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MarcRan17

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Everything posted by MarcRan17

  1. I'm excited to see all the awesome stuff the KSP community does with this game! All the cool challenges, creative vessel designs, bold missions, and of course I'm incredibly excited to see what the modders can achieve when they get their hands on the game. KSP1 has been an awesome 12 year long ride, and I'm excited to embark on the journey that will be KSP2!
  2. I thought the case might be such. Thanks for the reply though! It does seem a little weird that the game allows comets to be any size but not so for asteroids. I've up-voted your bugtracker threads, as I'm definitely in agreement both that there should be support to make comets with non-comet models, and that non comets should be able to use the comet models and sizes. I'd really like to have large asteroids to build industrial stations on and such. For now, my kinda weird main belt "comets" will have to do. Thanks again for your mod and for your help!
  3. Hey Starstrider, thanks for this mod, and thanks for updating! I have one question though regarding asteroid size classes. I was experimenting with a config of my own that would add an additional group of asteroids to the Main Belt. The basic configs included with CA only call for class A-E rocks in this region, presumably because the larger ones are all comets. Is there no way to use the comet model, and also have comet size classes, without strictly defining the rocks as comet objects? That is, could I use the PotatoRoid, or CA rock models but have them in sizes akin to the stock comets? I tried to make a group of Large Main Belt asteroids in the same orbital parameters as the mainBeltMiddle group included in basic asteroids.cfg but using a comet orbit type definition similar to the way the Kentaurs group was done from the Trans-Neidon.cfg. In an effort to test which models I could use I gave an asteroidTypes{} block containing some of each of PotatoComet, PotatoRoid, CaAsteroidCarbon, and CaAsteroidMetal, but could not seem to get it to work right. I was getting asteroids spawning in the right orbit which said they were comet size classes but when I approached them they were no bigger than E class rocks, unless of course they were actually using the PotatoComet model, in which case they were the correct size as listed in tracking station. It seems that if the rock uses any model besides PotatoComet, that it can't be larger than class E... I don't suppose I can circumvent that somehow that you know of? In case it's at all relevant, I'm running KSP 1.11.0, with OPM, and Custom asteroids for my testing install. Thanks again for the mod and for your time!
  4. Well, I'm happy to report that it's almost perfectly working now. Only a couple of minor bugs that I've mostly been able to work around. Like in the VAB (or SPH) if I try to select a base that's not yet opened the button clicks, but doesn't actually select (if that makes sense). Maybe this is intended behavior though, not sure. Other things I noticed: Some of the markers for Launch sites were off by quite a bit. KSC Runway was a good 50km off into the middle of the ocean, and my new Launchsite is about 1500km away from it's correct location (the map marker, that is) When I selected the KK toolbar button while "flying" a flag near the new launch site, it was just a grey panel with no buttons, instead of the Nearest Base, Open/Close this base, etc screen. This could be worked around, just annoying. Thanks again for your hard work! Glad I have a working system now, even if it is a bit buggy at times. They aren't (as far as I can tell) game breaking bugs.
  5. Wow, quick work! You seriously are one of the most helpful modders I've had the pleasure of talking to! Thanks! I'll let you know if I have any more problems when I give this another go in about 15-25 minutes. Just gotta get the Endeavour V crew home from Mun
  6. Sounds good! Thanks again for being both very responsive, and very helpful. I don't think I've ever seen such quick help with a Mod issue ever before!
  7. Okay, so tried the version you gave me. It's better, but still not 100% right. I created a new instance, saved it, checked newInstances folder and there WAS something there this time. However, I was unable to make the runway that I placed into a new Launch Site. Pressing the Make Launchsite button didn't do anything. Good news though is that the runway is still there after a reboot though, so that problem appears to be fixed.
  8. Will do. I'll report back in about 5-10 minutes. I'm not too worried about losing the open/close funds if that's all that will be lost. I'll back up the save though, just in case.
