "ResourceName": "Oxidizer", "AcceptanceThreshold": 0.01 } ],
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Thanks so much for your quick reply, much appreciated! Already managed to pull the mentioned dump and I am comforted a bit, that it was no wonder I wasn't able to deduct the correct use of the :resource RuleSet .
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Happy new year and I am thrilled to have a way of patching KSP2 thanks to your mod and also apologize, if my questions sound a bit simple, this due to me being exactly that. Used to create simple patches in KSP1 using Modul Manager, but I am stuck a bit with Patch Manager on KSP2 now. #1 Looking for a reference on what fields exist for parts/resources, e.g. your patch "rover_0v_wheel" in the wiki uses field "mass". How would I know that the field "mass" exists at all? (Though got a slight suspicion these fields are still the same as they where in KSP1, right?) #2 Especially trying to increase ElectricCharge for batteries and don't seem to get the hang of how to patch resources. Thanks again for your work and I am in no hurry please!
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[1.12.5] Restock - Revamping KSP's art (August 28)
Cave_Lupum replied to Nertea's topic in KSP1 Mod Releases
My brain surely not what it used to be and possibly never was in a good condition in the first place . Thanks for the hint and sorry to have wasted your time. I totally forgot that whitelisting is only enabling models and textures to be loaded and you need to edit the corresponding Restock patch CFG's as well, so the stock part is loaded at all. I'd edited the ReStock RCS patch, so the stock RCS are loaded and the ReStock ones are added additionally, but totally forgot about it. Thanks again! -
[1.12.5] Restock - Revamping KSP's art (August 28)
Cave_Lupum replied to Nertea's topic in KSP1 Mod Releases
Hi, maybe someone could give me a hand. There is already a bug logged under ReStock Issue #965 about the Communotron 88-88, as it is extended when newly placed in the VAB. Retracting doesn't help, as it extends again the moment you go to the launch side. There is a solution mentioned in the bug report, where one would remove files and lines from specific ReStock config files. My idea was, to try adding this antenna to my .restockwhitelist file, as I found this easier to do, but the stock doesn't load. My .restockwhitelist: Squad/Parts/Utility/rcsBlockRV-105_v2/ Squad/Parts/Utility/rcsSmallLinear/ Squad/Parts/Utility/commDish88-88/ The stock RCS's load perfectly in game, but not the stock Communotron 88-88. Any ideas, why white-listing it doesn't work? -
Target was as space station 150 x 350 km, Incl. 50° and craft was launched into 80 x 80 km, Incl. approx. 49°. Rendevouz-Autopilot matched planes and created & executed node for interception after 0.8 orbits. Everything worked as I expected until here, but then it started to get weird, as MJ created the node to align velocity on closest approach. The node was created, MJ aligned to the node marker and started to TimeWarp, but directly dropped out of the warp and did some minor burn, the TimeWarp started again and directly stopped and another minor burn happened. This repeated over and over again until the actual node to align velocity was reached and executed. It reminded me of MJ dropping out of TimeWarp when the warp takes a long time and the alignment starts to drift to far from the node marker. In that case I am used to MJ dropping out of TimeWarp, re-aligning the craft and starting the warp again. But usually this only happens 1x, if at all. I my case it happened like every 4 seconds and I did actually not see the alignment to the node marker being off at all. Anyway, did a clean install and can't reproduce it for the moment. So fingers crossed it is gone. Using some mods not yet released for 1.12, but they are mostly parts (like Near Future Construction from Nertea), so I wouldn't think they caused this.
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Came back to KSP after some pause and installed 1.12.2 and Mechjeb 2 (absolute great mod, loving it!) and some other mods. When using Auto-Rendevouz, aligning planes and first node (interception) works as I am used to, but then it gets a bit strange. Mechjeb does create the next node (match speed at closest approach), but instead of warping directly to it Mechjeb does only a short time-warp and then does a very small correction burn, then again a small timewarp and again a very small correction burn => rinse & repeat. This repeats for some time until the final node is reached and executed. The small burns are not shown as nodes. Is this an intended new behaviour, did I miss on a setting or could it be a problem with my install? Any ideas/help appreciated!
