dronkit
Members-
Posts
94 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by dronkit
-
Yes, that's what was happening. But I tried that and the space in between gives an error in the log. And with no space, or & instead of , seems to be ignored by MM. On the other hand, with just :AFTER[Kopernicus], my patch gets applied in the AFTER KOPERNICUS pass, but right before Asclepius' !! DAMN! (I guess changing the name or path of my cfg maybe it'll get applied later) In the end I did :FINAL and worked fine! Luckily it's not gonna be released. But messy. Thanks guys! Also, mr. MM devs: isn't the behavior I described unintended? Or shouldn't there be/isn't there a way to apply my patch after ALL of X's patches (i.e. Asclepius') even those that are specifically applied in another section (i.e. after Kopernicus)?
-
A question! How can I use Module Manager to edit a Kopernicus planet's orbit? Namely, Asclepius. Asclepius itself uses MM and looks like this: @Kopernicus:AFTER[Kopernicus] { Body { name = Asclepius [...] Orbit { [...] eccentricity = 0.0025 semiMajorAxis = 16500000000 [...] } I want to change eccentricity and semiMajorAxis. I tried this: @Kopernicus:AFTER[Asclepius]:NEEDS[Asclepius] { @Body[Asclepius] { @Orbit { @eccentricity = 0.015 @semiMajorAxis = 35500000000 } } } in a .cfg file in GameData, to no avail. The log says the patching was applied, but Asclepius' orbit looks the same in Tracking Center. Now I see Asclepius is being applied by MM after my modified Asclepius. My patch is applied in the "after asclepius" pass and asclepius is applied in the "after kopernicus" pass, after mine. Isn't that not supposed to happen? [LOG 21:14:52.206] [ModuleManager] Applying patches [LOG 21:14:52.208] [ModuleManager] :FIRST pass [LOG 21:14:52.223] [ModuleManager] :LEGACY (default) pass [LOG 21:14:52.228] [ModuleManager] Applying node Asclepius/Asc_DMagicDefs/@EXPERIMENT_DEFINITION[*]:HAS[#id[magScan]] to DMagicOrbitalScience/Resources/ScienceDefs/EXPERIMENT_DEFINITION [LOG 21:14:52.236] [ModuleManager] Applying node Asclepius/Asc_DMagicDefs/@EXPERIMENT_DEFINITION[*]:HAS[#id[scopeScan]] to DMagicOrbitalScience/Resources/ScienceDefs/EXPERIMENT_DEFINITION [...] [LOG 21:14:53.945] [ModuleManager] :BEFORE[ASCLEPIUS] pass [LOG 21:14:53.960] [ModuleManager] :FOR[ASCLEPIUS] pass [LOG 21:14:53.975] [ModuleManager] :AFTER[ASCLEPIUS] pass [LOG 21:14:53.977] [ModuleManager] Applying node /modifiedAsclepius/@Kopernicus:AFTER[Asclepius] to Kopernicus/Config/System/Kerbol System [...] [LOG 21:14:54.434] [ModuleManager] :BEFORE[KOPERNICUS] pass [LOG 21:14:54.446] [ModuleManager] :FOR[KOPERNICUS] pass [LOG 21:14:54.458] [ModuleManager] :AFTER[KOPERNICUS] pass [LOG 21:14:54.460] [ModuleManager] Applying node Asclepius/Asclepius/@Kopernicus:AFTER[Kopernicus] to Kopernicus/Config/System/Kerbol System [LOG 21:14:54.463] [ModuleManager] Applying node Asclepius/Kruel/@Kopernicus:AFTER[KOPERNICUS] to Kopernicus/Config/System/Kerbol System [...]
-
Thanks! I'll try it now! Anyway I have the same problem with all undiscovered planets, not just Asclepius but the OPMs and stock: I can't "track" them in Tracking station. Now I've used the Tarsier telescope and photographed dres, asclepius, urlum and other OPMs, but they're still unknown and unable to be tracked in the tracking center. The button in KSC that spends science and money to search random parts of the sky seems to work, though. I found Sarnus and Laythe that way. Is there a bug or am I missing the correct procedure for planet discovery? What would it be? Thanks!