  9. "VERSION": { "MAJOR":0, "MINOR":9, "PATCH":9, "BUILD":6 }, Just tried saving a new instance, and checked the new instances folder immediately after saving. No sign of anything in that folder unfortunately. I haven't retarded the game yet. Thanks for your continued help!
  10. I don't I'm afraid. There is nothing there. Maybe if I look after placing a new instance, but before restarting?
  11. Hey all. Please forgive me if this has been mentioned already, or If i'm just being an idiot, but I have yet to figure this out and it's taken up a good three hours of my day today. I'm trying to figure out how to add new launch sites. I thought I understood what I was doing, and I'm still not sure I don't. I place a static, give it a name, make it a launch site, select VAB and Rocket Pad, and then save the instance. And to be doubly sure I hit save in the top right corner of the instance browser. I can then see the new launch site in the map, and I can launch there just fine, but when I quit the game, and restart it, the statics I've added are all gone. Why aren't they permanent? Has it got anything to do with playing in Career mode? Are there any mods that people have seen conflict with KK? I'm really not sure what is causing this and/or what I'm missing.
  12. Okay I'm pretty sure my non-inclusion of spaces is what's messaged up at least Kerbin's BIOME_RESOURCE definition. As for the duplicate resource maps, I'm still not so sure. Keep in mind that I've only used the CRP and other mods as a reference so far. All the actual configs are my own. So unless you mean stock configs (Which would certainly be confusing) then I'm not so sure that's it... I suspect maybe it has something to do with Variance and Dispersal settings. The Munar Lowlands for example, cover a huge portion of the Mun, and so if two resources happened to both roll 'yes' on their existence there (not unlikely) then their maps would look conspicuously similar. The only way I think I could avoid this like I say, is to increase Variance and Dispersal. Another Thought. I like to use SCANsat, but I've noticed that it's resource maps only list Ore. I suppose there's a cfg somewhere that dictates the resources to show, and since mine are almost all custom, they aren't listed. I imagine a simple MM patch could iron that out, no? EDIT: One other question: When are resource maps for the planets generated? Is it at the time of orbital survey or is it when the savefile is started? That is, If I add new resources and distribution definitions for them, will they be added to existing saves? And if so, on what conditions? Are already scanned planets SOL?
  13. Okay, excellent, thanks! Next question (sorry, I'm full of these): With the BIOME_RESOURCE nodes, I'm not sure what names the biomes go by. I thought that I should be able to make ice caps/poles of some planets contain water and/or nitrogen ice resources, but I'm finding that this hasn't worked as expected. I am about 90% sure that's because I've declared bioimeName incorrectly since I don't actually know what the biomes are called internally by the game (not just their names as shown on the wiki apparently). And Another thing. I've built a scanner probe and been flying it around using quicksave editing to test resource distributions, and I'm confused by one of my findings. It seems that despite having wildly different distribution definitions, some resources will have an almost identical map to other resources on the same planet. Like, I'll see WaterIce in craters A, B, and C on Mun, and nowhere else, and I'll also see Carbon in these exact same craters and nowhere else, even though the fractions for Carbon and WaterIce are quite different and their distribution rules likewise. What's happening here? And why am I seeing it so frequently? I thought it might just be chance, given that there are often less than a dozen biomes on a planet, it's possible that two resources are selected to appear in the same set of biomes, but it happens too frequently for me to be convinced this is the case. Anyways, thanks again for your help so far. This is definitely a learning experience.
  14. Hey, Thanks to the both of you. These answers are both super helpful. I don't know why I didn't seek out Karbonite sooner, and the CRP is more or less the same as what I'm doing, just with a few differences. @JadeOfMaar You mention PresenceChance in your other post, but I'm not sure I understand what you mean by each and every biome. Do you mean that this is the chance that the ore will sapwn at all in the save then? Or do you mean that, when the game generates the ore, it "rolls" this chance for each biome on each planet. That seems like a silly wuestion when I type it out, but I'd appreciate any clarification. As for MM, I had indeed already bookmarked that syntax page, haha! MM is proving to be quite powerful. Thanks again for the help!
