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Nori

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Everything posted by Nori

  1. Didn't run into any issues testing it. The spawning works out really nice. A suggestion would be to allow ESC to cancel the attaching.
  2. Happy to help. If you are releasing any more parts that need a special config just send me a message and I'll fix something up for ya.
  3. @Beale, I recall you mentioning having a tough time getting the TAC Life support numbers right (at least for 0.10). If I may make a suggestion. You may know this but I'm not sure. TAC LS automatically adds the appropriate amount of life support to manned modules. So parts like TST Crew Module will get life support added just fine. It becomes a bit dicey with unmanned cargo modules like the Pollux, or parts that should have more lifesupport like the Vega and that is where you want to add the modules separately. So onto my suggestion. Remove any of the basic command module parts from the TAC LS file and just work on adding LS to the "special" parts. I'm including the file that I have been using to add TAC LS for your parts (modeled after what I think you were going for in your TAC LS). Hopefully this helps you. //Tantares TAC LS - Days of supply listed for max crew @PART[Tantares_Orbital_A]:NEEDS[TacLifeSupport] //TST Orbital Module - 6 day supply { MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 2.194 maxAmount = 2.194 } RESOURCE { name = Water amount = 1.45 maxAmount = 1.45 } RESOURCE { name = Oxygen amount = 222.075 maxAmount = 222.075 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 191.825 } RESOURCE { name = Waste amount = 0 maxAmount = 0.2 } RESOURCE { name = WasteWater amount = 0 maxAmount = 1.847 } } @PART[Alnair_Orbital_*]:NEEDS[TacLifeSupport] //ALN KS-01 Orbital Block - 18 day supply { MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 6.582 maxAmount = 6.582 } RESOURCE { name = Water amount = 4.35 maxAmount = 4.35 } RESOURCE { name = Oxygen amount = 666.224 maxAmount = 666.224 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 575.475 } RESOURCE { name = Waste amount = 0 maxAmount = 0.599 } RESOURCE { name = WasteWater amount = 0 maxAmount = 5.54 } } @PART[Hamal_Orbital_A]:NEEDS[TacLifeSupport] // HAMAL Orbital Module - 18 day supply { MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 6.582 maxAmount = 6.582 } RESOURCE { name = Water amount = 4.35 maxAmount = 4.35 } RESOURCE { name = Oxygen amount = 666.224 maxAmount = 666.224 } } @PART[Vega_Crew_A]:NEEDS[TacLifeSupport] //V-C1 Operations Block - 15 day supply { MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 10.969 maxAmount = 10.969 } RESOURCE { name = Water amount = 7.25 maxAmount = 7.25 } RESOURCE { name = Oxygen amount = 1110.373 maxAmount = 1110.373 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 959.124 } RESOURCE { name = Waste amount = 0 maxAmount = 0.998 } RESOURCE { name = WasteWater amount = 0 maxAmount = 9.233 } } @PART[Vega_Crew_B]:NEEDS[TacLifeSupport] //V-C2 Operations Block - 15 day supply { MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 10.969 maxAmount = 10.969 } RESOURCE { name = Water amount = 7.25 maxAmount = 7.25 } RESOURCE { name = Oxygen amount = 1110.373 maxAmount = 1110.373 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 959.124 } RESOURCE { name = Waste amount = 0 maxAmount = 0.998 } RESOURCE { name = WasteWater amount = 0 maxAmount = 9.233 } } @PART[Vega_Crew_C]:NEEDS[TacLifeSupport] //V-C3 Operations Block - 27 Day Supply { MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 9.872 maxAmount = 9.872 } RESOURCE { name = Water amount = 6.525 maxAmount = 6.525 } RESOURCE { name = Oxygen amount = 999.336 maxAmount = 999.336 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 863.212 } RESOURCE { name = Waste amount = 0 maxAmount = 0.898 } RESOURCE { name = WasteWater amount = 0 maxAmount = 8.31 } } @PART[Libra_Crew_A]:NEEDS[TacLifeSupport] //L-MLCC Lander Can - 18 Day Supply { MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 6.582 maxAmount = 6.582 } RESOURCE { name = Water amount = 4.35 maxAmount = 4.35 } RESOURCE { name = Oxygen amount = 666.224 maxAmount = 666.224 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 575.475 } RESOURCE { name = Waste amount = 0 maxAmount = 0.599 } RESOURCE { name = WasteWater amount = 0 maxAmount = 5.54 } } @PART[Pollux_Control_A]:NEEDS[TacLifeSupport] //Pol Cargo and Control Block - 18 Day Supply { MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 6.582 maxAmount = 6.582 } RESOURCE { name = Water amount = 4.35 maxAmount = 4.35 } RESOURCE { name = Oxygen amount = 666.224 maxAmount = 666.224 } } @PART[Capella_Control_A]:NEEDS[TacLifeSupport] //CAPELLA Cargo and Control Block - 30 Day supply { MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 10.969 maxAmount = 10.969 } RESOURCE { name = Water amount = 7.25 maxAmount = 7.25 } RESOURCE { name = Oxygen amount = 1110.373 maxAmount = 1110.373 } }
  4. You can do this. In the settings there is a 86k BP per x, with x being mass of the rocket. Default is 25. I set mine to 50, you could set it to 100 if wanted (4x faster basically).
