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Everything posted by Mathrilord
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Part Request Very short cargo ramp size 2 (like the one from mk3 expansion but those are not tweakscalable) Cylinder bottom one flat and an other one less flat. Landing gear ONE GIANT wheel. adapter mk2 to size 2 hollow size 2 side cargo ramp(as large as the part) size 2 elevetor up and down auxiliary power unit (turbine generator) :very low TWR, high electrical output adapter size 2 to mk3s2 (2.5m)
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
Mathrilord replied to SuicidalInsanity's topic in KSP1 Mod Development
A lot of mk3 part can't be rescale with tweakscale -----> Cargo ramp- 863 replies
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Thanks. I understand(or I think so) your point and agree with but at the same time it's not the goal of this challenge. The main idea was to create a challenge KEA like that focus on cargo transport and that allows a wider range of vehicle. As new idea poped in my head I tried to integrate them to the challenge. My opinion is that diversity is good and allow other to participe the way they like. I know it adds complexity but only me and reviewer will have to deal with it. The idea of a delivery system is a good idea and I will add it as transport network, will be optional. Transporting a specific cargo to a specific destination is already a thing. This is the purpose of cargo event. It's inspired by the STS challenge with their mission. I've make it different by making them time limited to keep this challenge alive for longer. As cargo event are optional I also add the prediction system to again keep the challenge alive longer. If you are concern by how to make score fair for any kind of participation/submission well that is why I first make cargo classification and all those stuff. I you think people will give up because of the complexity or the presentation of the challenge then I don't know what to do because for me it's clear and quite easy. If you still think it's necessary to make modification I'll ask you to tell me what and how because me I don't see. The thing is that I don't think like most people do and that lead to me trying to explain things that for me are simple while the other person does understand anything.
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Actually I was asking if it's normal that some line of the log start with with missing bracket ( [ ) and non sensible letter or number. It's a bit like if there was a computer error that mix binary or hexadecimal or something. I want know because on my other computer(this one is new) I had one of the four ram array that was broken/desynchronized returning wrong value and it was slowly corrupting all my computer. For KAX bug, I've been exploiting it secretly for the challenge Kerbal Express Airlines because who can say no to free parts!
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Would be appreciate to get feedback on what I've done so far, telling me the mistake I've made and is it understandable(what needs more clarity)? Please Important to know that I have a hard time expressing my self even in french(first language). That's why I'm asking you. (To give you an idea I've been doing this almost continually since monday. #veryslow #nolife) Edit: I need one submission for testing purpose, a plane with IKEA mods(Airplane+,KAX,tweakscale) Edit2: neistridlar read the general challenge info spoiler
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Nothing. Two try doesn't work, the next one was good. I didn't change anything. Sadly(or not) log have been overwrite and I've not been able to reproduce the bug without actually removing ModuleManager. By the way while I was looking at the log I saw that: OG 13:18:07.401] ValidateKspMinMax, KspVersionMin: 1.4.4, KspVersionMax: 1.4.8 or[LOG 13:18:07.410] KSP-AVC -> Identical remote version found: Using remote version information only. or [LOG99 Is that normal???? and lol (KAX) [ERR 13:19:44.850] TweakScale::PrefabDryCostWriter: negative dryCost: part=size2Fuselage, DryCost=-3.814697E-05
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[Picture go here] Summary: Build the best vehicle to transport cargo, participate to event and cargo mission. Kerbal Express Delivery managers came up with a new strategy to adapt their fleet of vehicles to the needs of the market. KED is a fast shipping company present everywhere in the Kerbol system. Their supercomputer(my brain) use some truely absurd mathematic theorem(my random idea) to predict the future requirements(my will) of the company. They use these prediction to decide wich vehicle they gonna buy to replace to older one. Your task is to offer that match the best their needs for current round of buy. Kerbal Express Delivery want the best of the best, they want cargo-vehicles with high efficiency or transport