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Joontry

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Everything posted by Joontry

  1. It worked! Many thanks! @zer0Kerbal I made one patch for a half dozen parts by repeating the text you provided and filling in the part names and tech nodes.
  2. Hi, I recently downloaded some mods that add flying saucers and an Alcubierre warp drive to the game, but would like to move the parts to the very end of the tech tree. Is there a template available for a Module Manager patch that would simply change the tech node that a part belongs to? I'm up for using the Module Manager Handbook by Sarbian on Github to figure it out myself, but if there is a template or example available, that would save a significant amount of time. Thanks!
  3. This looks like a fun mod that would be especially useful for my later game career mode save when I'm trying to travel to a nearby star system with a fusion powered torch drive or nuclear salt water engine. I was wondering if it is known if this works fine with JNSQ and Rational Resources? I intend on testing it out but it may take a while, so I thought it worth asking.
  4. I've been enjoying this mod. Thanks very much for the release! I did have some experiments required to be performed "flying low" over the ice caps that seemed impossible to perform flying low, but maybe I just didn't have the right science parts (micrometeoroid impact, cosmic ray analysis, and visible light photography). I do have a contract available that requires me to be "landed" in an ocean, rather than splashed down, but instead of seeing this as a problem, I am seeing this as a challenge to build a submarine and get it to the ocean floor in that biome. Maybe set up a mobile processing lab down there while I'm at it. Seems like there could be a hefty reward for that. Maybe there should be a patch that would increase the amount of science I get for experiments performed "landed" in a biome that is covered with water, because doing science on the ocean floor is awesome and hard. Not sure if that's possible, but maybe having science rewards for those contracts in this mod is another way to accomplish that. I would use Kerbin Side Remastered - Life Aquatic for underwater contracts, but I have a conflict between Kerbal Konstructs and GPP Secondary that is preventing that, so keeping the landed/splashed bug from this mod may be a way to incentivize myself to do some submarine building.
  5. Hello Kerbonauts! Here is a mission I worked on for a couple days. This fully recoverable craft is capable of taking six tourists into orbit, making them all pass out from G-LOC (including one with a 1.68 G-force tolerance multiplier) while maintaining an orbital trajectory the entire time, and then safely decelerating for reentry and recovery. No space junk left in orbit, orbital engine ignitions required ullage, craft cost 404k credits. Some challenging features are mods JNSQ 2.5 scale, Deadly Reentry, Engine Igniter, FAR, Stage Recovery, Principia, Kerbal Health, TAC LS, RealChute, a reaction wheel nerf, and unlock purchases required for researched parts. Thanks to the awesome modders for parts and a great game!
  6. Hi, this looks cool. I downloaded via CKAN for KSP 1.12.2 but I'm not sure how to use it. My IVAs don't look any different and I don't see a button to press to toggle these vessel viewer displays. Are you supposed to click something to access the vessel viewer displays? Am I missing something basic about how to use the mod? I have toolbar controller and click through blocker installed.Thank you EDIT: Thanks for the reply JonnyOThan, I solved my problem. I hadn't installed VesselView-UI-Toolbar. As I remember it (will verify later), when installing via CKAN I was prompted to choose between VesselView-UI-Toolbar and VesselView-UI-RasterPropMonitor, as if I should only install one or the other. Not knowing any better, or what these things were, I just installed the VesselView-UI-RasterPropMonitor and not the UI-Toolbar. Now that I have both installed, along with Vessel Viewer Continued, Raster Prop Monitor, Raster Prop Monitor Core, and the hard dependencies, I can successfully open Vessel Viewer from the Toolbar and also access it on IVA screens in pods that have a RPM screen. This is a very cool mod! Thanks LinuxGamerGuru for your work.