  5. The second part he posted (about the flickering GUI etc). It is a known error in FAR that apparently has been fixed in dev.
  6. Yo, that's a known FAR bug that has apparently been fixed in dev. Hopefully it'll be released soon since it is a really annoying bug.
  7. Ok that makes a long more sense. So attach all experiments via docking ports then. Good to know.
  8. Thanks for the response. I will try and make sure to do that. I did return them to original, but didn't lock. Question though. If I setup a Mun base and used IR parts for it how would I get around this sort of thing happening assuming I have stuff extended permanently? Can I extend and lock and have the same protection as Master Tao said?
  9. So when a contract says to bring the results back to Kerbin does that include transmitting? I launched a largish station into orbit with one of each experiment. Quite a few days later I finish the results. Trying to transmit makes the experiment inoperable which is fine. So I launched a recovery mission. Upon taking the experiments via EVA the experiments again say they will become inoperable. Am I doing something wrong? Lastly, I had a contract for experiments around Kerbin but when I brought them back with the aforementioned EVA recovery it didn't not mark the contract as complete. Did I miss some step?
  10. Would it be possible to have earliest leave date default to the current date/time? It would be nice for when you are running a bunch of transfers trying to decide where to go.
  11. Anyone seen this happen? No that isn't just me being a terrible rocket builder.. though I wish it was just that. Basically I docked a lander to the parent ship. Saved the game and came back a few hours later. When I loaded in I found the IR extender thingies like that. It is supposed to be 4 in symmetry all around the ship to extend the landing base (my favorite use for them)... Here it is landed before the legs got all screwy.
  12. I play it with Fineprint and have no issues. Your problem is probably KSP 64bit. It and Unity 64bit are rather buggy and YMMV.
  13. So tried resetting contracts and declining dozens to get a part tester to show up. Never did in the testing. Just kept playing and finally got one. So I guess the game just doesn't deal well with a lot of mods adding extra contract types.
  14. I'm actually having the exact same issue. Ran across it just as I was deorbiting into kerbin. I know this doesn't really help you, but this didn't happen with FAR before installing AGX. Of course it could still be a FAR issue and FAR just isn't playing nice with AGX. Can provide logs if it helps.
  15. The thrust is actually more than adequate. The issue is the massive rings hold hardly any fuel. To test this, watch the deltav go up very quickly by simple adding a few stock xenon canisters. 16 of them and you more than double your deltav. The ring should probably have 2-3x the xenon gas. I would personally like to see the ISP balanced more along the lines of how Near Future Propulsion does it. But that is just my opinion.
  16. Is there a way to reload a single part while in game? Or apply a single MM .cfg? Also what was the key to get to the MM reload database screen?
  17. Has anyone tried making a docking port attachable/grab-able? My thinking is this. I have a station science space station and the main parts are rather heavy 2.5m parts. Ideally I would send up the modules in a few launches and dock using sr. docking ports... However I don't have them unlocked. So I launched the modules anyway and now have been wondering if I could fly up a docking port to attach via EVA once I do unlock the Sr Port.
  18. Getting this when I load parts in the VAB. NullReferenceException: Object reference not set to an instance of an object at CrossFeedEnabler.ModuleCrossFeed.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at CrossFeedEnabler.ModuleCrossFeed.Update () [0x00000] in <filename unknown>:0 Logs here: https://www.dropbox.com/s/8zteqzdg3g3qxvc/KSP.zip?dl=0
  19. I don't think it should be debatable. Nuclear power has and will continue to be one of the safest and cheapest power generation methods we have. You might scoff that I say safest, but think about how many people have died as a direct result of a nuclear powerplant disaster. Then compare that to how many people die in coal mines every year. It is a pretty stark comparison. Also, if you do some research on new nuclear reactors (gen 3) you will find that they are significantly safer and easier to operate than the previous gen 1 and 2. Many of the new designs have completely passive cooling systems that would have made what happened at Fukishima nearly impossible.
  20. Been searching for a answer to this but can't seem to find it... For the theoretically possible electric thrusters (Hall, VASMIR, Magnetoplasmadynamic) why do they use the propellent that they use? For instance, most of the "Ion" engines actually in use seem to use Xenon gas. I imagine that is used over Argon because of higher densities? But if that is the case why no use Krypton? Then you have VASMIR which they have been testing with Argon. Is that because it is cheaper to test with Argon? Or could it use Xenon? Magnetoplasmadynamic is supposed to use Hydrogen, but I believe it could be used with Argon and or Xenon. Not sure what the advantages/disadvantages of each is.
  21. I started with NEAR, then said screw it and went to FAR for better mod support. But to make it more like NEAR I turn part failures off.
  22. Agreed. Wonder if the time control mod really works for the long Ion burns... Or with the NFT VASMIR drives. In any case the document is super interesting and rather exciting.
  23. Hehe. Minor mistake. It is obviously not a big deal as the part will still show up in the game.
  24. Soooo, downloaded the pack and thought I was going crazy cuz I couldn't find the fuel cell in the folder list. It appears that the "US_Wedge_P10_Fuelcell" folder ended up in "US_Core\Parts\US_Wedge_D20_SafetyDecoupler_250" I imagine that was a accident?
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