  15. Hey all. As of late I've been playing around a bit with module manager and just editing .cfg files, mostly as a way of familiarizing myself more with KSP's back-end, and partly because I do have some interest in maybe developing some kind of mods in the future, even if only for practice/personal use. Anyways, I spent the better part of my afternoon and evening today playing around with resource definitions and modules, and as a practice exercise I've been trying to make a simple set of .cfg files for a resource pack (Stuff like water ice, carbon, uranium ore, and processing these materials into other things with ISRU units). I get the gist of what I'm doing but there are a few things that I've yet to find answers to, and I'm looking for advice. Forgive me if my questions have been asked before. I did some googling, and found next to nothing, so I suspect this isn't a problem, but if so, please feel free to point me to the exisiting posts. 1) in the ResourcesGeneric.cfg file (GameData/Squad/Resources), what is hsp, and is it worth modifying for a new resource? 2) in the Ore.cfg file, I understand that I'm looking at the resource distribution parameters, but I don't know what Variance or Dispersal correspond to, also 3) is the PressenceChance parameter per planet? Per Biome? Per savefile? 4) still in Ore.cfg, what is ResourceType? I've yet to see an example of anything not equal to zero for that parameter... 5) It occurs to me that a few resource parts are configured by default to only work with the standard "Ore" resource, such as the Narrow Band Scanner, and the Drill Parts. Is there a simple way to make either of these function for all available resources, or must I add new modules to the .cfg for every mineable resource? 6) how do these changes apply to asteroids? do I have to use a MM patch to add mineral resource to a roid? Or are all of the other resource definition and distribution cfgs enough? I'm sure that I'm yet to encounter more questions on the topic of Resources, ISRUs, Drills, and scanners, so If you can think of anything else helpful for working on this kind of stuff, please, don't hesitate to fire your pointers my way! Happy Launching, happy Modding!
  16. Wow! Thanks for both a speedy reply, and an exciting one! Glad to hear it! I can wait patiently of course, life always comes first, but I am excited to hear this.
  17. Is there any plan to update this mod? FWIW, this was one of my favourite little quality of life enhancements. Seems 1.1 broke it thought
  18. Hey, sorry for resurrecting this, just wanted to know if it was still an active project, whether it works with the latest KSP, etc. Also, Sorry if this is a dumb question, I haven't looked too thoroughly at the files, but how do toggle switches work with this system? Buttons are fairly self explanatory, they work just like a keypress, but is a toggle switch input any different? (Think old style, shiny silver, guarded toggle switches.)
  19. @herbal space program hmmmm not a bad plan. I agree with you on the last point for sure. Not much better than a <10k funds rocket. I'll look into it when I'm off of work.
  20. @maccollo Huh. Moar boosters actually IS the solution then... I dunno why I ever doubted as much. Nice submission! That capture burn is a doozy though huh. @herbal space program I mean I suppose I could. Not sure how I would math that out though... Double points for return? Fixed rate? Points based on payload mass? But then how do I factor in mass and cost simultaneously? (suggestions are welcome)
  21. @virchau Sure, absolutely. Doesn't make the actual rocket fly any better.
  22. Huh. Very interesting. I never even thought to try going interplanetary without nuclear... I mean I always knew it was possible, just always for some reason assumed it was inefficient.
  23. @Jetski Nicely done! Yeah i don't really know why I thought the date bonus made sense. It's specifically relevant to the date in my Career save, but It was late when I drafted this post. Didn't really think it through. Oh well, I suppose most everyone gets a 5000 point bonus then... @maccollo Very nice! Consider me happily surprised. I did NOT expect a rocket that cheap to make it that far. I guess it has a lot to do with using conventional engines instead of NERVAs or ion propulsion. Also, that transfer... Your plane change was only 21.2m/s... I'm not sure I quite caught all that happened there in the video, Don't have a lot of time to rewatch though. Was your transfer done while at Moho's AN, or DN? @virchau Yes, If you can find a way to pull of a bunch of gravity assists that get you to Moho, then by all means! @Spartwo I hope so!
