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Tanya Sapien

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Everything posted by Tanya Sapien

  1. While using a probe in Career mode, I encountered a bug with throttle. The only utilities I'd used thusfar in the flight were limit to terminal velocity and the maneuver planner. While I do have other mods installed, the only components available from other mods which were present on the craft in question were fuel tanks with default liquidfuel and oxidizer resoources in them and red LED's from B9 aerospace, neither of which should have interacted with throttle in any way. The only global mods that are present are Lazor System (which wasn't unlocked yet in that career save) Chatterer, and Hyperedit (Which I hadn't used for anything yet) The bug itself is an issue with the pause menu detecting if the ship is throttled up. After successfully landing the probe on Ike, I wanted to go to the tracking station to check on another mission, however the pause menu indicated that I was still throttled up and that an attempt to go to the space center would revert the flight, picture below: Time warp functions still behaved as normal, and as you can see from the image, no utilities are displaying the green text of being active, no maneuver nodes are present, and the throttle itself is at 0%. I exited the pause menu and pressed X to kill all throttle, no change. I toggled utilities on and off, no change. I attempted setting the throttle limit value to 0% and then -1% neither of those fixed it either. Performing a quicksave and then loading that did, however, fix the issue, and I was then able to return to the space center. I have no idea how the internal architecture of the game nor of mechjeb works, so I can't identify what could have caused this. I did immediately save and backup that save instance, so if additional information is needed, I can load it up to gather the data for you.
  2. I think Snjo said the module auto-detects if FAR is present and replaces itself with FAR to avoid conflict issues.
  3. I can't push 'er any harder, cap'n! She's comin' apart at the seams! Anyways, I was just thinking about something. There's an ancient .dll called "throttle steering" that was put on the spaceport way back in 0.18, I still use it to this day in my mods because some element of coding wizardry keeps it functioning. It overrides throttle values on engines which it's both equipped to and activated on through context menus or action groups. The override piggybacks off the linear RCS code, making the engines independently adjust their throttles when steering input is given. Back in the day, this had problems because of the epileptic ASAS computers, but with the new guidance systems, I'm wondering if a feature like that would be useful in your mod, as real life aircraft have the capability and quite often necessity of employing varying throttle strengths in control. Three prime examples would be fighter jets, which use it to pull tighter corners, large cargo planes and bombers, who if they suffer failure of one of their engines need to be able to adjust the throttles of the others to keep the plane flying straight, and VTOL's and quadcopters, who use it to keep them from spinning out of control. EDIT: OH! and B2 bombers, as they have no stabilizing fins, using varying throttles to stabilize instead.
  4. this strikes me as the spiritual successor to ISA-Mapsat, which is nice because ISA has been causing conflicts with a lot of my other mods and their scanning dish has an awful collision mesh. I already downloaded and I'll be giving it a run through the ringer first thing tomorrow morning. here's hoping!
  5. that reminds me of my first jool mission in career mode. I managed to flyby and science every single moon before terminating the mission by plunging the probe into Laythe's atmosphere, sending readings back before it smashed into the ocean. I only netted 5800 science though...if I'd included Jool in my list of targets I might have actually topped Scott...ahhh who am I kidding, he's the rocket god, resistance is futile.
  6. Okay, so I came up with a concept, pictured below, that would work in theory. However, I'm having a minor issue concerning power losses. The problem stems from misaligned microwave transmitters and receivers. Currently my proof-of-concept surface station generates 640KW of solar power, and theoretically would only have 30% loss in transmission, but instead it's getting roughly 78% loss because by time I switch over to the destination point, the stations have drifted out of optimal alignment. Infernal Robotics helps with aligning the dishes on the ground stations manually, but those can't be set to track targets. Does anybody know if transmitters with tracking ability are planned for addition? Better yet, if anybody knows a plugin or mod that would allow me to inject tracking ability by adding a pivot, hinges, or overriding On-Rails orientations of satellites that would be great. Theoretically this system would allow me to beam in excess of 100MW to tiny, lightweight ships, allowing them to take full advantage of plasma engines, but as it stands now Helios Two is dead in the water.
  7. I'm aware, and I have that installed, but you can't answer every problem with piecemeal solutions, not to mention it would be nice to have a wing that matches the Firespitter components. Besides that, due to the potential for game-breaking abuse, I didn't patch procedural wings into my career mode. I wouldn't be able to resist the temptation to make superlifters and joolean gliders at early tech stages. Really, the motivation behind suggesting it as a firespitter component is cosmetics. Sure, you can shlop something together that has the attributes you want, but odds are it would be a nightmare of clipping and akwardly placed control surfaces. The whole point of firespitter is believability and aesthetics, I feel that an integrated extender would serve the end user better than requiring them to install another mod with another plugin from another location which features another texture and mesh shape which may not have the look or performance they're wanting.
