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masTerTorch

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Everything posted by masTerTorch

  1. - made sure KDEX is 0.25 compatible, - nerfed research entry costs, - lowered the max temperature value, - included license with download, according to the Add-on Posting rules, - new alternative download hosted at Kerbal Stuff, - added KDEX to the CKAN respository cheers masTerTorch
  2. Update v1.02 Changelog: - added custom Minmus biome reports, - biomes are now recognized when in low orbit, - added KAS module for grabbing. Moved the download to Curse, for link see OP. cheers masTerTorch
  3. Hey folks, got some problems with steering. When I lock steering to retrograde the ship begins turning and gets into a uncontrollable spin. Am I missing something? cheers
  4. I can confirm the bug is gone with the new test release. I ran the same script on the same vessel like yesterday and found out that with the new release lock steering to nextnode. is broken. After sending the command the vessel will spin in circles. Any ideas? EDIT: Ok, got the same problem with set direction to retrograde. lock steering to direction. Seems to be a steering problem. kOS is trying to face the vessel in the right direction, then overshoots, turns around and is overshooting again...
  5. Yeah, I am using RT2. I modified the stock probes to use kOS and get the same bug. Removing kOS from stock probes will bring back the corrupted spacecrafts. I haven´t tried kOS without RT2 yet.
  6. Thanks guys for maintaining kOS. @Agathorn: I compiled your RT compatible version and encountered this strange bug: While returning to the craft the parts of vessel beneath the kOS Unit vanished. This kind of bug I encountered before see here. Any ideas?
  7. Update v1.01 Changelog: - reworked part.cfg for 0.23 compatibility, - nerfed the science outcome slightly, - experiment does not need to be cleaned by science-lab anymore. That should fix the compatibility problems. Minmus biome update will follow soon. cheers masTerTorch
  8. I am working on optimizing the part.cfg. Hope that will fix your problems. Minmus biomes update will follow. I am thinking about making this experiment rerunable without cleaning in the lab. The output of the experiment is data, which is created by collisions of dust particles colliding with the back of the can. So it is the data you want and not the dust particles. Data is generated by ionizing. I think cleaning is not necessary.
  9. Make sure that the ...\GameData\masTerTorch\Resources folder and ScienceDefs.cfg isn´t missing. Maybe reinstalling KDEX will help. True! Even when landed.
  10. Thanks Cilph for bringing up this new version of Remote Tech! Love this mod. Can´t wait for a kOS integration. Wrote a little script to bring probes to a geosynchronous orbit. So I am ready to build up my satellite network. See the script in action: (performed on an manned vessel, because remote tech has no kOS support yet) Needs a little tweaking here and there, undershooting the altitude about 10k. So script is not perfect yet.
  11. Thanks for all the positive feedback. I am glad to see that you guys have fun with KDEX. Thank you for the offer. But I am starting a new job next month. I don´t believe I will have the time to help in a big project. Hmm I never considered to do the entire spacecraft. But perhaps I will do one or two of the key features. I am quite interested in the laser communication system "Lunar Laser Space Terminal (LLST)". We will see. If I start working on something new I will post it here for sure. I have to see how time consuming my new job is.
  12. Of course! You can find the part in the Space Exploration node. I haven´t looked into that mod yet. Are you talking about the Research & Development Overview by Synapse86?! See this LINK. Since it is only reading the persistent file it should work with all new science parts. Let me know if not. Cheers...
  13. Infos on the LADEE mission: NASA mission website: http://www.nasa.gov/mission_pages/ladee/main/ LDEX instrument animation: LADEE press conference: LADEE mission in detail:
  14. I am not longer able to maintain this mod. @micha offered his support and he will keep KDEX up to date. The Kerbal Dust Experiment by masTerTorch is a replica of LADEEs LDEX instrument. It comes with an animated model and tons of results. Inspired by the NASA mission LADEE. The objective of LADEE was to investigate the mysteries of the lunar atmosphere and the question of levitated lunar dust. It carried a scientific instrument called the Lunar Dust Experiment (LDEX). This instrument was an impact ionization dust detector. In this way it was possible to measure the density of dust particles. Kerbals are known for impacts and collisions and since 0.22 they do science. KDEX combines impacts and science. This part is giving you the opportunity to do more science. Doing science the Kerbal way! Content: One new model. (KDEX - Can be unlocked in the tech tree. Node: Space Exploration) Lots of results for the new experiment. DOWNLOAD Alternative DOWNLOAD (Kerbal Stuff) -=CHANGELOG=- 22.10.2013 initial release - v1.0 22.12.2013 reworked for 0.23 compatibility - v1.01 changes 05.07.2014 added biomes and kas compatibility - v1.02 changes 15.11.2014 Housekeeping, nerfing and CKAN - v1.04 changes Preview: VAB Results For more information on LADEE and LDEX see next post. Please share your thoughts. I probably have to do some balancing, so let me know your opinions. Also I am not a native speaker, if you encounter any mistakes in the description or in the results, let me know. (<- PM) If you have ideas for new results pm me. For science! -- KDEX by masTerTorch is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
  15. kOS is a scriptable autopilot. It runs scripts that are saved on volumes. There are two types of volumes. The archive and local volumes. The archive is at your space port. Bringing kOS and remote tech together would mean that you need an uplink to run scripts that are located on the archive. Loosing signal while running the script would cause an error. When copying scripts from archive to your local volume you would need an uplink too. Loosing a signal, while running a script that is stored locally it won't stop. Do you think that this would be possible?
