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Bizz Keryear

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Posts posted by Bizz Keryear

  1. One thing that has to take in consideration is that, if you have a Kerbal rescue mission, that they start off with a reasonable amount of resources...

    So a capsule with a battery (maybe solar panel) and enough food and stuff to last a few days / weeks / month / years (cause I heard you might up ending rescuing Kerbals from beyond Jool) would be nice.

    But I actually have no idea how to determinate how much stuff to give them... anyway as fast solution you might give them too much and working on that problem later...

    That said I now try to rescue one ... hopefully he will no die while I am trying.

  2. I've uploaded a zipped version for you. Just unpack the zip and run the installer (and don't forget you need to install the git version control software too (see OP for DL link and install instructions).

    Re your corrupted craft, it depends how badly the craft is broken and also how complex the craft is. tbh editing craft files is quite tricky. That's why I built this cos I'd rather spend time building a preventative solution than try to unpick a broken craft files! (so far my efforts at fixing craft files have not been very successful!) Problems like this are exactly what this tool can protect you from, but you need to have been using it before the problem cropped up.

    There is one thing I can suggest, if you're using windows. Right click on the file and goto properties, there should be a tab called previous versions (if that option is enabled). If it is there it should give you some previous versions. From there you should be able to revert the file to how it was the day before. Hope that helps, good luck.

    Ah! Thanks... well I have github on my system since a long time (not used very often, though. it might help if I learn something else than python) .. since it was working till the very last step I assumed it might be a problem with a mod mixed part (I made myself ... basically the fairing base from KWRocketry got all the features of the latest procedural fairings...) after deleting all traces of the fairings it worked again...(I was able to leave the base in...) then I replaced the base with a working part...

    P.S.: It's already on low polar Kerbol orbit ... sidenote: Ion engines still take a hideous long time.

    P.P.S.: It's depending on my laziness*, but I basically thought about to write a craft file fixer / modder.

    Features I thought of:

    Error checking:

    1. Duplicate error checking**
    2. Tree error checking
    3. Plausibility check
    4. Part available check (aka. mod not installed error)

    Display the craft in 2D tree structure with icons for the parts. Displaying (fixed?) errors, too.

    Modification:

    1. Replacing one part with another (adjusting height if needed***... its just for the case I ran into ... that a part in the craft, for what reason ever, is acting up)
    2. Deleting one part(s) from the craft (adjusting hei... same as above)

    That should be doable in a few hundred lines (less than 400 ... Well, I am not so fond of UI programming and tend to avoid it if possible). I might have to fiddle around with the error correction, though...

    If I have it that far, I might add in same functionality for crafts in flight (in save files), later ... a missing part / removed part is still better than a missing craft...

    edit: you might want add the zip to your initial post, too (I think there are just a few more Chrome users out there)

    -----------------------------------------------------------------------------------

    *= I have made an empty file till now...One of my motto is "Work smart, not hard...definitely avoid hard work...better avoid all kinds of work"

    **= Happens some times if you create a part and use symmetry on it, then reattach it using symmetry ... used it quite often is asparagus back before 0.23 (started to use the reinforce mod then) in which I made a part of the asparagus ready added a lot of space tape ... not only between the part and the main rocket but also between each and every tank ... I often used 3 or 4 times symmetry for that. Then plugged it of and reattached it with 6 or 8 times symmetry ... in 3 of 10 cases I ended up with parts duplicated... in VAB they are in same place visible through a wired texture glitch ... on launchpad they appear in wired place some tilt 90° some floating above the rocket ... and all engines going before the 1 staging ... resulting in a spontaneous rapid disassembling as soon as physics kicks in...

    ***= height only though I don't want mess with the 3d files ... it basically only reads the nodes positions... might result in floating parts ... better than a hole in the rocket, though

  3. Cool... but my browser says it malware and refuses to download it...

    Along the lines: "jebretary_setup_v0.3.2 is harmful and was blocked by Chrome" (a rough translation of my localized error message)

    edit: any idea how to recover a already corrupted craft file? Again I have spend several hours to make a craft and I don't want to got it to waste again (though its not the bug I usually run into ... this time parts just have disappeared while loading [still in the file as seems] in vab and on pad.... [launch try] I can see the whole space center ... )

  4. I like the idea ... but it made wired noises* ... so I kicked it out

    Also I reduced the engine/ship sounds in the game settings which caused wired circumstance that the sonic boom is 100 times louder than a bunch of Mailsails at full power...

    (maybe some sounds should be reduce according to game settings? .. also volume control for the mod in game?)

    edit:

    I see Hotrockets is not compatible ... well I wont uninstall Cold- and Hotrockets ...

    During reentry aren't we still travelling at supersonic speeds? I think if u move the camera behind the craft while it is in reentry and you see reentry burn effects (at 30000 m) you should slow down enough to hear the sound coming from the craft. But I'm not sure astronauts hear much in IVA during reentry.. then again Im not sure.

    The noise should be hearable, since most of the noise is made in front of the ship ... as shock waves... causes the heating btw. which would be transmitted trough the ship structures...