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Hi @Crimor, if I’m not mistaken, your Mun/Minmus CommNet requires a relay on its own channel (3 or 4), so it can provide the channel to its „clients“ and a direct antenna for channel 2, so it routes the comm signals through to your „Kerbin CommNet“, which in turn will pass the signal through to channel 0 of the Groundstations. So the setup would look like this: Channel 0 (Groundstations) >Channel 1 (Interstellar), 1 relay (channel 1 for other crafts), 1 direct (channel 0 for pass-through to ground) >Channel 2 (Kerbin Commnet), 1 relay (channel 2 for other crafts), 1 direct (channel 0 for pass-through to ground) > Channel 3 (Mun Commnet), 1 relay (channel 3 for other crafts), 1 direct (channel 2 for pass-through to Kerbin CommNet) > Channel 4 (Minmus Commnet), 1 relay (channel 4 for other crafts), 1 direct (channel 2 for pass-through to Kerbin CommNet) E.g. Rover on Minmus: Rover, direct (4) => Minmus orbiter sat, relay (4), direct (2) => Kerbin orbiter sat, relay (2), direct (0) => Groundstation (0) With Minmus being close, you can in fact put the Minmus orbiter satellite directly through to ground (channel 0), but the above setup is more challenging, as you first have to set up the Kerbin CommNet with enough relay satellites (3-4) to fully cover. You might want to extend the numbering scheme a bit to help identify. E.g. I set up my comms network by using 3-digit numbers, working from Kerbol outwards: Kerbol Orbit 100 Moho Orbit 200, Surface 201 Eve Orbit 300, Surface 301 Gilly Orbit 310, Surface 311 Kerbin Orbit 400, Surface 401 Mun Orbit 410, Surface 411 Minmus Orbit 420, Surface 421 ... etc, etc, up to DSN 999 (Deep Space Network, only KSC Groundstation and 6 Satellites on KSO => all orbiters from above connect to these) Due to my separation between Orbit and Surface, my orbiter satellites require 2 relay (1x Orbit / 1x Surface) and 1 direct (999 => DSN). Hope this made sense.
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Hi, thanks for the reply, no problem about the timing, wasn't in any hurry. A general setting to disable all probe core is a possible solution, but wouldn't it be more open, if the CNC button was available in the VAB (& SPH) or is that not possible to achieve? On second thought and as a feature suggestion: Would it be possible to add the enable/disable function for an antenna directly to its CNC settings, accessible via the CNC button when right-clicking an antenna in the VAB? Then there would be no need to have a setting to disable all probe cores, which is kind of an "All or nothing" situation. Having a possibility to enable/disable individual antennas (including the ones in the probe cores/command modules) directly in the VAB might give the most flexible solution.
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Great mod, thanks a lot. Really good to have the network uncluttered. Not sure I am missing out on something, but I don‘t see the CNC button in the VAB. Would like to disable antennas (e.g. in probe cores) already when creating crafts, as my ones usually end up with a lot externally attached antennas anyway. Seems disabling antennas is only possible via CNC button, right? So not easy on the launch pad, with fairing hiding the craft. Which means I either got to head over to Tracking Station, while vessel on launch pad, or wait until in orbit to disable any unwanted antenna. When launching big satellite networks consisting of indentical crafts, it would greatly speed up things, if the craft could be saved with antennas already disabled. Kind regards --- [edit] Since no reply yet, I like to add another question. When launching vessel, CNC button is first present and working when vessel is placed on launch pad. Change to map view & back and the CNC button is gone from the flight view. Not sure this is intended? Not a big deal, but if the CNC window is open in map view and then I leave map, the CNC window stays open and there is no way to close it (except change to map view again, to get the CNC button back. Used your latest beta from Github on 1.11.2 KSP.
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[1.12.x] Far Future Technologies - October 9
Cave_Lupum replied to Nertea's topic in KSP1 Mod Releases
Absolutely love all your mods, thanks a lot for all the effort you put in! Question on JR-45 'Fresnel': As soon as reactor is started, temp rising to 1600K and reactor shutting down, independent how much of the biggest radiators I stick on (40+). I'm no computer-expert, but had a look at the config file and found ShutdownTemperature = 1600 for the FusionReactor (Line 207), shouldn't this be 1800 like for the engines? (Tried it out with 1800 and then engine works alright)