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KSP2 Release Notes
Everything posted by little square dot
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I'm not sure how KSP handles multiple models/drag cubes within one part, but the models are referenced and loaded individually, so KSP isn't looking for the drag values of frankenpart, rather it's somehow calculating a frankencube based on one or more of the models in use...or it could be ignoring them altogether. I really have no idea how it works. Does it add the values, assign the drag cube of the first model loaded, ignore them altogether unless the otherwise specified in the .cfg....? Who knows, but I really hope the game is at least moderately sane about the process, 'cause the thought of having to individually assign several hundred unique drag cubes makes me a tad nauseous. =/
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Ignore the surfaceFX problem...I had a sneaky non-engine module reference near the top of the .cfgs, so the indexing was off by 1. ...but I still can't get my capsules to float or my parachutes to create more drag. I don't suppose creating drag-y-er parachutes boils down to overriding default drag cube in the .cfg? I've increased fullyDeployedDrag, increased dragModifier, and even tried scaling up the models, but I'm not seeing a noticeable change in performance. Although I'm somewhat frightened by drag cubes, I'm thinking I'm probably going to have to dust off the ol' learning cap and figure 'em out.
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G'day. My welded parts, that haven't previously caused physics troubles, are going bananas since I updated KSP. To name a few issues: 1. surfaceFX on welded engines are permanently on, even when the throttle is at 0 and the engines deactivated. Debugger says: [Error]: [ModuleSrfFX]: No IThrustProvider module found at index 0! 2. welded capsules sink. -no errors in debugger. 3. changing values in welded parachute .cfgs does nothing to alter their performance, and parachutes work underwater when they're connected to one of my sinking capsules. -no errors in debugger. The list of odd behaviours is far more extensive than this, but those are the most irritating issues I've encountered. Any ideas?
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Also, my welded capsules are sinking in the water, which they certainly didn't do pre-1.0. The altimeter should read -283, but I'm guessing it's ticking back into the positives because parts aren't really supposed to sink. I'm having a heck of a time converting my parts to 1.02...evidently it's a whole lot less weld-friendly. Any help would be appreciated. *edit: What the eff? Parachuting underwater? It appears as though my welded parts break KSP's physics... which really sucks considering that I've spent well over 1000 hours on the damn things.
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Howdy. First off, I seem to be unable to add surfaceFX that are linked to throttle. I'm sitting on the launch pad with engines deactivated and the throttle at zero, yet the thing's belching smoke like nobody's bidness. **edit: I've just tested all of my engine welds, and they all do this. Secondly, I was wondering if someone could advise as to how to create a drag cube for my centrifuge that makes it challenging to launch to orbit, but not impossible. Essentially I'd like my absurdly unrealistic drag cube as realistic as possible without eliminating all possibility of getting it aloft. It's about 12m in diameter I believe.
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How harsh is reentry heating?
little square dot replied to kiwiak's topic in KSP1 Gameplay Questions and Tutorials
^^That doesn't sound right. I feel like the system needs to be much, MUCH more unforgiving...perhaps command pod maxTemp values need to be lowered or something. I think re-entry should always be a nail-biting moment, but as it stands you don't even really need to use a heat shield in order for the pod to survive, at least with the Mk1-2... I haven't tested the system with other pods, but I was actually trying to s'plode the Mk1-2 by diving in at a ridiculously steep angle. Alas, I survived. I even managed to survive a 9000m/sec dive into Jool's atmosphere, despite my heat shield having met with a violent end shortly after I hit the atmosphere. The 1-2 seemed to bear the brunt of the heat just fine after the shield was gone. -
