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toric5

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Everything posted by toric5

  1. just FYi, with the current download, tracks 3 and 5 dont have any metadata, and both are labeled curvature. (Id like to put this into my music library, so metadata is important.) EDIT: also, One Small Step is labeled as Mun Steps in the download.
  2. The waterfall restock configs seem to generate MM errors, and several of the plumes are just pink cylinders.
  3. I just realized something... the micro port has: nodeType = microPort but the end effector has: nodeType = PDGF lemme test if setting them to the same value helps. ok, so setting them to the same value lets them actually dock if they are on different craft, but on the same craft, magnetism never engages unless I quicksave\quickload after the end effector is in poisition. @Angel-125, Im sure its a PEBKAC (problem exists between keyboard and chair) error, but I cant for the life of me figure it out. Ive tried same-vessel interaction, Ive tried docking aquire force, controlling from the end effector and making sure to exee the mindistancetoreaquire, ETC. Would you be able to share your setup?
  4. log: https://gist.github.com/TheToric/fe3093990a415060dd628b879721f2f9
  5. Tested again. For some reason, the simulator simply isnt taking into account converters at all. I put down a command pod, opened the sim window. Then I added the hitchhiker (tried with other greenhouses/etc) and removed the snacks, but filled the soil meter. No change to the sim window. Ill post logs later.
  6. Its probably just a limitation of the game engine, but I cant seem to make a proper canadarm 2 style arm that inchworms its way over the station. I build an arm with an end effector on both ends, and dot the station with the micro ports, but I cant seem to dock the end effector when the other end effector is docked. has anyone had any luck with this?
  7. Just realize the restock+ NTR, the cherenkov, does not have an NFE patch. Should that be reported on NFE's end, or here?
  8. Im not playing with kopernicus or anything, the only mod I have that change antennas is near future exploration. I can get the full mod list if you need. As you can see. the signal strenth/distance window seems to be... inverted somehow. I have zero signal to the mun, but 99.66% to the eeloo... (this works on all antennas, signal strength percent decreases as I get more powerful antennas on the ship.
  9. So I can see the idea behind the module system, where modules are unlocked via tech, and once a craft launches, you cant update things in flight. However, every time I unlock an upgrade, I have to open all my ships in the VAB, select every avalible module, (or all the ones that would be useful for this craft) and resave them. Then, when I am building a new craft, I have to remember to enable all TCA modules every time. It would be much more user friendly if choosing modules was not part of it at all. What if, when a craft is launched, all avalible modules get added to it automatically, instead of adding them in the VAB? Of course, I would not greatly complain if modules were only unlocked through research, and when you researched a new mode, all craft now have acess to that new mode. RL spacecraft do get software updates, after all. EDIT/PS Also, I think I saw TCA changing the throttle limiter on an SRB. (I use pure SRB lower stages for small launchers) Ill see if I can get a confirmation screenshot tomorrow.
  10. The snacks simulation window, while it does simulate the converters active, does not take into account that kerbals produce dirt...
  11. ufda, looking at your patches, making a univerasal MM patch is not going to be straightforward like it was for kerbal atomics, but it should be possible to make a somewhat crude patch so that a module integrates into the new system, even if not all the stats are perfectly balanced. (for 3rd party mods using the stock modules) If the names of the config nodes and what they do are stable, though, Id be happy to take a stab at it.
  12. are there any plans to include heat mechanics in the near future electrical integration? or general heat mechanics for converters and sutch?
  13. I have never played KSP on a windows/mac computer. I will never play it on a windows/mac computer. I will not buy it if I cannot play it.
  14. KSP seems to have a higher than average rate of linux users, myself included. However, the store page does not mention linux support at all...
  15. in https://wiki.kerbalspaceprogram.com/wiki/Tutorial:Creating_your_first_module , It says: Verify your project targets .NET 3.5 - many newer compilers and IDEs target 4.0. (Not relevant for newer KSP; 1.4.x uses Unity 2017 with .NET 4.5). Should I be targeting 3.5 or 4.5 for ksp 1.7.3? Ive tried both, but neither run...
  16. according to the thermal sim, FissionFlowRadiators add heat instead of remove it.
  17. so, when using mods like dmagic orbital science, you quickly get vast sums of data for a single experiment. If you want to transmit these experiments all in one go, you end up putting almost 1 ton of batteries that serve no other purpose than to feed the antenna for certain transmissions. I would like to be able to transmit over a longer period of time, as my EC generation allows. Now, I know that I can turn on 'allow partial tranmissions' on the antenna, but that leads to significant data loss. A fix for this could do one of 3 things: transmit data as available, not draining the batteries below a certain (tweakable?) percentage. have a 'transmission limiter' slider on the part action menu, allowing us to manually controll the speed between packets, similar to an engines thrust limiter option. simply remove the science penalty for partial tranmissions. This would be less than ideal, as one could not reliably controll a probe during a long tranmission due to constantly running out of electricity. I am comfortable with ksps cfg system and modulemanager, but have never touched ksp .ddl modding, nor really any sort of coding beyond bash/python scripting and automation. If no one else wants to give it a shot, could someone point me in the right direction for getting a linux toolchain set up and where to find documentation for ksp-spesific calls?
  18. soo... try as I might, I cant recreate it in a sane craft... I swear I wasn't dreaming, but I could not get TCA to mess up during a quick mun mission using the same craft as last time... The only weirdness I found this time is that TCA doesnt always free the gimballs again after turning TCA off.
  19. Ill see If I can re-create it with a stock craft... The question is, why does the stock SAS seem to handle my craft so mutch better?
  20. During the manuver, the crafts PID seems to have too mutch gain, causing quite a bit of overcorrection with the engine gimbal. (the craft doesn't normaly need other controls because it can flip in less than a second with engine gimbal). Partway through the burn, a couple of things happen very fast... the spacecraft goes into a spin, the thrust cuts out, and the gimbal locks. Is it possible that the oscilation causes the crafts heading to stray too far from the desired heading, causing TCA to cut thrust in order to reposition? Is there any way for me to tune the PID? EDIT: After some more testing, It seems like the PID gets less agressive over time... That could cause an issue.
  21. Ive noticed that sometimes TCA just decides to not use gimbal at all, even on crafts where it is the only source of controll authority. Am I doing something dumb, or is this a bug?
  22. I haven't been able to find a clear answer doing a quick topic search, but should this mod work on a linux system? There were some things about it not working with OpenGL previously in the forum.
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