  7. Hello. I'm really enjoying this mod, so thank you for your work on it. I'm having a repeated problem when I try to ignite 2 radially attached LV-1R "Spider" or LV-1 "Ant" Liquid Fuel Engines or at the same time on a small probe and only one ignites and I get a message that says "You do not have enough electric charge," even though my craft has over 90 EC remaining and the requirement for the engine is only 2EC. If I activate the engine that failed to ignite again immediately after failure while the other engine is still running and throttle is still up, then it ignites fine every time. Running KSP 12.2.2.3167. Is there a simple fix for this? Or is there a way to turn off the EC requirement completely? The button that toggles IgnitorActive to True or False also has no effect on this problem. Edit: I've solved my own problem by finding this --> https://github.com/linuxgurugamer/EngineIgnitor/blob/master/GameData/EngineIgnitor/MM_Configs/RemoveEC_EngineIgnitor.cfg.disabled Thanks again for your work on this and so many other mods, Linuxgamerguru
  8. Thanks for the replies. I had already used the alt-shift-f12 and completed the contract though. But now that I have a complete biome scan with SCANsat and have used it a bit, I realize you are correct that looking at the trajectory on a SCANsat biome map and its zoomed-in map, warping until that trajectory crosses WBI, then trying to come out of warp and do the experiment right at the moment I'm over WBI, would be the closest thing to a best solution. Good call on the molniya orbit! That would make the mission take much less in game time. I think the contract required that the specific satellite do the scan and that it have a very polar orbit though (80-100 degrees ish, too polar for molniya). I've used the SCANsat biome map while running Principia to execute a few other experiments over small biomes like "shores" and it works fine. It seems like a possible new feature for SCANsat would be to tell you when your orbit's trajectory over the surface will come within a given distance of a particular set of coordinates, since it already seems to be doing much of the math required to answer that question. I wonder if SCANsat communicates with Principia well enough to make predictions far into the future about the trajectory the craft's orbit will trace over its maps of the surface.
  9. Hello, I recently completed some month long solar observation studies and thermal experiments from this mod in orbit at the mun and recovered them on kerbin. When I did so, the contracts for each experiment recovery were completed. But it seems I was awarded about ten times the amount of science, funds, and reputation that was listed in the contract details. My messages inbox shows about ten messages of completion for each contract, too, even though I only accepted each contract once. Is this a bug, or is there another explanation? I thought it was odd that the funds reward was so low for the contracts (about one thousand funds). The mission was challenging, but I'm not sure it deserves a reward of 1200 science and bumping my reputation from 45% to 78%. Thanks Edit: Seems I am unable to reproduce this bug. Sorry for the false alarm. Thanks for the great mod.
  10. Thank you. I'm running Principia also. Sure, I could just cheat to finish the contract. But then I'd miss a chance to learn something and I'm more interested in that than finishing the contract quickly. How exactly would you predict when a satellite in a near polar orbit will be directly over a particular set of coordinates in real life? I get that the math involved is probably quite difficult. Is it possible to make a mod that would apply that same method to solving a similar problem in KSP?
  11. Thanks for the reply. The thing is, the measurement has to be taken while high in space from this particular satellite that launched from KSC whose orbit is about 87 degrees inclined and is very eccentric. I know that eventually the sat will pass over WBI but that it could take hours or days and will only be over WBI for a few seconds, so I'm trying to predict when that will be. I guess the alternative is to use kerbalism, RO, or some mod that makes the science experiment continuously take readings, but I really don't want to do that.
  12. Hello, I have a contract that requires me to do a gravity scan while in space over the Welcome Back Island biome in a JNSQ save. Is there a mod or a method that will allow me to predict when exactly my satellite will be over that biome? I believe it is a very small biome, so it would be difficult to just wait and watch for when I happen to be over the biome. Thanks
  13. Hello, thanks so much for y'alls work on these mods. I was just wondering if there is any way to fix the memory leak that Linux Gamer Guru described a few pages back when running KK together with JNSQ and rescaled secondary GPP. I was hoping to have access to KK goodies like water launch sites for boats and submarines while working my way up to long range journeys, but I'm happy to find an alternative for getting boats to the water. Just wanted to chime in that if there is a fix in the works for this sometime in the future, that would be awesome.
