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PrivateFlip

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  1. Agreed. Both Shyhook and you suggest it should be designed to be part of a station. Initially I imagined it would be a standalone station which you could leave around other planets. I kinda sticked with that idea even after I decided it should be Kerbin only where it would make much more sense to be part of a station. I'll try to make some nicer, smaller tanks with that in mind (and two nodes and surface attach.) It depends what you mean. After you request a delivery, you can forget about the station and do whatever you want. You don't have to stay with the station while you wait for the delivery and the countdown will persist over saves and sessions. But after a delivery is completed it will not resupply again without you ordering a new one. Yes, both would be able to request a delivery so you would be able to get two deliveries in the same timespan. You could instead add several normal fueltanks to the mix. After each delivery you could store the fuel in those and request a new delivery. I imagine a 10.000 liter vessel spends enough time from home for multiple subsequent deliveries to be completed, since they only take two days to Kerbin orbit.
  2. Thanks for the advice. My moddeling skills are still very fresh. Having tanks or at least something a little more wieldy might be better. I felt, and still feel, it should however stand out a little in some way an not simply be an otherwise unrecognizable part which makes the fuel. As for your offer, I think I should first try to get better at moddeling myself before soliciting your help, but I might take you up on that offer at some point. This explains allot. Within minutes after uploading I already had two downloads so i figured there must be a massive number of people arriving at spaceport at any time for two of them to spot this one under "Newest add ons" ánd download it in within that time period. Don't mind getting things into space, it's part of the challenge for me, but the same launch-rendezvous-approach-dock routine is starting to drag.
  3. There is a manual describing the essential steps of getting and keeping the station operational under the "How to use" tab on Spaceport.
  4. The intent of the mod is to provide an automated way for the at times repetitive chore of fuel supply missions but to do so in an acceptable, 'realistic' and non game breaking manner. I present to you the Davon Station Logistics Hub: the outsourcing solution for your resupply needs in the Kerbin locale. After transportation and proper activation of the Station Logistics Hub, it allows fuel resupply missions to the station to be undertaken by Davon industries on your request as part of Davon logistic services. Read manual before use. Limited to Kerbin and its moons. Delivery time may vary upon location. Terms of service apply. Download on Kerbal CurseForge Download on Space Dock a Modular Manager patch by @shoe7ess adding resource support for several popular mods. The model is made by KhaosCorp See this spotlight by by Kyle Kidd: The Davon Medium Supply Station, produced by Davon Tech Ltd, is an integral part of Davon logistic services. After transportation and activation of the station, to be executed by KSP as described in contract 14-4626, Davon will start to offer its very affordable logistic services(tm) as set forth in aforementioned contract in regard to the so deployed and activated station. Upon a suitable service request by KSP, Davon will employ automated spacecraft to resupply the asset and make available any such resources to KSP operations on location. Read manual before use. Limited to Kerbin and its moons. Delivery time may vary upon location. KSP compatible docking port not included. Terms of service apply. Cost overruns will, presumably, not occur unless they do, regrettably, and lie with the emptor. Station will remain the property of Devon industries. ---Clearly an offer we can't refuse! (The drones used for supply are rated as the most sophisticated in their specific cost range according to their own manufacturer, but somehow they cannot be relied upon to locate the Medium Supply Station if it moves anything more than a legally very vaguely defined quantity. Davon will bill us even if they can't locate it so please be somewhat careful.) Deployment The high dry mass of the station, it has no fuel to begin with, requires you to already have some decent heavy lifting capability to bring in into orbit. -Bring station to desired location for activation and press deploy. Take into account the station will fail to operate on an orbit which greatly exceeds the orbit on which is was activated. -When you are not playing in career mode you first have to supply it with several times the fuel capacity of the station in order to activate the station. This "supply activation" requires the you to already have developed some supply capabilities yourself. This way this part will not start to deliver relatively huge amounts of fuel while the player does not have the rockets and skills to do so. To supply activate the station proceed as follows: supply it with the same resources the module is used for, transfer them into the station and press Supply. Repeat until Supplies is at 100%. Station should remain static throughout this procedure. Unless you have some very serious heavy lifting capability you will have to make at least one or two additional fuel supply runs. To successfully supply-activate the station, it's orbit should remain stable throughout this phase. It will reset your progress to zero if is doesn't. (There's more then enough margin for small variations caused by repeated docking.) -When playing in career mode, no activitation is required. Instead you will be billed for each supply. -The activation is locked to the celestial body where the activation takes place. If is is towed to another SOI after activation it will perform a factory reset requiring you to activate it once more on location. This station is limited to Kerbin, Mun and Minmus. Operation -After activation a fuel delivery can be requested from the station. The fuel delivery is delayed and the delivery time is dependent on SOI, for example Kerbin 2 days, Mun 6. I've tried to make the time a little bigger than the time it would take to do these resupplies for real. -The size of the resupply is based on the empty part of the station's tanks at the time of making the request. So think before you make a request, because resupplying the entire part costs a lot of funds. -After activation the station can be moved without serious consequence. However during the time between request and delivery its orbit should again remain stable. Furthermore the station will fail to operate on an orbit which greatly exceeds the orbit on which is was activated. (There's an indicator giving you the relative altitude of your orbit in regard to this limit) Adding additional resources and changing the part In its original form the part supplies liquid fuel, oxidizer and monoproppellant. It can however be modified to supply other resources or to make use of another part altogether. There are different ways to do this. One simple way, using Module Manager, is described in this post by hab136. Another method which involves changing a small text file is described in this guide created by HurricanKai Update 24 December 2018 -compiled against 1.6.0 libraries -added functionality to show the cost of the delivery when pressing "Check delivery" before making an actual delivery. Update 18 March 2017 -compiled for 1.4 Update 10 June 2017 -compiled for 1.3 Update 26 November 2016 -removed dependency on an functional ModuleAnimateGeneric being present in the part Update 2 November 2016 -resolved issue where console was spammed with "a"s. Update 25 Oktober 2016 -small changes to make the mod compatible with 1.2 Update 30 April 2016 -updated for KSP version 1.1.2 Update 22 November 2015 -updated for KSP version 1.0.5 Update 5 September 2015 -updated for KSP version 1.0.4 Update 3 May 2015 -updated for KSP version 1.0.2 Update 18 January 2015 -support for Kerbal Alarm Clock. This feature was added by hab136. Update 20 December 2014 -made a compatible version for 0.90 Update 10 November 2014 -fixed bug where hub did not function around moons of Kerbin. Update 30 Oktober 2014 -made a compatible version for 0.25 -planets/moons were the logistics hub is available not based on bodies listed in DeliveryTimeList in part.cfg, for customization Update 2 August 2014 - the logistics hub now automatically makes available resources after delivery. - in career mode the space program will be billed for each supply mission. - in career mode the part will not require resources to be delivered to activate the logistics hub. - only the amounts of resources will be ordered which are required to fill the logistics hub and billing is based on the amounts ordered. (This allows regulating the resources and resource amounts ordered by the space program) Update 5 April 2014 Updated the mod to now use kerbal days. Update 26 December 2013 Made a small patch where in KSP .23 the part's menu icon expanded instead of rotated in the VAB. Update 18 Oktober 2013 Made mod compatible with KSP .22 by adding the logistics hub to the “Specialized Construction†tech tree node. Preliminary testing shows the plugin and part to still be compatible with the latest version of KSP. Update 4 August 2013 -The model has been entirely redone by KhaosCorp. Bug fix 1 August 2013 -Fixed bug where station with inclination close to zero, could get incorrect reports their orbit had changed while in fact it stayed largely the same. Update 20 Jule 2013 -delivery will always be the equal