solution. Your craft will be given a spec sheet by the reviewer of the company with his specification and their notes, then current prediction will be multiply to your spec sheet and the sum of all the resulting numbers will be the score of the craft for the current round. NEW!: To demonstrate the effeciency of your transport solution and prove his usefulness you can present a working and complete transport network. Disclaimer: english isn't my native language (french is) be tolerant for error and weird phrasing of a sentence. I do my best. Also feel free to correct me. Rules *All mods listed are optional, stock always better. -Game version= 1.5.1 -Parts(compatibility confirmed): stock + making history + airplane plus + kerbal aircraft expansion + mk2 expansion + mk3 expansion + b9 procedural wing + b9 part switch + eva handrails continued + mk.1 stockalike open cockpit + K.A.S. + ablativeairbrakes + Wetterwings + mk1 cabin hatch + Kerbal foundries(when updated) + opt reconfig(main) + Kerbonov -other: Bonvoyage + TCA + worldstabilizer + IFS(no parts) + ballast water tank (submarine only) + tweakableeverythingcontinued (no abuse) -STXContinued:(no engine: some are unbalance with stock game)(may get remove) -tweakscale(use with moderation to not get caugth by the police) -dock rotate(use with moderation to not get caugth by the national guard) -AtmosphereAutopilot, optional but please use it. AWESOME -Craft that cause my computer to lag won't be reviewed plus I'll erase them of the known univers. If it make crash my computer well... use your imagination. -Clipping= max 20% of a part volume. To use only for good reason. I don't like evil. Ex: Compressing fuel tank to get more space is bad. -2 craft max per week per person for more take one leave one -Autostrut yes but only for big thing when it's the only way to prevent your craft from exploding when spawning -no addons that affect physic of the game -No free moving cargo in/on a craft -Electric propellers and engines are allowed providing the power comes mainly from battery and/or fuel consumming devices. -No more thant 1 RTG for 25 parts allowed on atmospheric planet. Can't use RTG has main source of power for Ion engine. -You can't use any unfair bug or exploit as a propulsion method. (Wheel Hover bug is ok) -NO NUCLEAR engine in use below 50 km on kerbin -neistridlar can only use Neist Airliner Parts -squad staff and moderator can only use upside down command pod -S.A.S. is disabled on pair day Cargo definition: A cargo(it's a payload, a marchandise, a commodity) can be a lot of thing from fuel and ore to a whole rocket, it's also kerbals. Cargo has a mass and a size and. If a cargo is, for example, a ressource that doesn't have a physic existence in the game, then the cargo have to be in a container. You can submit container. Craft Your craft can be manned or not, if not make sure to have enough power and antenna range. Your craft can be anything that can contribute to a transport logistic. Ground: for wheeled vehicle on kerbin apply the rule for electric engine(extra point for minimal use of solar panel) and no mining. Liquid: you'll need dock to load and unload cargo, we don't supply them. Atmosphere: range above 5000 Km is kinda useless. Space: Temporarly space only vehicle won't be allow for the challenge. Transport Network WIP Submission Guidelines (your craft should): be fully reusable, durable and safe (for reusability, any detachable component need to be reattachable. Ex: in a missile delivery system, missile has to be reloadable+give the price for one) be able to; move cargo from a point to an other (vehicle)/store cargo (container) be the most efficient/effective in any way* (speed, crew capacity, range, fuel consumption and maintenance cost are relative to cargo capacity) have the least amount of part per cargo capacity be easy to use be the most flexible (on cargo configuration) stay stable and manoeuvrable whatever cargo configuration is use (vehicle) be as cheap as possible have a good range of operation (for your kind of vehicle) extra points for style and originality. *Example: If, for the same price, you can buy a big aircraft or an other two time smaller and two time faster, then, they are both equivalent. Complete judging criteria(reviewer secret checklist): Submission rules: Name your company and your craft Describe his cargo capacity A Picture Main spec(that apply to your craft) ex: speed, range, cost, part, cruise altitude, deltaV,... any relevant information like safety stuff pilot manual(how to use it) actions groups and commands needs to be listed in the in game craft description link to your craft file using kerbalx (or steam but steam workshop is bad) do some blabla say wich mod you are using but most importantly if you are using or not atmosphereautopilot What should look like a submission: For reviewer Score, event, mission, round, prediction and badge Event (new post every