-
Hi! I had the same idea and BAM! Someone already coded it! Nice! My problem is, though, I have Outer Planets Mod and Asclepius (another Kopernicus-based planet) and I can't seem to track them on the tracking Station. Though I can track near kerbin asteroids, I can't track the planets that appear as unknown objects. The Track button is grayed out. Is something wrong or dd I get the instructions wrong and the only methods are the button in Space Center and the telescope? BTW is it compatible with the CactEye telescope? http://forum.kerbalspaceprogram.com/threads/105660-0-90-CactEye-2-Orbital-Telescope-BETA-4 Thanks!
-
change shift+tab key binding
dronkit replied to dronkit's topic in KSP1 Gameplay Questions and Tutorials
Really? hiding the navball in map view prevents the ship from throttling? Gonna try that, thanks! Also, i didn't know about backspace! -
Hi! I was happy to find that the SHIFT+TAB combination scrolls back the focus body in map view. The problem is, this works only with the left shift key, which is also the throttle up key. So the scenario is, i'm happily orbiting, want to see the map, shift+tab to scroll back the map focus and, unwantedly, the engine burns. Can the shift+tab key binding be changed? Ideally to right shift+tab? (I don't want to change the "throttle up" key!)
-
Hey great posts guys! ANother question: squary intakes, shock cone intakes, fuselage intake, structural intake, pre-cooler... which are best? (say, for flying higher and faster and eventually reaching space) Adding moar intakes, up to what point will it help? Is it true that a RAPIER will be better than a turbo jet even within the atmosphere and in air-brathing mode? In 0.9 I used to reach almost orbit or go around Kerbin by ballistic suborbital shots with just a turbo jet and one tank, now I can't pass 16k or 300 m/s
-
[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
dronkit replied to DMagic's topic in KSP1 Mod Development
Guys! Any chance you can code in some contracts for: -scanning a planet -finding anomalies and going to see them with a BTDT ? -
Hi! I was obsessed over making VTOLs and figured what is needed is a kind of a vernor engine plugged to a jet, like harrier's nozzles or whatever. I never ever wrote a c++ line, but I copied and modified a Vernor engine to use LiquidFuel+intakeAir. It works great! So much it feels kinda cheaty. All I have is a copy of the Vernor files with a modified CFG. Maybe someone would like to suggest editions, or help by modding the graphics or whatever. What I would like to do is to make it so: -It only works if there's a (real, big) jet engine active on the vessel. -It has some operation lag like jet engines -Flames out -It actually draws power from the jets, i.e., if RCS jets are working, jets don't have 100% thrust. -editable maximum thrust -Suggestions? Here are the files and a .ship! https://drive.google.com/open?id=0B7zpnkZbPZprMFNGZENXbzdwVFE https://drive.google.com/open?id=0B7zpnkZbPZprN1N5eW9ScV9vVEk
-
How quickly could we get to Mars if we really wanted to?
dronkit replied to FishInferno's topic in Science & Spaceflight
"If you really wanted to", stop the invasions of Irak and Afghanistan and you'll be in Mars yesterday. With swimming pools and theaters. -
Wow thanks for all the thorough responses!
-
Ways to convince people that the Moon landings were real
dronkit replied to SmartS=true's topic in The Lounge
three words: www.clavius.org -
Just that. Why is the Orion capsule conical and not, say, cylindrical like the Mk2 Lander Can (lol). In space, you don't need aerodynamics. In takeoff, it's covered with a fairing. In reentry, it comes butt-down. If it was cylindrical they would gain useful habitable space. So why?
