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PrivateFlip
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Everything posted by PrivateFlip
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Is there any visible cause for an unbalance, like for instance a fuel imbalance. If you know the cause of the unbalance or at least the direction of the unbalance you can try to correct it by redividing the fuel between tanks.
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Resource depletion on unfocused vessels
PrivateFlip replied to Kimaera026's topic in KSP1 Mods Discussions
To make a partless addon you would write your own plugin. The class of this plugin would be of the form: public class MultipleSavesDAclass : MonoBehaviour to have it behave like like a plugin which is always active like for instance Kerbal Alarm Clock and unlike for instance a resource generator which is tied to a part. Such a plugin could use the code NathanKell describes to constantly edit unfocused vessels. Can you program? (When we respond to your question we of course don't know what lies within your reach) If you are a little familiar with programming it's not that complex; about a week ago I ran into the problem of editing unfocused vessels for a mod I was making and NathanKell pointed me to his source code as well, which allowed me to solve this problem with ease and which is also why I'm was able to respond to your question. -
+ [Part] [1.6] Davon supply mod v025
PrivateFlip replied to PrivateFlip's topic in KSP1 Mod Releases
The latter, it is simple eyecandy KhaosCorp implemented as nice extra touch to the part. It extends whenever it is awaiting supply or delivery and retracts when these processes are completed. You can also manually toggle the port without any impact on the further function of the mod. -
Resource depletion on unfocused vessels
PrivateFlip replied to Kimaera026's topic in KSP1 Mods Discussions
This is quite possible. When you make a custom module you could make a partless addon which runs all the time. This addon could manage aspects of ships which are unfocused. A second method is to have the module keep track of time since the ship was last controlled and then retroactive apply the changes upon reloading the vessel. In this last case the module, upon the ship being loaded, would determine 26 days have past since last time it was loaded and based on the number of kerbals it could determine there was only enough oxygen for 15 days and proceed to kill the kerbals. -
[1.6] Davon Throttle Control systems mod [v088]
PrivateFlip replied to PrivateFlip's topic in KSP1 Mod Releases
Update: -fixed bug concerning loading of engine profiles -
Positioning and Orienting a Vessel
PrivateFlip replied to jamis's topic in KSP1 C# Plugin Development Help and Support
Do you just want the teleported ship docked to the ship already in orbit? If so, why not take a different approach and edit the vessel already in orbit to have the other vessel a docked to it? -
+ [Part] [1.6] Davon supply mod v025
PrivateFlip replied to PrivateFlip's topic in KSP1 Mod Releases
Great to hear you got it working. I assume it's now supplying rocket parts for orbital construction. Also thanks for the suggestions, feedback is always appreciated. -
Time warp levels improvement
PrivateFlip replied to Kasuha's topic in KSP1 Suggestions & Development Discussion
Yeah, this is my understanding as well and I understand your reasoning: If in extension of the above the "on rails" timewarp has no effect when going to "physics", it wouldn't matter from what timewarp you jump back to 1. However, since sirrobert recals differently and I'm not sure enough to discount his suggestion there is some residual effect from timewarp which could mess up physics, I suggested my workaround. -
-Assemble your vessel in space. It's easier to launch smaller stuff and this way the size of you interplanetary ship isn't limited by your biggest launch vehicle. If needed you could for instance separate the lander, crew cabin, fuel tanks and engine block to make launches more manageable. -You should complete the transfer burn in low earth orbit, instead of first escaping Kerbin and then doing the actual transfer burn while in an orbit around the sun, this saves a ton of fuel. -Instead of circulizing at Duna like you do at the Mun you should aerobrake, this saves a lot of fuel as well. This over-designed ship will get you there and back with plenty fuel to spare. Left is the lander with an extra fuel thank it can dump right before touchdown. Right is the tug which will push the lander to Duna and back with its efficient nuclear engines. It's also towing an extra fuel tank which it leave behind when empty.
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Time warp levels improvement
PrivateFlip replied to Kasuha's topic in KSP1 Suggestions & Development Discussion
Sirrobert could have a point. Rhere's a quite a difference between making a step of 5 to 1 and making a step of 100.000 to 1, but this could be circumvented by having the game bring the warp down in multiple safe increments while still only pressing one button -
This is really a great idea for plugin and well executed with all the arrows. Stumbled on it by chance, it's one of those things I never knew I needed.