  8. XD okay I confess, I nearly fell out of my chair laughing at that. EDIT: I decided to make my own biplane for the party:
  9. {os.eventcall: run 'FangirlMode'} that....by Kod that. YES! you could use the rover seat code for it! I think there's a plugin floating somewhere around the spaceport that allows the modification of suits and the removal of helmets. Adding a conditional branch to that of something like "IsInCockpit = True {remove helmet; add scarf; add goggles}" would be a snap. As for ropes, you could ask the guys over at K.A.S. (Kerbal Attachment System) they have coding that supports cables which only exert force under tension, falling limp when compressed. Maybe you could give ropes a fraction of the strength of struts and making the end pieces look like the mooring hooks of boats. (or more hilariously, a knot tied around a metal hook) or giving wooden struts a sawdust and splinter particle effect when they break. That's an untapped goldmine of possibilities! {os.eventcall: halt 'FangirlMode'} But, by no means should you consider this to be me rushing you; I understand quality takes time. Just know that I'll be one of the first in line if/when things like that get implemented.
  10. Hey Snjo, got some fanmail and a suggestion for you. The new tech tree insertions have really made my space program feel realistic. I started with the planes section of the tree, and the tech available to me really feels appropriate to the WWII-Cold war tech era. A perfect example of this is what I made for some science. I took the Corsair design base and rebuilt it with mystery goo loaded where drop tanks would be and a Science Jr in the fuselage. Surprisingly enough, the design auto-stabilized at different speeds and altitudes. I could fine-tune my cruising height and speed by altering nothing other than the trim and throttle. The plane peaked at 143M/s at high altitude, with 120m/s being the sustainable cruise. It got up to 170m/s in a dive, pulled a maximum of 6Gees while pulling out of one of these dives (4.8 g's in a regular turn at peak speed) and had enough range that I was able to take it roughly 500Km from KSC before reaching PNR (there's an alternate and more common term for PNR that fighter pilots use, but for the life of me I can't remember it, any help would be appreciated.) When its mission was finished, I flew it to the island runway and parked it in one of the old hangars. I figured it was fitting leaving it there. Old building, old plane. It's actually still sitting there even as I prepare for a manned Laythe mission. Why do I bring all this up? Two reasons. One; you nailed it. This plane gave me so much deep, meaningful satisfaction, both because those numbers fall almost exactly in line with the real life corsair and because the placement of the components on the tech tree is very close to the real times they became prominent (give or take a decade) The second reason I bring it up is that I had an idea for a component. Those WWII fighter wings are nice, but as you can tell from the image I wasn't able to give them the gull shape of a real corsair wing. Also, the breadth of various models back then varied. Heck, a Thunderbolt had a wingspan of 40'9", but the Spitfire was a mere 36'10" My idea is adding a piece which is just the first few feet of the WWII fighterplane wing, so people have the option of gull wing and large-span designs. Oh, and one more question, do you have any plans of adding old WWI era biplane components? I noticed the recent addition of biplane landing gear, so I was curious about it. ~~Tanya Sapien, Sapien Tech L.L.C.
  11. Hey, I've been working on updating some old mods of mine to be 0.22 ready, specifically DRAkTEC Solar Sails on the spaceport. I'm okay with coding, but sadly I lack the skills to make my own meshes, so it's currently using some meshes I got from the Kosmos team. I wanted to know if you'd be okay with me using some meshes from your mod when I update it. You'd get full accreditation, obviously. If at all possible, I'd swap out the textures too, to avoid part confusion.
  12. all those are great ideas. Currently I'm working on a Helium3 plugin for Kethane, but I could go back and work on these again. As of right now, I'm trying to learn how to make my own custom meshes so that I don't have to borrow stuff from other modders (read as: Kosmos) once I've figured out how to code up my own material stuffs, I may come back to this community project and give help to it, but as of now I'm not currently working on it. also, to the person who said the propulsion should only be able to be directly away from the star, that would make them largely useless in KSP. I think building them around the properties of atmospheric sails (AoA, deflection) would make them more fun to work with.
  13. I'm working on a plugin that uses Kethane at the core, It's going to be centered around Helium3, both as a fuel and as a power source, and, when money gets incorporated into the game, potential income. I've managed to get the resource distribution to work, but I'm running into two issues. The first one is that that current update of kethane you have out (0.8) keeps causing a bug where buttons stop responding properly in the tracking center screen. I removed all of my content and the bug was still there. I'm not sure if I caused it, but in the end, only completely removing kethane fixed it, so something inside the kethane mod's current build has the capability of breaking in that way, I just don't know what triggers it to happen. Second, meshes. I'd love to make my own meshes instead of piggybacking off what other people make, but I don't know the first thing about making them, are there any good tutorials out there I could get?
