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PrivateFlip

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  1. Thank you very much for reporting this! The bug was found and corrected.
  2. If there would be an actual resource ship, there's not much need for the Logistics Hub itself. It would be even better if it was your own supply ship. You could transport the resources you like and also transport crew to and from orbit. It's still in alpha but up until now it has worked well for basic supply missions: Routine Mission Manager
  3. This is just a demo version. There will be a cost to resupply launches. I've just picked up this mod again a few days ago and it's nearing completion. I hope to have a bare-bone be stable version by the end of the week. In addition I've added to not so small feature of being able to track you own flight as you do a supply mission. This mission will then show up as a mission you can order. Basically you would start your antares/cygnus on the launchpad and mark it as a mission which needs to be tracked. You would then fly it to the station, dock, and deliver supplies, undock and set the cygnus to crash on kerbin. After doing so you could order this mission at any the station or vessel in orbit. It's price would be deducted and it would arrive, taking into account your mission time, at the station, with the same supplies you arrived with. After taking the supplies of the craft you could then order it to return (or take it for a spin), assuming it has at least the same amount of fuel you used to return. The mod also works with craft holding crew which can safely return, assuming you did so at well.
  4. Like Voculus alluded to above, engines completely not starting can be caused by not setting the direction of the center thrust mode correctly.
  5. Update: -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.
  6. I'll try to get back at this soon, just have had other things at mind.
  7. No, unfortunately it's hardcoded for the moment. Previous version did allow that, but didn't think anybody was using that, so made a shortcut when implementing funds. EDIT: Have already made the change in the code to add this back. It will be based on the planet named in the delivery time list in the part.cfg. Will wait for some likely feedback on pricing etcetera and will release it all together in a next small update. You're all very welcome!
  8. Update: The basic function of this mod was to supply stations in orbit with fuel without the player having to fly those potentially repetitive missions themselves. A key concept was the mod requiring the player to pay a certain cost before the station would become active and could be used to request deliveries. In practice this cost came down to first bringing the overly heavy station in orbit and subsequently by having the player make a number of large fuel deliveries before the station would activate. Although it might have all felt a little excessive, it did also make the use afterwards of this mod feel more balanced. However with the introduction of budgets the player can now simply be asked to pay a price for supply services. Therefore in this version the logistics hub remains as heavy as ever but there are a number of changes for career mode. Players in career mode who've omitted reading the release note will be pleasantly surprised when the station immediately activates upon hitting the supply button in orbit. They will also be surprised, although less pleasantly, when requesting their first delivery, which will deduct a whopping 100.000+ funds for a complete refill. (They might also discover there are no refunds either) The bill is made up of two components: the cost of the resources themselves and a launch cost based on the total mass of the delivery. For Kerbin this price lies near three thousand funds per ton which although definitely on the very very high side is still in the same order of magnitude of the normal launch cost per ton for a standard rocket design. The mod has been altered to no longer make a full delivery of all the managed resources. It instead only request a a delivery of the amount required to refill each resource in the part on the moment of making the request. This way players can regulate the amounts ordered of each resources and they will only be billed for what they use.
  9. The correct setting for the horizontal engines is indeed "ignore". This setting makes their thrust not be taken into account for calculation. There are two things which could give the issues you describe: -It's important to set the horizontal engines to 'ignore' before engaging the thrust center mode. So first set you horizontal engines to 'ignore' and only then press On (If center thrust was was already on, just flick it off and on to set everything straight). Doing it in reverse would cause these type of effects. -In the the center thrust window you should also set the "Direction". Looking at your ship the direction should be "Down". Although you don't mention this setting, the effects you mention are somewhat similar to what I'm experiencing when I forget to set it. Especially if your vessel is somewhat balance on its own it's not always immediately apparent this that this is causing the issue. For VTOL's it works best for me to first bring everything into the correct state and then saving the configuration into a profile, because it's easy to forget something.
  10. Zero at center is part of the current release. Joystick control was the one thing I couldn't test because of not having access to a Joystick. Could you maybe briefly go over the options of the .24 download? (I'm sure it's all fine, but I sleep better knowing.) Your welcome, good you're putting it to good use. I already had a mention of Diazo's mod in the manual, but put a more prominent comment in the first post. But of course! :)It's just like .23... You might send EvilC a PM. Looked into it myself after EvilC asked and found the same license issues. Would be nice to find out if someone could contact ZRM to ask for permission to either change the license or pass the project to a new maintainer.