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Time warp levels improvement
PrivateFlip replied to Kasuha's topic in KSP1 Suggestions & Development Discussion
I agree the steps between at the high end are a little to big. This would be a nice solution. -
Press v to set you view to chase. This way you'll always have a reference with the correct rotation. My limits; -Never made a spaceplane which could make it to space. -SSTO's Also haven't visited all the planets yet although I think I could if I tried.
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+ [Part] [1.6] Davon supply mod v025
PrivateFlip replied to PrivateFlip's topic in KSP1 Mod Releases
Yes this is possible. The partmodule which governs the functionality is resource neutral. The resources managed by the partmodule, delivery amounts and times can all be easily set in the part.cgf file. Below an example: this part contains RocketParts, Greenfuel and MonoPropellant: RESOURCE { name = RocketParts //(check spelling, it's case sensitive, and I don't know how the rocket parts resource is called) amount = 0 maxAmount = 2880 } RESOURCE { name = Greenfuel amount = 0 maxAmount = 4000 } RESOURCE { name = MonoPropellant amount = 0 maxAmount = 100 } MODULE { name = DavonRestrictedResourceSupplyModule DeliveryAmountFactor = 2 //This part delivers two times the capacity of the part of the managed fuels SupplyActivationFactor = 4 //This part requires you to deliver four times the capacity of the part to activate it ManagedResources = LiquidFuel, Greenfuel //It manages RocketParts and Greenfuel (and leaves the MonoPropellant alone) BaseDeliveryTime = 99999 DeliveryTimeList = Jool, 1, Kerbin, 90 //Delivery to jool orbit takes 1 day, Kerbin 90 days } So you can set it up for whatever resource you like. (You can also set add this partmodule up to other parts if you prefer.) I hope this answers your question. -
Most important lesson you've learned in KSP?
PrivateFlip replied to Tassyr's topic in KSP1 Discussion
Let's say you want to travel to Duna. If you do the complete transfer burn in low earth orbit, instead of first escaping Kerbin and then doing the actual transfer burn while in an orbit around the sun, you'll save a ton of fuel. (It's true) -
+ [Part] [1.6] Davon supply mod v025
PrivateFlip replied to PrivateFlip's topic in KSP1 Mod Releases
The latest update on this: With a little help of NathanKell and Diazo I now have working code for this mod. The plugin allows the part to cycle through vessels on the surface of the planet below. The plugin can then be requested to take up to a certain amount of fuel from the selected vessel (the resource and the amounts can be configured in the part.cfg file of the part the partmodule is installed into and can for instance work for Kethane). After a time interval the fuel will be delivered to the station the part is attached to. I will clean up the code and do some bug checking tomorrow. A couple of weeks ago another modder indicated he was planning on making a Kethane enabled Davon-module part, so maybe we also have a part to go with it as this plugin will better match with Kethane than the Davon Supply plugin (I'm not a very good modeler myself). -
When going through FlightGlobals.Vessels i do get all the general vessel information, but i can't loop through the parts of vessels which are more than a few klicks away. I'm assuming its because these vessels are not yet loaded. There is probably a way to get and edit the part info of these vessels, and I suspect I have to work with confignodes, but I haven't worked with that yet. I could find surprisingly little documentation on it. Could someone direct me to it or give me a few pointers on how to edit parts on far away vessels?