[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
little square dot replied to UbioZur's topic in KSP1 Mod Releases
You realize that you're loading 2,700 textures with those 2,700 parts, right? Unfortunately removing nodes isn't going to solve your problem. -
More 3.75-5m parts! :)
little square dot replied to daniel l.'s topic in KSP1 Suggestions & Development Discussion
In the meantime, have an all-stock welded 3.75m capsule and decoupler... paste the following code in notepad and save it in your gamedata folder as nameofyourchoosing.cfg PART { name = vanguardXD_3_75m_commandCapsuleB module = Part author = little square dot rescaleFactor = 1 PhysicsSignificance = 0 node_stack_topDock = 0,1.6492,0,0,1,0,1 node_stack_bottom = 0,-0.6783,0,0,1,0,2 CrewCapacity = 4 TechRequired = largeControl entryCost = 33000 cost = 9900 category = Pods subcategory = 0 title = Vanguard-XD C3-4B Capsule [3.75m] manufacturer = The Department of Placing Things on Other Things description = The Vanguard-XD Space Exploration System is purpose-built for long duration missions. The C3-4B capsule boasts a sizable battery bank, energy-efficient reaction control systems, a built-in communications antenna, docking port, and emergency fuel cells. attachRules = 1,0,1,1,0,0,0 mass = 7 dragModelType = default maximum_drag = 0.2492 minimum_drag = 0.2488 angularDrag = 2.0156 crashTolerance = 27 breakingForce = 200 breakingTorque = 200 maxTemp = 3400 fuelCrossFeed = True stagingIcon = COMMAND_POD vesselType = Ship INTERNAL { name = PodCockpit offset = 0.0, 0.33, -0.93 } MODEL { model = Squad/Parts/Command/Mk1-2Pod/model position = 0,0.446067,0 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Aero/protectiveRocketNoseMk7/model position = 0,-0.355,0 scale = 1.4,0.85,1.4 rotation = 0,0,0 } MODEL { model = Squad/Parts/Utility/largeAdapter/model position = 0,0.095,0 scale = 1.54,0.8,1.54 rotation = 0,0,0 } MODEL { model = Squad/Parts/Command/mk1pod/model position = 0,-0.01,0 scale = 3,1.7,3 rotation = 0,0,0 } MODEL { model = Squad/Parts/Utility/largeAdapter/model position = 0,0.17,0 scale = 1.55,0.875,1.55 //was1.544 rotation = 0,0,0 } MODEL { model = Squad/Parts/Structural/adapterSmallMiniTall/model position = 0,0.22,0 scale = 3.1,2,3.1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Utility/largeAdapterShort/model position = 0,0.169,0 scale = 1.544,3.5,1.544 rotation = 0,0,180 } MODEL { model = Squad/Parts/Utility/decouplerSeparatorTR-XL/model position = 0,-0.48,0 scale = 1.455,1.375,1.455 rotation = 0,0,180 } //ports //right MODEL { model = Squad/Parts/Utility/decouplerSeparatorTR-18D/model position = 1.32,0.421,0 scale = 0.35,0.24,0.35 rotation = 53,90,0 } MODEL { model = Squad/Parts/Utility/decouplerStack2m/model position = 1.202,0.331,0 scale = 0.207,0.355,0.207 rotation = 53,90,0 } MODEL { model = Squad/Parts/Command/cupola/model position = 1.08,0.242,0 scale = 0.3,0.4,0.3 rotation = 53,90,0 } //left MODEL { model = Squad/Parts/Utility/decouplerSeparatorTR-18D/model position = -1.32,0.421,0 scale = 0.35,0.24,0.35 rotation = 53,270,0 } MODEL { model = Squad/Parts/Utility/decouplerStack2m/model position = -1.202,0.331,0 scale = 0.207,0.355,0.207 rotation = 53,270,0 } MODEL { model = Squad/Parts/Command/cupola/model position = -1.08,0.242,0 scale = 0.3,0.4,0.3 rotation = 53,270,0 } //back MODEL { model = Squad/Parts/Utility/decouplerSeparatorTR-18D/model position = 0,0.421,1.32 scale = 0.35,0.24,0.35 rotation = 53,0,0 } MODEL { model = Squad/Parts/Utility/decouplerStack2m/model position = 0,0.331,1.202 scale = 0.207,0.355,0.207 rotation = 53,0,0 } MODEL { model = Squad/Parts/Command/cupola/model position = 0,0.242,1.08 scale = 0.3,0.4,0.3 rotation = 53,0,0 } //front MODEL { model = Squad/Parts/Utility/decouplerSeparatorTR-18D/model position = 0,0.421,-1.32 scale = 0.35,0.24,0.35 rotation = 53,180,0 } MODEL { model = Squad/Parts/Utility/decouplerStack2m/model position = 0,0.331,-1.202 scale = 0.207,0.355,0.207 rotation = 53,180,0 } MODEL { model = Squad/Parts/Command/cupola/model position = 0,0.242,-1.08 scale = 0.3,0.4,0.3 rotation = 53,180,0 } //ladder //space: 0.254239 MODEL { model = Squad/Parts/Utility/ladderRadial/model position = -0.4449,0.80677,0.75 scale = 1.25,1.25,1.25 rotation = 0,60,323.5 } MODEL { model = Squad/Parts/Utility/ladderRadial/model position = -0.538329,0.552531,0.9075 scale = 1.25,1.25,1.25 rotation = 0,60,323.5 } MODEL { model = Squad/Parts/Utility/ladderRadial/model position = -0.634724,0.298292,1.07 scale = 1.25,1.25,1.25 rotation = 0,60,323.5 } MODEL { model = Squad/Parts/Utility/ladderRadial/model position = -0.73023,0.044053,1.231 scale = 1.25,1.25,1.25 rotation = 0,60,323.5 } //antenna MODEL { model = Squad/Parts/Utility/commsDish16/model position = 0,0.993567,-0.66 scale = 1.15,1.75,1.15 rotation = 0,0,0 } //dock MODEL { model = Squad/Parts/Utility/dockingPort/model position = 0,1.362,0 scale = 1,1,1 rotation = 0,0,0 } RESOURCE { name = ElectricCharge amount = 1000 maxAmount = 1000 } RESOURCE { name = MonoPropellant amount = 150 maxAmount = 150 } MODULE { name = ModuleCommand minimumCrew = 1 } MODULE { name = ModuleSAS } MODULE { name = ModuleReactionWheel PitchTorque = 13 YawTorque = 13 RollTorque = 13 RESOURCE { name = ElectricCharge rate = 0.4 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 4.0 } MODULE { name = ModuleAnimateGeneric animationName = antenna isOneShot = false startEventGUIName = Extend endEventGUIName = Retract actionGUIName = Toggle Antenna } MODULE { name = ModuleDataTransmitter packetInterval = 0.4 packetSize = 2 packetResourceCost = 10.0 requiredResource = ElectricCharge DeployFxModules = 0 } MODULE { name = ModuleGenerator isAlwaysActive = false requiresAllinputs = true resourceThreshold = 0.01 activateGUIName = Fuel Cell On shutdownGUIName = Fuel Cell Off efficiency = 95 INPUT_RESOURCE { name = MonoPropellant rate = 0.005 } OUTPUT_RESOURCE { name = ElectricCharge rate = 0.05 } } MODULE { name = FlagDecal textureQuadName = flagTransform } } PART { // --- general parameters --- name = vanguardXD_3_75m_commandPodSeparadapter module = Part author = little square dot rescaleFactor = 1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_top = 0.0, 0.076, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.177, 0.0, 0.0, 1.0, 0.0, 2 // --- FX definitions --- fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple fx_gasBurst_white = 0.0, -0.2, 0.0, 0.0, -1.0, 0.0, decouple sound_vent_large = decouple // --- editor parameters --- TechRequired = largeControl entryCost = 9900 cost = 1050 category = Pods subcategory = 0 title = Vanguard-XD Capsule Separadapter [3.75m] manufacturer = The Department of Placing Things on Other Things description = A 3.75m adapter/separator purpose-built for Vanguard-XD C3-4 Command Capsules. Features a recessed attachment point to accomodate the curvature of the capsule's integrated heatshield. Separadapters are attached using explosive bolts, so stage accordingly if you plan to use it as a permanent adpater. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 // --- standard part parameters --- mass = 0.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 17 breakingForce = 300 breakingTorque = 300 maxTemp = 3400 fuelCrossFeed = False stageOffset = 1 childStageOffset = 1 MODEL { model = Squad/Parts/Utility/decouplerSeparatorTR-XL/model position = 0,0.04,0 scale = 1.445,1.2,1.445 rotation = 0,0,180 } MODEL { model = Squad/Parts/Utility/decouplerSeparatorTR-XL/model position = 0,-0.04,0 scale = 1.448,1.2,1.448 rotation = 0,0,0 } MODEL { model = NASAmission/Parts/Size3Decoupler/size3Decoupler position = 0,0,0 scale = 1.007,0.35,1.007 rotation = 0,0,0 } //bar //MODEL //{ //model = Squad/Parts/Utility/sensorBarometer/model //position = 1.958135,-0.05,0.02 //scale = 2.32,2.9,0.96 //rotation = 0,90,270 //} // ----- DO NOT EDIT BELOW THIS POINT ------ MODULE { name = ModuleDecouple isOmniDecoupler = true ejectionForce = 500 } MODULE { name = ModuleTestSubject // nowhere: 0, srf: 1, ocean: 2, atmo: 4, space: 8 environments = 15 useStaging = True useEvent = False } } -
I suspect this has already been addressed but my searches didn't turn anything up, so apologies in advance if this is old news. The Size3MediumTank liquid fuel quantity seems to have the 4 and the 2 reversed. It reads 3240, whereas it should be 3420. Cheers. - - - Updated - - - Nevermind... installed new version and values seem to be correct. For some reason my Oxidizer was set to 4180.