-
I can't exit science center
dronkit replied to Apature rocket science's topic in KSP1 Technical Support (PC, modded installs)
Doyou have DebRefund? That mod gave me that problem in 0.25. -
I quicksaved a game when I was just about to land an airplane (just in case). It was flying very stable and nice and slow, say, 50 m/s, vertical speed very low, few meters above the ground. I crashed so I reloaded and upon reloading the crash is instantaneous. Every time I reload the speed and altitude seem to be random, I get for example 130 m/s. On every reload the crash seems more and more violent. In the last one the pilot survived and I saw he was clipped into the terrain, and saw in the map that debris had flown out of Kerbin orbit. When switching to them, the game crashed. Crash report attached. I suppose this is a game issue, not a mod issue, but I have fine print, mechjeb, toolbar, scansat, AGM, StageRecovery and SelectRoot. Game is 0.25 win32 Crash log: https://drive.google.com/file/d/0B7zpnkZbPZprR2x1aURQR3l1YzQ/view?usp=sharing
-
Hi! The addon sounds great, just what I wanted, but it isn't working on 0.24 x64 here. If relevant, I also have SCANSat, mechjeb, AGM, toobar and selectroot. The detached stage had wings, turbojets, tanks and radial parachutes. I get: [LOG 19:04:40.415] [Orbit Targeter]: Target is null [LOG 19:04:41.676] [Orbit Targeter]: Target is null [LOG 19:05:11.531] Hopper mun base Debris Unloaded [LOG 19:05:11.539] Packing Hopper mun base Debris for orbit [LOG 19:05:59.823] Active Vessel is in atmosphere. Cannot save. [LOG 19:06:01.882] [PlanetariumCamera]: Focus: Hopper mun base [LOG 19:06:01.889] [PlanetariumCamera]: Focus: Hopper mun base [LOG 19:06:07.049] Camera Mode: AUTO [LOG 19:06:31.313] [PlanetariumCamera]: Focus: Hopper mun base [LOG 19:06:39.952] Active Vessel is in atmosphere. Cannot save. [LOG 19:06:55.260] Vessel Hopper mun base Debris was on-rails at 0.0 atm pressure and was destroyed. [LOG 19:06:55.267] DebRefund Vessel Destroyed [EXC 19:06:55.271] ArgumentNullException: Argument cannot be null. Parameter name: s Anything I can do or do you have to fix it? Thanks!
-
Add monthly government funding.
dronkit replied to EvilotionCR2's topic in KSP1 Suggestions & Development Discussion
Building space stations and bases! No one pays you to do that! -
Add monthly government funding.
dronkit replied to EvilotionCR2's topic in KSP1 Suggestions & Development Discussion
I support this, for it's more realistic, and because even if money is "easy to get" by getting contract advances, the money is sobject to fulfilling contracts. And the game isn't all about fulfillnig the contracts. We have exploration of easter eggs, mapping, sightseeing, designing and testing new crazy ships... Also, not even fulfilling the contracts is fulfilling for the soul if you fulfill the contract to the letter and nothing more. Say... the contract says "explore duna". Ok, build a probe, orbit, collect data, land, collect data, collect reward and that's it. No more exploring or sightseeing the enormous beautiful Duna. The "money would be too easy to get by warping" concern is a real thing, but i read some great solutions here from you guys. -
Add monthly government funding.
dronkit replied to EvilotionCR2's topic in KSP1 Suggestions & Development Discussion
+1 One can't always do missions exclusively to fulfill contracts. One likes to explore, test new designs, etc. -
I was playing the 0.23.5 "science" carreer mode challenging myself to find all anomalies and visiting them (and bringing back photos of course). I used to find them with ISA MapSat and later SCANSat. It is a really fun and rewarding way of playing! Too bad contract mode doesn't encourage it, more like, it discourages it, since exploring the easter eggs would cost resources and return nothing. Wouldn't it be nice to have SCANSat-like stock parts and contracts to find and visit the anomalies? For science's sake, the Kerbal Geographical Society, or whoever cares, would give money for that, right?