  14. Thanks for sharing your patch, evileye.x. Based on a very small sample size (N=4 or 5) of real control moment gyroscopes (CMGs) and a sample of ten real reaction wheels currently available on satsearch.co, I estimate that real CMGs produce an average of 1.14913 newton meters of torque per kilogram (of CMG), while real reaction wheels produce an average of 0.031358 newton meters of torque per kilogram (of reaction wheel). Meanwhile, stock KSP reaction wheels produce 100 to 150 newton meters of torque per kilogram. So assuming stock rx wheels average 125Nm/kg, to bring them down to real life CMG strength you'd nerf by a factor of 0.00919304, to bring them to the average of real CMGs and real reaction wheels (0.590244 Nm/kg), you'd nerf it by a factor of 0.004721952, and to bring them down to the strength of just real reaction wheels you'd nerf by a factor of 0.000250864. Obviously these are just approximations based on a bit of googling and spreadsheeting, and don't account for size or electric power usage, but they should be in the ballpark. It would be cool if a patch could distinguish between the CMG's that come with some mods and the reaction wheels, but I have no idea how to do that. I wanted to include the ISS' CMG in my calculation but couldn't find its mass anywhere. If someone knows it please let me know. TLDR, I think KSP reaction wheels are about 108 times stronger than real life control moment gyroscopes, and about 3,986 times stronger that real life reaction wheels.
  15. Thanks for the replies and advice! I'll try these out but hopefully them not being listed as compatible with 1.12.2 won't be a deal breaker. I've never written my own config patch but I guess I just make a notepad document with that text copied and pasted and save is as a .cfg in the game data folder. I'm not sure exactly what purpose Persistent Rotation would serve for achieving my goals here, as I already have Principia installed. Can I ask why Persistent Rotation was recommended?
  16. Hi, I'm interested in just adding ullage requirements and nerfing reaction wheels in a KSP 1.12.2 JNSQ career save. Is there a relatively easy way to do this without getting the full realism overhaul? Thanks
  17. Try smashing something that has ten or twenty times as much mass. If I remember right I had the same problem, but in a stock game, and it was solved by smashing something much bigger than one or two tons into the surface pretty close to the sensor.
  18. Thank you! So I removed Classic Stock Resources and now I am able to start the 1.12.2 JNSQ game successfully with both Rational Resources and Far Future Technologies installed without any fatal errors. I still have Community Resource Pack and didn't really care too much about Classic Stock Resources, so I am good to go!
  19. Thank you. That worked. I can't give up FFT for RR though. FFT is too cool. Hopefully there is a way to make them compatible in KSP 1.12.2.
  20. Anyone ever make it to Grannus from Kerbin running Principia? Or anyone know if that's possible on a personal computer?
  21. Hello. Thank you for your work on this mod. I am getting a fatal error on startup of ksp related to B9 partswitch and explodium being missing as a resource. I have a fresh install of KSP 1.12.2 with JNSQ and a bunch of other mods, but I've found that I only have a problem starting the game when the latest release of Rational Resources is installed. Has anyone else had this problem or found a solution? Thank you
  22. Try turning off SAS, and using about 1.5m/s^2 of acceleration. If you target the center of mass and attach to that with the claw, and lock pivot when you line up with the asteroid's center of mass as closely as possible, then you should be able to push it for a big burn and stay mostly pointing at the maneuver node without the SAS, assuming you have enough reaction wheels or RCS. I find that since the center of thrust and center of mass are almost never perfectly aligned when attached to an asteroid, the SAS tries to fight the imperfections too much during a burn and you end up wobbling out of control until you break apart. This worked for me for a 1km/s burn from solar orbit near Kerbin to a Duna encounter trajectory with a class D asteroid that was impossible with the SAS turned on, but successful with no SAS and 1/4 thrust. I also used only reaction wheels, not RCS. Hope that helps!
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