  11. Updated (version 070): -added ability to have joystick control only apply the deviation from the center instead of the entire axis. Thanks to Ucender for the patch! -tested almost all functionality for .24 and haven't found any issues.
  12. Not yet, but that's the plan. Probably over the weekend, have already written the logic for the cost calculation, just need to have the mod deduct the amount and need to establish a good price per kilo for the transportation component of the bill. (For those who already have some more play time for .24, I would particularly interested in the what would be perceived as the price per kilo to LKO for a conventional and somewhat overpriced rocket.)
  13. Thank you Ucender! I'll do some more testing myself and release an official .24 version over the weekend. Quick Question: do you have an opinion on how much the module should cost?
  14. The little help I can give you: Looking at the code there can only be on nodeType per dockingNode. So i figure you would at least have to split it up into thee modules. Does it work when you use only one nodeType, so only size1? I suggest getting it to work with one size and then building on from there. It's easier to make something simple work and it's also easier to find a cause if you have at least on situation in which it does work. You could try adding the following line to the module useReferenceAttachNode = True (since you're trying to use the attach node as the docking point instead of a nodeTransform) Here's a nice thread on a multi node docking port. Although it's not exactly what you are trying to do, it did help me a lot in getting my had around docking nodes.
  15. Sorry for that one, that's a test part I used for making a logistics module I made for Modular Kolonization System. The part is visually indistinguishable from a standard fuel tank, which is how it ended up on this ship. It should be corrected in the current download. Thank you for reporting this! Yip, that's the main goal. After you order a mission, you will find a physical craft docked to your station when you return to it after it's travel time. This craft will be fully usable like any other vessel.
  16. Routine Mission Manager This mod allows a player to track flights to vessels and station in orbit of Kerbin and it's moons. After completion of the original flight, repeat flights can be ordered at stations and vessels in orbit. These flight will happen in the background, cost money and will take time to complete. After completion the mission vehicle will be found docked on the station or vessel. The mission vehicle can also be ordered to automatically return to Kerbin. (Only missions which start at KSP and end with a docking event in orbit of Kerbin or its moons are supported.) Kerbal Space Dock Kerbal CurseForge source code part of zip (github https://github.com/PrivateFlip/RoutineMissionManager) Manual There is an in game manual detailing the operation of the mod. When placing a vessel on the launch pad or runway or viewing a vessel in orbit around Kerbal, Mun and Minmus the 'rmm' button will appear in the ksp button bar. This button will open the routine mission manager menu which will contain a 'Manual' option. The mod is operational for Kerbin and it's moons. This can however be changed by altering the AllowedBodies.txt and HomeBodies.txt files of the mod, especially relevant for those using planet mods. An AllowedBodies.txt and HomeBodies.txt file are present in the RoutineMissionManager folder in GameData. Both can be edited to edit and change the allowed bodies and the home bodies the mod works with. Planetary body names are case sensitive. Each planetary body should be placed on a new line in the file. Allowed bodies defines the planetary bodies can have their orbit be a destination for repeat missions handled by the mod. A home body defines the planetary bodies which from which launches can occur and to which missions can return to. (All basic functionality should function with multiple home bodies, but the mod logic is geared towards a single home body and could display somewhat weird behaviour from a game play point of view.) ------------- Written by PrivateFlip for the KSP community Commercial Offerings is released under a modified BSD license. See source code for license text. This mod makes use of Module Manager, made by ialdabaoth. Currently Module Manager is being maintained by sarbian (KSP forum link) ialdabaoth has stated the following: "Plugin developers and other modders have my explicit permission to redistribute this dll with their own works, so long as you give credit to me and provide a URL back to this forum post." ialdabaoth forum post for Module Manager on the KSP forum can be reached with the following URL: http://forum.kerbalspaceprogram.com/threads/31342-0-20-ModuleManager-1-3-for-all-your-stock-modding-needs Special thanks to sarbian. Besides maintaining the extremely useful Module Manager, sarbian's Kerbal Crew Manifest showed me all steps related to the basic crew handling. Special thanks to NavyFish's whose Docking Port Alignment Indicator showed how to calculate the angle I needed to rotate the docking port of the arriving vessel towards the destination vessel.
  17. Will add that to the planned features, but I'm busy with some other stuff at the moment. Your welcome
  18. How awful . Welcome to the forums. Discounting the deaths reversed by quicksave I probably lost only a couple Kerbals. Now if I include all those, we're somewhere in the low end triple digits range.