  14. I don't know if anybody else has found it yet, but there's a typo in one of your configs. the Globe-I SRB. I was tweaking the config to fix a career mode incompatibility and found the line "exhaustdamage = true" had the typo "ehxaust" in it. Sadly, no, this was not the cause of career mode incompatability. As a matter of fact I still haven't rooted out the exact cause, I just kept changing attributes until it worked.
  15. Hey, I don't know if you remember me, but I helped with tracking a framerate dropping bug on the FirespitterOS monitors. Well I was tinkering around with 0.22 compatabilities, and I found something interesting buried deep in the B9 Aerospace configs, specifically the config for "B9_IVA_Display_01_x08". changing one of the asset parameters called "plateSize" had huge effects on the amount of framerate drop without affecting the resolution of the monitors in any noticable ways, I've included the snippet of code I found along with a version I modified which nearly removed the lag altogether: original, laggy model: MODULE { name = FSmonitorScript charPlateObject = charPlate plateSize = 0.005 charSpacing = 0.0036 lineSpacing = 0.005 charPerLine = 23 linesPerPage = 17 useCustomStartStatesCfg = 1 spriteScale = 0.0625 spriteShift = 0.0 } modified, non-laggy model: MODULE { name = FSmonitorScript charPlateObject = charPlate plateSize = 0.007 charSpacing = 0.0036 lineSpacing = 0.005 charPerLine = 23 linesPerPage = 17 useCustomStartStatesCfg = 1 spriteScale = 0.0625 spriteShift = 0.0 } I hope all that number gibberish means something to you and might help in making future builds more versatile and stable.
  16. interplanetary bomber....this reminds me of a movie I saw once where a squadron of P-51 Mustangs were fitted with some Sci-Fi gadgetry that defied all physics and allowed them to carry an air bubble with them so they could fly in space, with the goal of killing some bad guy in orbit. I can't remember the name of the movie for the life of me though.
  17. anything to help. If you need any future assistance optimizing things for low-end systems, I'm on an Inspiron 1545 laptop. All you have to do is send me a message
  18. Okay. I removed and re-added modules one by one and this is what I've come up with; It's the monitors that are causing it. Removing this from the config fixed it entirely: PROP { name = FSpropMonitor position = 0.0770883, 0.2781512, 0.03976781 rotation = 0, 0, 0, 1 scale = 1, 1, 1 } PROP { name = FSpropMonitor position = -0.07708862, 0.2781514, 0.03976811 rotation = 0, 0, 4.371139E-08, 1 scale = 1, 1, 1 } PROP { name = FSpropMonitor position = -0.07710536, 0.1176241, -0.6964607 rotation = 0, 0, 4.371139E-08, 1 scale = 1, 1, 1 } PROP { name = FSpropMonitor position = 0.07708815, 0.1176241, -0.6964607 rotation = 0, 0, 4.371139E-08, 1 scale = 1, 1, 1 } I went back and added just one at a time, and each individually causes a small FPS drop in the cycling batches, but not nearly as bad as it was when all four were active. I went into the B9 configs and found the exact same thing in the Mk2 cockpit, though he had your interface buried beneath a couple skinning layers. When I removed the monitor module from that cockpit, the lag vanished there as well. So Something in your monitors does not like something in those two meshes, yet it plays nice with everything else. I hope this helps narrow down the search some.
  19. Just popping in for a question, did you ever find out what was causing the extreme FPS drop on the Apache Helicopter Cockpit?
  20. well if you don't want to get yelled at, then I think two things would be in order. first, removing that "unwelcome here" tagline. It comes across as childish. Second, Understand that staff are busy people with a high stress load. I'm a moderator on a minecraft server and after just a couple hours watching over just a few people I'm ready to slit throats; these guys on the other hand put up with thousands of people every single day and put up with some of the stupidest questions you can imagine for hours on end. Treat them in the same way you'd like to be treated after a long, hard day, and I can guarantee you'll get better results.
  21. I'm on chrome and I get the same problem. Clicking the button a second time after the little loading spinner pops up works for me every time without fail, might be an element priority error in the page scripting. Also, wouldn't this question be better suited to the tech support thread of the forums and not the Hyperedit thread? #DerailingTopics
  22. I've got an idea for the to-do list if it's not already on there; the ability to alter the rotational properties of a planet, including an option for "make tidally locked to parent" and an altitude display for geosynchronous altitude for current rotational velocity. also, assuming the game engine supports it, maybe the option to have a planet or moon either rotate on multiple axes or rotate off-plane. having a planet with seasons because of an inclined rotation would be great.
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