    Do explosion sfx still occur with this mod? I remember that when I used Orion (nuclear pulse rocket) I could still hear the explosions even when I was in vacuum. Has this been corrected or is it still present?

    But isn't that normal? The explosion causes a shockwave ... which hits the ship (otherwise there would be no propulsion from it) even with the dampers present it would transmit through the ship and you would be able to hear it (not as much as a live explosion in that distance, though ... means you can keep your eardrums)

    ---------------------------------------------

    *= e.g. in space with no engine running .. like a clickering noise .. its a little hard to describe ... and I suspect a rare interaction between my system and the mod... I basically have this kind of noise if an audio app doesn't get enough CPU power...so it happens rarely on other apps as well

  5. 1. There are a few. The RT2 overlays won't show up in the tracking station, though map view works just fine. The new NASA engines also don't work with the flight computer. Both issues will be fixed in the next version.

    2. There are no new patches available, but we're polishing up a new, 23.5-compatible release. I'll let somebody with more authority than me comment on the release date. :wink:

    Ah, cool, thanks.

    1. For now I can live with that... to be honest never looked at the network in the tracking station anyway. Also didn't used the flight computer much (sometimes for alignments, though)

    2. That good to hear... Keep up the good work. (and well anytime before 0.24 is good... [cause after is kinda pointless {for an 0.23.5 release}])

  6. Just saying that Spacheport is dead.. Please upload it to curse... (its the new official modding platform)

    There were a few icons that I couldn't find but wished existed – so I made them. (Yet to do: Engineer maybe; more?)

    Download as .zip OR

    Right-click on each icon individually and 'Save Image As...'

    DeadlyReentry

    https://dl.dropboxusercontent.com/u/107843048/ksp/PartCatalog/DeadlyReentry_On.png https://dl.dropboxusercontent.com/u/107843048/ksp/PartCatalog/DeadlyReentry_Off.png

    Firespitter

    https://dl.dropboxusercontent.com/u/107843048/ksp/PartCatalog/Firespitter_On.png https://dl.dropboxusercontent.com/u/107843048/ksp/PartCatalog/Firespitter_Off.png

    NASA typography

    https://dl.dropboxusercontent.com/u/107843048/ksp/PartCatalog/NASA_On.png https://dl.dropboxusercontent.com/u/107843048/ksp/PartCatalog/NASA_Off.png

    ProceduralFairing (Keramzit) and Alternate

    https://dl.dropboxusercontent.com/u/107843048/ksp/PartCatalog/Keramzit_On.png https://dl.dropboxusercontent.com/u/107843048/ksp/PartCatalog/Keramzit_Off.png https://dl.dropboxusercontent.com/u/107843048/ksp/PartCatalog/Keramzit2_On.png https://dl.dropboxusercontent.com/u/107843048/ksp/PartCatalog/Keramzit2_Off.png

    ProceduralWing (pWing) and Alternate

    https://dl.dropboxusercontent.com/u/107843048/ksp/PartCatalog/pWing_On.png https://dl.dropboxusercontent.com/u/107843048/ksp/PartCatalog/pWing_Off.png https://dl.dropboxusercontent.com/u/107843048/ksp/PartCatalog/pWing2_On.png https://dl.dropboxusercontent.com/u/107843048/ksp/PartCatalog/pWing2_Off.png

    RealChute (I deserve an award for this one, really)

    https://dl.dropboxusercontent.com/u/107843048/ksp/PartCatalog/RealChute_On.png https://dl.dropboxusercontent.com/u/107843048/ksp/PartCatalog/RealChute_Off.png

    Posts like these should be linked on the 1st page ... it is quite a trouble to go through all post looking for icons...

  7. I am using the hotfixed version of the code, but I am encouting an issue.

    I have a lander around Moho with an omni 32 antenna, there is also a satellite around moho with a omni32 and a connection to Kerbin with a 88-88 antenna... Even though there is a connection between the 2 and the satellite is connected, the lander is not connected and can't receive commands...

    [...]

    Question: IS the satellite connected because the other vessels targetting it are targetting ACTIVE VESSEL? Or are those vessels setup to really target that satellite?

    Onmis don't need a target....

    I think it's one of these:

    1. no charge .. run out of electricity

    2. antenna not deployed

    3. not in line of sight ... (parts of) moho in the way ... but it should work if the satellites are directly above the lander

    If I am wrong and it's none of those feel free to correct me.

  8. OK, I admit I dropped out and haven't read anything at least from page 234 onwards.

    Kevin had not made any form of contact to me anymore and I occasionally see tweets from him (last on 16. Jan. about his apple work laptop)

    Anything I have heard about him so far was like I won't come back.

    So I think its time to think about kOS reloaded...

  9. Oh, and another thought, RT might be getting confused because your 4 child probes will have the same name. Perhaps try renaming them all.

    OK maybe that's also the cause for me ...

    but this needs to be fixed ...

    one way to deploy satellites is to launch more than one with the same rocket!

    And even if not, as soon as you deploy a satellite it has the name as the rocket it was attached to.

    That makes two (and maybe even more debris) parts with the same name...

    I am going to edit the save file and have a look...

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