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KSP2 Release Notes
Everything posted by cmheisel
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@Xd the great Thanks!!
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@linuxgurugamer New release fresh off the GitHub presses: https://github.com/cmheisel/ksp-decouple-with-control/releases/tag/v1.4.0 It should work with any modded decoupler!
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@linuxgurugamer Thanks for the patch, I'll look at it and merge/release this weekend (work's kind of crazy during the week)
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@LitaAlto - Great suggestion! Will do. @Shalfar - That's a great suggestion, unfortunately that's beyond my current modding skills :-O
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@Scorpiodude The first release doesn't increase the mass. But I'd love some input on what a good fraction could be - is 10% more too much, too little?
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ModuleManager: Making decouplers be probes/controllable
cmheisel replied to cmheisel's topic in KSP1 Mods Discussions
Thanks for the help everyone and the encouragement to release this! It's up over at -
What is it? Tired of clipping a probe core, batteries, antenna and a reaction wheel into your rocket stages so you can control them after payload separation? Decouple With Control™ has the answer for you! This ModuleManager config adds a probe core, electricity, an internal antenna, torque, and SAS capability to all stack decouplers in the game. Available on: Github CKAN
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ModuleManager: Making decouplers be probes/controllable
cmheisel replied to cmheisel's topic in KSP1 Mods Discussions
Ok, time for the hard part - naming things (at least there's no cache invalidation involved) I thought about Smart Decouplers, but I don't want to conflict/trample on Smart Parts, thoughts on: IntelliCouplers AutoPilot Decouplers Probe-ish Decouplers Decouple with control Control from Decoupler Avionic Decouplers -
ModuleManager: Making decouplers be probes/controllable
cmheisel replied to cmheisel's topic in KSP1 Mods Discussions
That worked perfectly, thanks!! This weekend I'll work on packaging it up into a standalone mod. -
ModuleManager: Making decouplers be probes/controllable
cmheisel replied to cmheisel's topic in KSP1 Mods Discussions
Thanks! I've been meaning to find an excuse to learn how to do mod packaging and distribution through CKAN/Curse, etc. Once I get this working I'll get this released. Thanks for the inspiration to do it! I've been amassing flags/MM configs I like into a GitHub repo for a while: https://github.com/cmheisel/cmheisel-ksp -
ModuleManager: Making decouplers be probes/controllable
cmheisel replied to cmheisel's topic in KSP1 Mods Discussions
@sebi.zzr Ahhh OK. I'll try that tonight after work, thanks for the pointer!! -
ModuleManager: Making decouplers be probes/controllable
cmheisel replied to cmheisel's topic in KSP1 Mods Discussions
I thought that but I cloned those settings from other probes that work fine without additional antennae. Also weird that in the upper right there's NO comm networking information, not even the red symbol that means you're not connected. Thanks! Yeah I like to keep myself honest that the stage has enough dV left to de-orbit. Yeah I thought so too but I cloned that from the other probe's in the Squad/Parts folder. I'll try changing it and see if it helps. If that fails, I might see if I can mod probes to have decoupling capability and change it to use the decoupler model. -
Hi, I'm trying to reduce part counts (and build simplicity) by using Module Manager to add a little bit of battery, torque and other probe-core features to decouplers so that spent stages with leftover propellant can be switched to and de-orbited (think like Centaur or Falcon 9 second stages). I've got everything working EXCEPT that despite modding in an antenna they insist they're not in the comm network so I can't control them. Any tips on how to make that work. My MM config and a screenshot in game are below. Config file @PART[*]:HAS[@MODULE[ModuleDecouple],@MODULE[ModuleToggleCrossfeed]] { @description ^= :$: Includes HeiselCorp Guidance and Avionics package for control of spent stages. Reaction control not includes. Warrant void if used on a rocket or other aerocraft: @vesselType = Probe MODULE { name = ModuleProbeControlPoint minimumCrew = 1 multiHop = True } MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.08 } hasHibernation = True hibernationMultiplier = 0.00125 } RESOURCE { name = ElectricCharge amount = 30 maxAmount = 30 } MODULE { name = ModuleReactionWheel PitchTorque = 1.5 YawTorque = 1.5 RollTorque = 1.5 RESOURCE { name = ElectricCharge rate = 0.15 } } MODULE { name = ModuleSAS SASServiceLevel = 3 } MODULE { name = ModuleDataTransmitter antennaType = INTERNAL packetInterval = 1.0 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge antennaPower = 5000 optimumRange = 2500 packetFloor = .1 packetCeiling = 5 } }
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Hi, I'm getting a NullReferenceException, it seems to come after loading the game and entering any of the space center buildings. When you try to leave the building you can't, nor can you Quit to Main Menu. I looked in the debug log and found this: That's from the 64-bit logs, but I'm getting the same problem in 32-bit. Here's the entire log file if that helps: https://www.dropbox.com/s/qpow01go4tsve98/output_log.txt?dl=0 Here's the mods I have installed FinalFrontier KerbalAlarmClock ModuleManager Universal Storage Core ShipManifest OrbitalScience RealChute MechJeb KerbalISPDifficultyScaler TweakScale Procedural Fairings and several of its texture packs FASA Launch Clamps and Towers Procedural Parts Protractor LaunchCountdown RCSSounds TextureReplacer DebRefund CoolRockets Toolbar AlignedCurrency ScienceAlert KerbalJointReinforcement AtmosphericSoundEnhancement DistantObject HotRockets HyperEdit EditorExtensions Chatterer Any ideas or things I can do to help troubleshoot?
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It seems like there's an issue between the KSPTOTConnect plugin and the latest version of MechJeb that leads to landing errors. Here's the issue I filed with MechJeb but thought I'd bring it up here as well: https://github.com/MuMech/MechJeb2/issues/363
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Question: How to make my rocket less wobbly
cmheisel replied to cmheisel's topic in KSP1 Gameplay Questions and Tutorials
Thanks for the tips everyone. Struts were the answer! Turns out I didn't have near enough struttage between the core stage and the strap on boosters. After I switched it to asparagus staging I saw the problem. Without the struts the center stage engine was gimbaling and in turn the entire center tank was picking up that oscillation. Hooked it up at 4 places to each strap on booster, added winglets and it flies like a charm! -
Question: How to make my rocket less wobbly
cmheisel replied to cmheisel's topic in KSP1 Gameplay Questions and Tutorials
Thanks for the tips, I'll try struts and winglets next. Would center of mass or something similar be an issue because my orbital stage up top has three NERVA engines hanging off the side _and_ my strapon liquid boosters are 4 tanks around the core. Didn't know having mass on the sides at the bottom, and mass on the sides up top but the middle being "bare" might have anything to do with it? -
I've got a rocket (see the craft file below) that seems to have a terrible case of the wobblies. During ascent when it's four boosters are attached it wobbles about it's center of thrust. The center engine gimbals around in a circle and the top of the stack wobbles around. I've set action group one to disable the outer 4 engine gimbals during ascent, but even with that it's still so wobbly it sometimes goes way off course even with mech jeb piloting it. Any ideas how to counteract the wobblies? I'm using mechjeb, the spherical fuel tank, and KW Rocketry mods. https://www.dropbox.com/s/72ltb55v5489dct/Hercules%20Pegasus%20IIc.craft