  19. Really? Compared to my many attempts to complete a first successful landing on Mun, Minmus was relatively easy
  20. It's tempting to compare them to us. To measure how one ability of them scales to one of us. Imagine the ability "interacting with the envirnment". We clearly have a certain ability in this area. However our ability does not include melting rock (it's true). For a species which could do this, it might seem unimaginable a species laking it, to be able be able to advance. Especially if this is something which set it apart from other species on its planet or played a crucial part in its first uplifting phases of development. We of course know, we were able to overcome this 'disability' by creating forges. For sub millimeter precision work, which we're also unable to do, we in time made high precision machines. So before asking how well a trunk compares with a pair of hands we might first ask how well do you really need to interact with the environment. There's no doubt a minimum, but for a patient and inventive species this level might lie way lower than where we think it is. Dolphins have not made technology or adopted agriculture. At least not yet. Does that mean they never will? For tens of millions of years there have been monkeys. They for all that time did not invent technology, nor did they ever gravitate towards agriculture. Until we did not so long ago, but the majority of monkeys still don't. From that perspective it doesn't seem completely unlikely a dolphin descendant would at some point take a weird turn to prefer a seaweed like diet. It's not unheard of for a species to make a switch. From all those seaweed eating dolphins which evolve from this one dolphin species it's not completely implausible one group somehow learned the places were they spit out seaweed seed had new seaweed growing there at a later point. Over time this understanding can deepen, just as it likely did for us, and agriculture can emerge. Technology seems impossible for dolphins because they can't manipulate object with the same dexterity like us. We can of course wonder what dexterity you really need instead of comparing it to us, but it's hard to imagine a dolphin really building something themselves. So unless they domesticate crabs or octopuses to a point where these creatures can build stuff under instruction, evolve as some consequence of their new lifestyle, learn the evolutionary theory and breed themselves to a point where they can do just well enough, ... And if they do, they can ask themselves, "How can a stupid fruit eating mammal create a complex and hyper-intelligent society, fueled by an abundance of agriculture, advanced enough to steer their own evolution to a point where they can build machines?"
  21. Intelligence alone is not enough to create an technological advanced civilization. I can imagine countless reasons why a highly intelligent being could or would not end up having a advanced civilization. Thats said, I could also imagine and intelligent enough species which has everything stacked against it, no way to directly use tools, a restrictive environment, not a naturally cooperative species, immobile, to find a way to overcome all those obstacles anyway.
  22. When you wright something, do so firstly for your own enjoyment of writing. If while doing so you get good enough for others to take notice, that's really nice too. I personally don't like to already know exactly what's up with Bill in the first chapter. Between Sidwig's diagnosis and the comments by himself and Bob, it pretty obvious thats he is indeed having some form of survivor guild. This is not a bad thing, if this is what you want to establish, but it's a little to explicit for my taste. There's this phrase in writing "show, don't tell" which advices writers to write as if only to display what's going on and leave it to the reader to interpret it. A example would be the section: "The controllers were intrigued and immediately reported this to Mission Control." This is all pretty explicitly telling us what's happening. A variation like "The controllers looked at the message with intrigue on their faces", a bad sentence for altogether different reasons, is just a little less explicit. Instead of 'being intrigued' we only mention there was 'intrigue on their faces' and leave the rest for the reader to figure out, making the read more interesting. "The red glow of the message, flashing on the main screen, reflecting in the now dilated pupils of those present..."
  23. When you look at the 5:30 point in the video. You can see on the navball your direction your vessel is facing upwards in relation to your prograde vector. So if indeed the top is taking more drag as Kasuha suggest, you would expect it to pitch upwards as this point. This is simply because at this point its already tilted upward in relation to it's direction of travel. At some moment this unbalanced drag force, due to increasing speed, rises above the strenght of the control and the ship starts to turn. Some other tips: your ascent speed is pretty low after dropping the boosters. Due to this your spend a lot of time fighting gravity which costs a lot of fuel. I think you'll find if you leave out one fuel tank from the the first stage (so four fuel cans instead of five) you maintain a better acceleration, and you'll actually end up with more fuel remaining in orbit; it's more efficient to ascent with a speed closer to terminal velocity. Link
  24. If your playing KSP it can't hurt to be an aircraft engineer. Good luck!
  25. This mod takes resources from a vessel on the planet and sends them to a vessel in orbit with a delay. Currently it can be set to tax the resources and the percentage can be set for each planet separately. MKS looks like an impressive project and I wouldn't mind helping out. The resources transferred are not configurable yet, but I could add those features.
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