  24. I'm sure most of us have been there: your mission plan didn't quite estimate delta-v right and now your probes are drifting in interplanetary space, out of gas and lonely. I've been working on a ksp career save for about a year now, slowly working away shooting off probes in every which direction, and while I've had many successful missions and many on the go, my biggest failure to date on this career has been Operation Infernus. The goal was to place three probes at Moho. One a lander, one an orbital cartography satellite, and one an orbital science satellite. All were for not however, as none were capable of slowing down enough for capture and now they're drifting in low solar orbits, entirely useless to me. So I gotta get to Moho eventually (for science!) but I'm working on a very tight (hard mode) budget. I wanna plan the second attempt a little better, so that I can get to Moho and do all the intended science for as cheap as humanly possible. Now, efficient engines are swell and all, but efficiency in hardware comes at a price. I wanna know what kind of clever planning and design can get me to Moho for the lowest possible funds cost. And that's my challenge to you! Construct a rocket that can get a minimum 1.5 ton payload to Moho, for as little funds as possible. I wanna know your design tricks, I wanna know your wacky but efficient manoeuvring techniques. I want to see the cleverest, cheapest way to send a 1.5t payload to a low Moho orbit. GROUND RULES: >payload must have a mass of at least 1.5 tons. >final Moho orbit should have an apoapsis no greater than 500km and a perhaps is no greater than 100km >bonus points will be awarded if you perform the mission after year 2 day 250 >further bonus points will be awarded if you come up with a manouver that's particularly clever. (as judged by me ) >a specific set of mods are allowed as follows: -RLA stockalike -Kerbal Engineer Redux -Dmagic (though it won't really help) -Ask about any others, but those should be it for part mods SCORING: Score will be directly determined by launch cost. Since payload is only being judged by mass, not content, the cost of the launch should be recorded without a payload. Without a payload, the vehicle should cost no more than about 80000 funds. So, from this I'll determine score. The cost of your vessel at launch, minus the payload, is to be subtracted from 80000. The difference will be your score. Highest score wins. If you performed the mission after y2d250, you'll be awarded an additional 5,000 points. If I found your manoeuvring particularly clever, you'll earn an additional 10,000 points. Thus the theoretical maximum score is 95000, but of course I expect the best submission won't crack 50000. To submit an attempt, simply reply to this post with a photo of your payload, with either KER or the engineer's report demonstrating that the payload's mass is at least 1.5ton, as well as photos of the vehicle at launch, and in the designated Moho orbit, including a detailed explanation of your flight plan. Video submissions are of course also welcome. Best of luck, and happy flying! --------------------------------------------------------------------------------- CURRENT LEADERBOARD: Maccollo 75079 points Jetski 36334 points
  25. dunno if it's DMagic or not, but something is screwing with the stock science experiments on my Save. It's telling me that the SC-901 Science Micro is "Not safe to open in this environment" when I try to observe it. In addition, all mystery goo pods, the stock accelerometer, thermometer, gravimeter, and barometer are all unusable. Anyone know if this is related to DMagic at all? Sorry if this is the wrong way/place to post this. As iof right now I can't think of anything else that might be causing this... Thanks! EDIT: Figured it out already. Turns out I had two versions of Science Revisited by Robau installed. Unfortunately there was the hiccup of some of my probes still having the old SR parts (which apparently aren't part of the new version), so removing the old version outright was not an option. Instead, I simply removed the .cfg files that were being intrusive, and disabled the science experiment modules on each of the parts. Not ideal, I know, but this spares all existing craft from accidental deletion, and solves my problem so I'll live with it.
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