to maximum delivery amount -fuel will overflow into connected parts -reduced number of buttons by one -revised logic -cleaned and restructured the code Update 24 June 2013 Changed textures of the part. I'll make some more updates to the model as my texturing skills improve. Update 22 June 2013 -The overall feedback suggest the original part was too heavy, big, and too difficult to launch. The model should be of higher quality, and easier to incorporate into stations. A new model is has been made to address these issues. This new model is the "Davon Station Logistics Hub" It works exactly like the Supply Station, but it's lighter, smaller and can more easily added to stations. This model has been added to the zip on Spaceport. http://kerbalspaceprogram.com/davon-supply-mod/ Some screenshots : source code part of download, released under GPL (GNU General Public License) Github repository
  5. I see. I could only get it to do surface attach, but I was just pushing the part directly against the Hub and then tried to slide it on top of the node. Somewhere I had read this version had been restructured from previous versions which of course caused my oh so humble self to immediately assume the makers of this very professional mod had mixed some stuff up My sincere apologies
  6. Just downloaded the parts. While using them to build an expansion for my fuel supply building I noticed some weird behaviour with the UDK-SH1 "Crossroads". When trying to attach for example a docking port to the off angle nodes the part instead only offers surface attach options around the part (try it for yourself, you'll see what I mean) Checking the part.cfg showed: attachRules = 1,0,1,1,0 so allowSrfAttach is on which probably shouldn't be the case for this part. (I changed it to 1,0,1,0,0 which provides the behaviour i wanted) This is part "UDKLD_Large_Structural_Hub" You also might want to look into UDK-CO4 "Lean" (UDKLD_Large_Structural_Corridor_D). I opened the cfg in search of the "Crossroads". It has node definitions which do not match its description, having six nodes identical to the crossroads.
  7. Nice idea. There is already something similar pop up for crew in some views. You know the one which displays their courage and stupidity? At this point I do not know how to implement them. Skimmed the KSP-API but I couldn't find anything which might allow you to simply use those exact same screens as they use for the planets and courage stupidity. Doesn't mean someone else couldn't know or find out of course, but having a way to implement it would be an essential part. How I would go about it, if i really wanted it, was to make a plugin which makes a small GUI window which is fixed to the side with buttons for each kerbal on current ship, which open an new window with the blurb text upon click. http://wiki.kerbalspaceprogram.com/wiki/Module_code_examples#Creating_a_GUI_Window_and_Button However to the best of my knowledge the majority of Kerbal names are generated randomly from a set of syllables. I also think it's somewhat likely that Squad will expand on the courage/stupidity thing, by adding exactly what you suggest. So maybe your time would be better spent by adding your idea to the suggestions section on the forum under KSP development. (You could add the blurbs you wrote/are writing to the KSP Fan-Works section and link to there from your suggestion.) Doesn't mean it isn't a good idea, because it is. Just wondering if it's worth the effort at this point.
  8. In compliance with the request by the much respected oversight commission I will be the first to make public the latest general safety review conducted by on our program. I would like to take this opportunity to emphasize our ongoing commitment to safety. In addition I think it is important to realize space exploration is by definition and challenging and risky enterprise. To not want these risk is to not want a space program, which would be a mayor setback our nation, science and kerbalkind. That said we do see there is room for improvement on some minor points as the report will make clear. Please post your own safety review. This could be a general one or a breakdown of a specific incident or could describe safety measures taken by your program. If there are sufficient entries we could compile the data into a more comprehensible safety document with common errors and possible solutions.
  9. What I meant . But thanks for the correction.
  10. So you do have thrust now? It might be that the thrustTransform engine is missalligned. It should be center and the blue arrow should be facing in the direction of the thrust, if not you would get spinning and or imbalance. So select thrustTransform object in Unity and correct "position" and "rotation"
  11. Send a rescue mission immediately! (or quickload , probably to late now)
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