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+ [Part] [1.6] Davon supply mod v025
PrivateFlip replied to PrivateFlip's topic in KSP1 Mod Releases
I actually started working on the mod I suggested in response to your comment, but decided to scrap it because halfway through because i didn't completely right as i was coding the logic (you can check the edit history). I do like this idea however, Nathankell made a similar suggestion earlier: That's technically feasible. It could check if there are vessels landed on the planet and then check if they contain Kethane, but such a mechanic would break realism when the Kethane patch was depleted, or the particular Kethane was actually shipped in from elsewhere. Taking all that into account would require more complicated code. It might be a better idea if Kethane users wanted such functionality to have some dedicated relay system where you would deliver fuel to a ground station which would then with delay be delivered to an orbiting station. It's much easier to make something like that from the ground up and it would integrate better with the Kethane game mechanic than to try and squeeze it in the current mod in a somewhat acceptable way. ... So there are at least two people who would like something like this. I will look into some of the technical aspects this afternoon and report back on it. -
Colony/World/Generation ship Discussion
PrivateFlip replied to Will Fawkes's topic in Science & Spaceflight
Some ideas/inspiration for your story: The point of view ship has is a generation ship. It left earth first so its population resemble us to an extend we can readily identify with them. They have lived on the ship for generations, and although its a lot bigger and spacious than the more rational ideas brought forward in this thread suggest, they do experience some of the issues and peculiarities raised. Maybe they are not all female but have a very small man to woman ratio, which might lead to tensions strive and be tied in to a romance subplot. They tried to keep population steady, but this was not completely successful and they are dealing with an overpopulation. The other ship is not just hanging in space but it is in orbit near the only habitable planet in the system. Maybe the planet the first ship also set out for. Slowly we find out the other ship is a lot more advanced. It could have left a long time after the first ship and overtaken it. Like many in this thread suggested this is actually a sleeper ship. We find out it is already put some people on the planet (in habitats, terraforming is just starting up). The AI's of the second ship started artificially gestating humans twenty years before reaching the system. These humans have been raised on the ship by the AI's and despite their best efforts it turns out not being raised in the presence of grownups does have a huge impact on your mental makeup, they are off, weird, distant, in some way. Maybe the AI has difficulty in understanding what it did wrong. In addition to these artificially gestated humans the sleeper ship also has a giant batch of cryogenic frozen humans. These humans are interesting because, aside form being from a much more technological advanced society, they are humans who have not lived on a ship for any amount of time. Unlike the people on first ship they do not have the strong communal spirit necessary to life together on the ships or in the habitats on the planet. They even want to have a democracy! Due to all these factors the second ship is in disarray with the colonization stalled and many still on board the ship. Because the ship cannot sustain such a large active population the AI's feel there is no other choice than to temporarily refreeze a big portion of the humans in order to keep them alive. The humans aren't all cooperative. There might be an open rebellion against the AI's by the cryo-humans. The second ship also turns out to not have left from earth but from a secondary colony, where the humans have had some genetic modification to life there. -
+ [Part] [1.6] Davon supply mod v025
PrivateFlip replied to PrivateFlip's topic in KSP1 Mod Releases
The current plugin can already facilitate supply services on other planets. All that is needed is editing this line DeliveryTimeList = Kerbin, 2, Mun, 6, Minmus, 11 with the desired planet and followed by the delivery delay. This will however have an impact on gameplay and was not the intention of this mod like KhaosCorp explained above. In the vanilla game/real life there is little point to arrange for regular fuel supply missions from Kerbin to Duna just to allow another ship to refuel there. Since all fuel is sourced from kerbin it would make much more sense, both economically and the amount of hassle for the player, to have the other ship bring the necessary fuel itself. I can however imagine a somewhat different fuel supply mod like you suggest, which functions as a deep space supply station and requires a base to be established on the surface; the story being that the station is being supplied by the base below. It could for instance measure the dry weight of kerbal assets on the planet surface and count this amount towards a minimum for activation of the station. A Kethane light so to speak. There are no technical difficulties to make other conditionals, like having a base on the planet, a factor for activation of the module. Furthermore I wouldn't mind making such a mod if there was some demand for it. I am however a bit hesitant to add these features to the current mod. -
Here's the KSP wiki. Lots of useful info Decouplers can be used to split you ship so you can built a multistage rocket. -At this point you would place a decoupler underneath the command pod with a parachute on top of the pod. This way you can decouple the command pod from the rest of the rocket. If you do so your parachute only has to carry the small pod and not your whole rocket, so it will slow down the command pod with your crew member enough to allow the pod to land safely. -Use additional decouplers to put a short rocket on a long one to make your rocket a real multistage rocket.
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+ [Part] [1.6] Davon supply mod v025
PrivateFlip replied to PrivateFlip's topic in KSP1 Mod Releases
Looking into the savefile it shows the Logistics Hub as unlocked. When i try to use the savegame in game the part is immediately available for me. I do not use Treeloader. I would like to help you out, but at this point I'm at a loss. In addition the Treeloader thread as well as Tiberion comments mention a variety of issues with mods and Treeloader, so I'm leaning toward the suggestion your problem has something to do with that mod. -
+ [Part] [1.6] Davon supply mod v025
PrivateFlip replied to PrivateFlip's topic in KSP1 Mod Releases
It should be under the utility tab in the assembly building.