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I was trying to ascertain the best approach to scaling wing/control surface lift/drag parameters, but stock .cfgs seem to be inconsistent. Does anyone know why all of the elevons have the same surface area in the .cfgs? There doesn't appear to be any logic to the system, unless I'm missing something. According to the configs the small control surfaces have the same surface area as the larger ones, but they produce less drag.....I'm wondering whether this was an oversight, or perhaps the surface area parameter doesn't actually do anything? Also, since I couldn't find much to work with using stock .cfgs, is anyone able to explain the proper approach to ballpark-scaling of wing/control surface parameters, and the relationship between dragCoeff & deflectionLiftCoeff? Many thanks.
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A question regarding symmetry...
little square dot replied to little square dot's topic in KSP1 Mod Development
eg: node_stack_BL = -3.403, -1.77, 1.965, -0.612, 0, 0.354, 2 node_stack_BR = 3.403, -1.77, 1.965, 0.612, 0, 0.354, 2 node_stack_F = 0, -1.77, -3.929, 0, 0, -1, 2 cheers. -
A question regarding symmetry...
little square dot replied to little square dot's topic in KSP1 Mod Development
In pictures... -
Howdy. I was just tinkering with my welded fairing system and found an incredibly annoying wrinkle that I can't seem to iron-out. My fairings are 3x, but for some reason I can only attach fairings in symmetry mode if I rotate my fairing segment from it's default orientation. In other words, two of the three nodes result in 3x symmetry placement, but the one node that's lined-up with the default orientation of the fairing segment (allegedly for ease of use) will not permit symmetrical placement. All nodes work fine if I place the fairings one at a time, so there's nothing wrong with the orientation of the uncooperative node. Any ideas?
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I agree. Squad should always feel free to break mods for the sake of improving the game. The things is, folder/part names have zero impact on the game. Any such alterations are just a matter of housekeeping, and while I agree that it needed to be done, I also stand by my initial request. If we're going to get this house in order, let's try to do it in as few takes as possible. On a personal note, having streamlined the repairs process, I'm almost half-way there after about 7 hours of tinkering. I had expected this to take four or five times longer, so my frustration level is approximately 73.2% diminished, give or take... and the venting has helped tremendously.
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Obviously, but thanks for the reminder. My only critique of the devs, whom I have the utmost respect for, is a valid one. The part names and folder structure has been terrible from the outset, and had it been properly thought-out none of this would be an issue. I was frustrated and needed to vent, so I said my piece, and that's that. I fail to see how making back-ups is relevant. I didn't lose data...they changed file/folder names, which is what this thread is about. I'm also not sure what "case" it is that I'm allegedly harming by criticizing the devs, and regardless, I'm confident that they're not so iron-fisted as to punish mild-mannered dissent. What are you on about? If what becomes a problem? A new approach to what? How did you manage to interpret my criticism of the folder structure and request for minimal changes in future as my having suggested that they should cater to my needs alone? I am thoroughly confused.
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Thanks man. I use Edit Pad Pro which has similar features, but it's still going to take an obscene amount of time. They're complicated welds and there are hundreds of them. I just needed to vent because it's extremely frustrating to find yourself faced with hours upon hours of work because of someone else's lackadaisical approach to folder-structuring and file-naming. I'm not even sure why minor alterations such as "probeCoreSphere" to "probeStackSphere" were deemed necessary, and some of the changes don't even make sense, ie. changing "longAntenna" to "commsDish16", which looks to me like another make-work project for a future date. I just wish that Squad had put some effort into adequately structuring the parts folders from the outset, but whatever... I'll stop being grumpy now. Just in case anyone else finds themselves in a similar boat, the following