time) Two things will happen through time; When I decide to, a new round will start(ending the previous one) with new prediction. The second thing will be mission and event. -Prediction affect the score of your craft by redefining how much point worth(multiplication) each stats. You get a badge while one of your craft is on top of the leaderboard when round end. -Event can be a lot of thing but mostly . You may get a badge by accomplishing them on time. You need to post screenshot as proof of success. -Cargo delivery mission: see below. You'll be able to see your score when the google doc(or excel or other) will be completed. Awesome super secret special badge can also be obtain by BlaBlaBlaBlaBlaBlaBlaBlaBla.......... THEY ARE MINE! Find them by yourself! Mission list Car delivery WIP Rocket plane Goal: Make the most efficient rocket cargo plane. Rules: rocket engine only, max 10km altitude Score: 100*range(km)*cargo capcity(mass t)/cost Russian doll Goal: Make a vehicle carrying a vehicle, carrying a vehicle, carrying[...] a kerbal. Rules: Max mass=100t Score: range(km)*number of step/1000 Badge Link -Google sheets need time to do that. This challenge have been simplified to make sure everyone can have fun while doing it. Below are the original rules that you can still follow to get extra point, mention it in your submission as hardcore mode. You should know that they are not complete and may never be, there is a lot of missing elements that only exist in my mind.
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Meteo+wind+ocean current
Mathrilord replied to Mathrilord's topic in KSP1 General Mod Development Help and Support
In other words I can write the equation and make them work on a sheet of paper but I need someone else to put them into the game. -
I'm not going to do the same kind of review because I only need them to make sure noboby is cheating. (Also because I'm not a good writer) Just have an idea; using mission as anti-cheat. Didn't play much with mission builder so not sure if it's feasible. Maybe for later. I could go with something like: 2 craft max per week per person for more take one leave one. Maverick don't worry nobody will be able to do a all in one because I'll make simplicity the best way to go. Plus there will be the following rule: If your craft cause too much lag to my computer I delete it
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KSP Weekly Challenge Suggestions
Mathrilord replied to Just Jim's topic in KSP1 Challenges & Mission ideas
Just make any combination you want and you'll have a challenge. -Vehicule type: plane, rover, boat, ssto, space shuttle, rocket, lander,.... -Feature: Monowheel, Paraglider, Two wheel, No wheel, xyz symmetry, asymmetric,... -Goal: speed, range, capacity, stunt/skill, target,... -(Optional) Special condition: theme, historic,... or any crazy idea you may have. Edit: Hey Squad those idea are completly free! I also have idea for a KSP 2 but those have a price. -
I'm going to create a new challenge similar to this one but that will focus on cargo and effectiveness(kerbals count as cargo :P). More mod allowed, metric unit and no rules that change crew capacity or cost. I don't want the same problem KEA have with review. Any idea or advice? Also I want to expand the challenge to every kind of craft. I'm not sure if I should go with one thread or more. (Best would be sub-thread) There is also the question of wich addons to choose. Can excel be automatized?
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ClayAddons (Phase I) [Temporary Dead]
Mathrilord replied to Mathrilord's topic in KSP1 Mods Discussions
For engine: Module works but a bit overkill: get back to drawing board. For adaptative parts: nothing work + some fundamental problem I can't solve(like shape detection). I have other project for now, will get back to it later. -
Meteo+wind+ocean current
Mathrilord posted a topic in KSP1 General Mod Development Help and Support
Meteo, wind, real cloud and more. I want a mod that can do that. My question is; If I do the math, would anyone want to do the rest? What I can do is formula that use available information on the celestial body (biome, distance to sun, ...) to map a dynamic atmosphere. The way it would work----> input coordinate = output a vector giving direction, orientation and strength of the (air or water)flow, temperature and pressure(maybe air composition too). I won't start if no one is interested, also I need to know what I can or can not use(as input data and for math). -
That's weird, tweakscale doesn't load at all in version 1.5.1 for me. Didn't play since 1.4.4 so maybe i'm doing something wrong. Is there any mod/addon(?) incompatible with tweakscale that could prevent it from working? Ooooo shiny stuff! That's doing the stockalike parts a bit harder to make. Edit: actually MM wasn't loading... what the... Now everything is working but still doesn't know what happened.