  16. WB Cilph! Good to hear that. Have you thought about a kOS integration? Would be sweet!
  17. I am using 0.84. Strings won´t work in until loops. Can confirm that strings seems to be buggy. Haven´t tried when yet. until body="Mun"{print 1.} Is not working. Using flags for ending loops for now till it is fixed. Hope that it is fixed soonTM. New Bug: I having problems with the exp function. In 0.71 it worked well. In 0.84 it seems to be broken. print e^1. Gives "unrecognized term: e". Anyone with 0.84 can confirm this one? Also would love to see a way for targeting bodies. For transfer scripts we need to calculate phase angles and ejection angles. Also it would be awesome to have access to the ISP values of engines that are activated.
  18. Just tried to write a little transfer script from LKO to Mun. Print "Transfer to Mun..". set b to 0. set z to 0. set c to 0. clearscreen. print "Looking for Encounter" at (20,15). until encounter="Mun"{ print c. if z=5{ set b to 0. set z to 0. } set time2 to time+45. set x to node(time2,0,0,850+. add x. if encounter = "None"{ remove nextnode. set b to b+10. set z to z+1.} set c to c+1. } The Until loop will not stop when the first Mun encounter was found. Break this with ctrl+c, else wise you get lots of encounters. Print "Transfer to Mun..". set b to 0. set z to 0. set c to 0. clearscreen. print "Looking for Encounter" at (20,15). until 0{ if encounter="Mun"{break.} print c. if z=5{ set b to 0. set z to 0. } set time2 to time+45. set x to node(time2,0,0,850+. add x. if encounter = "None"{ remove nextnode. set b to b+10. set z to z+1.} set c to c+1. } with a never ending loop and an if-break statement it will work. Any thoughts on this?
  19. I made a little video showing two vessels showing the bug and one healthy vessel. My observations: 1. When loading a vessel I get a exception in the debug log: "KeyNotFoundException: The given key was not present in the dictionary". This will happen for buggy and healthy vessels. Seems to be a error of another mod I using. (Ioncross, Graphtron 2000, KOS Sensor reporter). 2. Buggy vessels will show the KOS Exception in debug log you found short after "CPU Inited". 3. Buggy vessels will go crazy by leaving the Flight Results Screen (F3). Almost all parts will disappear. Sometimes they are visible for second. 4. Switching from buggy vessels to other vessels per map switching dialog is not possible. 5. Buggy vessels don´t have an orbit shown on map. 6. The KOS of buggy vessels can not be toggled. The terminal can not be opened. It is hard to find the circumstances that will trigger the problem. It happend to me the first time by launching a probe to orbit. Switching back to Space Center while a deploy-script was running. When switching back to the vessels via trackingstation, I found the vessel buggy. Your suspicion maybe true. I don´t know. But if they are true, then it is a bug of bug. Solve the problem that causes the terminal to stop responding and you will solve this bug. True? We need a script that causes the terminal to stop responding to typing for further testing.
  20. if throttle = 0 {print "hallo".} Gives flagrant error. This seems broken to me. Can anyone confirm this? Using 0.84. This too: lock throttle to 1. print throttle. Gives me a 0. And this: lock throttle to throttle + 0.5. Gives flagrant error, again. Ok. Tried some steering commands in 0.84: lock steering to heading 270 by 90. seems broken. Edit: Tried this again and is working now. Don´t now y... print steering. Always gives 0. Is this intended? Another thing: Sometimes parts which are on top of the kos unit will disappear. Updated to 0.84 today. This probe was launched with 0.71. Parts disappeared before update. Haven´t experienced disapearing parts since update. But will watch out for this.
  21. Get TAC and Ioncross together for the coding of resource usage and recycling.... Get Kospy and nothke together for the storage of the containers.... Get Mulbin for the models of the containers... ...and what you get is AWESOMENESS!!!
  22. Would love it. I think there too many mods out there that are so close in their ideas. See Ioncross, TAC Life Support for example LINK. Hope that you guys will find together. May be there is an option for stacking life support supplies on this cargo bays like food container and oxygen bottles and so on...
  23. Hey folks, I am doing a series about Duna missions. I will fly everything manually and install some hard mode mods: a) WIP TAC Life Support V 0.2 Ferram Aerospace Research V 0.9.6 c) Procedural Fairings V 2.4.1 d) RemoteTech: Relay Network – 2 (when playtesting is over) other mods: e) Chatterer v.0.5 f) Kerbal Engineer Redux - V 0.6.1.1 g) Kethane Here is my current plan: 1. Launch 2 Kethane scanner probes, 2 communications probes, 1 probe lander Deploy 1 scanner and one comm in orbit around Ike and Duna. Scan for Kathane on Duna! 2. -Land (with probe) on a Kethane field checking the area. Construct and test a manned lander, rover and command module. 3. Manned mission to Duna and land near the probe lander and get a Kethane sample. Bring the sample Home. 4. Plan further missions. Mining outpost, orbital stations etc... I will upload on Youtube. Hope you will tune in. BTW give me your opinions and ideas! English is not my native language, I hope it is good enough! Updates: 28.08 First mission online! Hf masTerTorch
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