list contains most of the changes: rocketNoseCone = protectiveRocketNoseMk7 noseCone = aerodynamicNoseCone R8winglet = wingletAV-R8 winglet = wingletAV-T1 asasmodule1-2 = advSasModuleLarge advSasModule = inlineAdvancedStabilizer sasModule = inlineReactionWheel crewCabin = hitchhikerStorageContainer Mark1Cockpit = mk1Cockpit landerCabinSmall = mk1LanderCan probeCoreSphere = probeStackSphere solarPanels2 = 1x6ShroudSolarPanels solarPanels4 = 1x6SolarPanels solarPanels1 = 2x3ShroudSolarPanels solarPanels3 = 2x3SolarPanels largeSolarPanel = gigantorXlSolarArray radialFlatSolarPanel = solarPanels5 batteryBank = z-1kBattery batteryBankLarge = z-4kBattery batteryPack = z-100Battery batteryBankMini = z-200Battery ksp_r_largeBatteryPack = z-400Battery sepMotor1 = solidBoosterSep solidBooster = solidBoosterRT-10 solidBooster1-1 = solidBoosterBACC engineLargeSkipper = liquidEngineSkipper liquidEngine2-2 = liquidEnginePoodle radialLiquidEngine1-2 = liquidEngineMk55 liquidEngine1-2 = liquidEngineMainsail liquidEngine2 = liquidEngineLV-T45 liquidEngine = liquidEngineLV-T30 nuclearEngine = liquidEngineLV-N liquidEngine3 = liquidEngineLV-909 radialEngineMini = liquidEngineLV-1R microEngine = liquidEngineLV-1 toroidalAerospike = liquidEngineAerospike liquidEngineMini = liquidEngine48-7S smallRadialEngine = liquidEngine24-77 turboFanEngine = jetEngineTurbo JetEngine = jetEngineBasic miniFuelTank = fuelTankOscarB fuelTankSmallFlat = fuelTankT100 fuelTankSmall = fuelTankT200 fuelTank = fuelTankT400 fuelTank_long = fuelTankT800 fuelTank1-2 = fuelTankX200-32 fuelTank2-2 = fuelTankX200-16 fuelTank3-2 = fuelTankJumbo-64 fuelTank4-2 = fuelTankX200-8 toroidalFuelTank = fuelTankToroidal RCSTank1-2 = RCSFuelTankR1 rcsTankMini = RCSFuelTankR10 RCSFuelTank = RCSFuelTankR25 radialRCSTank = RCSTankRadial structuralIBeam2 = structuralIBeam200 structuralIBeam3 = structuralIBeam200Pocket structuralIBeam1 = structuralIBeam650 strutCube = strutCubicOcto structuralMiniNode = structuralMicronode trussAdapter = trussGirderAdapter trussPiece1x = trussGirderL trussPiece3x = trussGirderXL structuralPanel1 = structuralPanel1x1 structuralPanel2 = structuralPanel2x2 radialEngineBody = engineBodyRadial nacelleBody = engineNacelle stackSeparatorMini = decouplerSeparatorTR-2C stackSeparatorBig = decouplerSeparatorTR-XL stackSeparator = decouplerSeparatorTR-18D stackDecoupler = decouplerStackTR-18A stackDecouplerMini = decouplerStackTR-2V decoupler1-2 = decouplerStack2m longAntenna = commsDish16 commDish = commDish88-88 dockingPort2 = dockingPort dockingPortLarge = dockingPortSr dockingPort1 = dockingPortShielded dockingPort3 = dockingPortJr dockingPortLateral = dockingPortInline radialDecoupler1-2 = decouplerRadialHDM radialDecoupler = decouplerRadialTT-38K radialDecoupler2 = decouplerRadialTT-70 ladder1 = ladderRadial telescopicLadder = ladderTelescopic telescopicLadderBay = ladderTelescopicBay landingLeg1 = landingLegLT-1 landingLeg1-2 = landingLegLT-2 miniLandingLeg = landingLegLT-5 roverWheel1 = roverWheelM1 roverWheel2 = roverWheelS2 wheelMed = roverWheelTR-2L roverWheel3 = roverWheelXL3
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That's a heck of a convoluted description, haha.... somewhat more succinctly: it's just a title screen. I think the Munar surface has been significantly altered since that image was created. I could be wrong, but I'm pretty sure that title screen is somewhat elderly, and I seem to recall the Mun getting a wee bit of a face-lift about a year ago or so, but again, I could be wrong.
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No. Nope. Nooooooop. His willingness to take on such a demanding and dangerous job could be considered a sacrifice, but as for remaining in lunar orbit while others landed on the surface, definitely not. That was his job. I don't know why the fact that he is less recognized or receives less credit even enters into this. That's superficial egoic nonsense that doesn't matter one tiny little bit. He was fortunate enough to become an astronaut at an incredibly exciting time, flew on a Gemini mission, performed an EVA, and played a key role in the most famous Apollo mission. Sure, he had to stay in orbit....boo-freaking-hoo. That is not a sacrifice by any stretch of the imagination. You guys are crazy. Why do the last few feet matter? He had a way better view and a unique experience all his own. You guys are thinking only in terms of loss as though somehow he missed out on something, but nobody lost or missed anything. Did I mention that HE GOT TO GO TO THE FREAKING MOON!?!?!? =)