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I want to know if it's possible to generate mesh in-game. Ex: In the VAB you right click on a cylinder and set one side to a certain shape and the other side to an other shape.
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Is this normal? Always happen when j-34 chevron is place in hangar
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[1.4.+] Kerbal Wind Tunnel Development Thread
Mathrilord replied to Booots's topic in KSP1 Mod Development
J-404 turbojet isn't support by the mod.- 43 replies
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ClayAddons (Phase I) [Temporary Dead]
Mathrilord replied to Mathrilord's topic in KSP1 Mods Discussions
I'll see wath is the best but I think that coding will surely be needed. For nodes there's an example: your craft have a fuel tank, a fuselage part, a battery, a command pod. in the fuselage(right click) you add only a piston engine module, the engine have an input Pnode(physical) for air, an output Pnod for gas exhaust, an input Vnode(virtual) for electricity, data Vnode for computer(incase you want to do some fancy config on piston sequence), a live(need to be at the same rotation speed as the connected node) Vnode for torque). We will ignore heat for this example. Data node is link to command pod, electric node is link to battery, torque node is not link, air node is not link, gas exhaust node is not link. Torque node is a Vnode so it will be automaticaly sealed. Air node and gas exhaust node are Pnode so holes(can have different visual) will appear on the fuselage part and the part will be given an air intake module and exhaust module. -
Disclaimer: English isn't my native language, I do my best. Clay Parts; no it's not about clay but its malleability. My idea is a completely revamp part system where your parts adapt to the shape, size, fonctionnality and visual you want. Less parts (even with a lot of mods), just highly configurable ones and configurations. ClayAddons will be a serie of standalone mod that interact with each other alot. This post is about discussing and defining the theoretical rules between each part and functionality. Ex: relation between size and thrust of an engine. As ClayAddons will contain alot of stuff we will go step by step. First one engine! How engine are handle by the mod (ClayEngine). Engines includes everything that allow movement, motion or implied motion ex electric generator. In fact the mod include no engine, but engine module or component (you can have multiple engine module in one part and module on a part can interact with module on other parts). Ex1: the propeller is a module, piston engine is another one. Ex2: combustion chamber is a module, tuyere (nozzle) is another one. Each module have a whole range of option ex: size, number of piston(piston engine), number of blades(propeller). Each module can have one or multiple virtual and physical nodes. Module node are port for linking modules with each other like electric plug. Nodes can be connected when module are placed inline or with various cable: electric cable, fuel line, shaft, cable(rope or metal cable), track(for wheel), chain, belt, pipes(yes pipes for air, water and ??????. So air intake need to be connected to engine using pipes.) Virtual nodes are for internal use only. Physical nodes will lead to the outside of the part of his module if not linked to anything else ex: exhaust, air intake. For physic ease all those internal logic will be simplified at vessel load. I need your help to define module their nodes and options. +Mass etc let focus even more---> Propeller engine + Piston engine Propeller component: core (nose cone): size, mass, drag, internals blades: number, size, drag, design, thrust ressource: torque, rotation, air, thrust, data Piston engine component: piston: number, size, configuration, mass, power ressource: electricity, gas(oxygen), gas(CO2), liquid fuel, torque, rotation, heat, data Gearbox: type(planetary, ....), mass, size ressource: torque, rotation Shaft: mass, size ressource: torque, rotation Those four element interact by torque and rotation For later