Jump to content

Secret Squirrel

Members
  • Posts

    75
  • Joined

  • Last visited

Posts posted by Secret Squirrel

  1. I see .1569 of the pre-release changed something about the wheels, would that affect the wheels from here? The Akita wheels moving up and down when I steer left and right and they just spin when I drive forward but the PAL seem to be working.

    Edit: Well the steering was because they were rotated wrong when I put them on but I'm still just spinning the wheels and not going anywhere.

  2. Just stumbled into this mod thanks to Kerbal Engineer not working on 1.2 Pre. I am in dire need to find a way to calculate my orbital period.

    Trying to get Orbital Period outputted  n minutes using this

    in: Pe "Periapsis"
    in: Ap "Apoapsis"
    out: T  "Orbital Period"
    
    
    
    M = Parent.M
    R = Parent.R
    r_min = R + Pe
    r_max = R + Ap
    μ = M*G
    a = (r_min + r_max) / 2
    
    T = (2 * π * √ (a∧3) / μ) / 60

    But I am not getting an output that seems even remotely right. Any help would be much appreciated!

     

    Ps. This is now going to be one of my go to mods (may even replace KER), I am loving it so far.

  3. I have been playing DayZ a lot since the standalone came out. I have left my space program on hold and would like to know what new mods have been put out as well as which ones are updated and work with .23. What are your suggestions right now with whats out there?

    Edit: Been gone so long I put this in general but I think it might be better off in General Add-on Affairs. Movie it maybe? Please and thank you.

  4. Any ideas?

    Just a stab in the dark here but do the KAS pipes work like stock fuel lines? I think with kethane converters you need lines from tanks to converters. Unless something changed. Not sure if the KAS pipes work for that. Again not sure but that's my idea.

    EDIT: Ok looking at your picture harder I see that's what you did with the KAS pipes, so it might be that they don't work like the stock fuel lines, but like I said not sure, it might be the converter needs to be connected to the kethane tank.

    EDIT Again: Ok now I know I need some sleep :confused: .... I see you did that as well with the KAS pipes. So long story short... Not sure if they work like stock lines.

  5. That would be nice, I find myself getting board with the other probe cores and something like that would be fun to play with.

    By 'scanning a blank line' do you mean it was not working? If so, I may need to tweak it - it works fine my end.

    It was scanning and the animation worked, although the gui did say retract when it was AND wasn't retracted. The track on my SCANsat map was just grayed out with no data there. Like I said your part was the only one I had on the probe. Rather than rebuild I added the maptracker module to it in your cfg. file and reloaded then it was working fine. I didn't think to try using the SCANsat part with out the maptracker part to see if it would do the same thing until just now and its getting late here, I will try that tomorrow. After I added the module from the maptracker part it worked like a charm.

  6. Yep love it, have you gotten in touch with Danmy? I think he was looking for someone to make models for him as he works on the plugin. If you teamed up I'm sure he could integrating the animation. I did notice it was scanning a blank line, but that might have been because I didn't have the MapTraq on the probe. I added it into the config (It was the one that said "sensorType = 0) and works fine now. I just wish I had better solar panels unlocked in my career game, guess I will have to play more :)

    oh and I wanted to ask, I didn't see a download for the core you made. Is there one and I missed it or is it still being worked on? I would love to get my hands on that too :sticktongue:

  7. This will help me to better plan my next offering.
    plan my next offering.
    next offering.

    Sounds so ominous.....

    Any way, I haven't tried the ones without the ports, but played around with the others. Don't have any pics yet but next time I hop on to play I'll try to remember to grab some. I love the parts they look awesome and my brain hurts thinking about how I'm gonna use ALL of them lol!!

  8. Hmm, this doesn't seem to be working for me. I put the NeverUnload part on each stage of my reusable launch vehicle (Falcon9 style), and one on a grounded rover so I could watch the launch from the ground. Enable all of them.

    In the first scenario, I run the kOS script for launching then switch to the rover. The rocket wont launch because the stage command on the rocket's kOS is trying to stage the rover that I'm focused on. Okay, maybe not a NeverUnload problem, so I try letting it stage first, then switching to the rover. I watch the rocket fly but it still gets unloaded at 2.5km.

    Then I try watching from the rocket's perspective. Rocket launches, then decouples the first stage, and the first stage makes the burn to return to KSC (while still focused on the second stage), it stays alive well past the 2.5km mark, so I think its working well. Then something happens and the staging gets weird and the ship gets unloaded at about 20km distance. (All of this is inside the atmosphere).

    you have to set the stage to AG. So your first stage decouplers are on AG1, and when you want to stage you activate AG1 in your script, not stage. Its a KSP limitation you can only "STAGE" active vessel.

    Also I think 2 vessels are as many as you can use, it sounds like you have a third, the rover. Might not work right. Like it says it doesn't actually "NEVER" unload it just ups the distance it has to be to unload so the 20k thing might be that although I think it's set to something insane like 300k so more than likely its the three ship thing.

  9. Try making a game with only KAC and SCANsat and see if it happens again. Repost in the thread if it does. I haven't heard of any mod conflictions yet though.

    I am running a slew and haven't seen any conflicts yet. I have SCANsat, KAC, TACfuelbalancer, Steam gauges, VOID not to mention a whole bunch of part packs and other stuff. No problems, No conflicts, just my Big map wont re-render when open. I have to close and reopen. Its fine on the small one though, and I am sure that's not a conflict (ok, mostly sure :) )

  10. you know that this mod is still WIP and no download is available yet ?..................

    Sorry thought I saw a download link in OP. First thing after making coffee in the morning is browsing the forums. I go through, open a bunch of tabs and flip through them. Must have just missed it completely. Anyway looks cool and I will be checking often to see those pics at some point. :)

  11. First of all thank you for this great mod. It works fine for me (most times) but I have one major issue i wasn't able to fix. Whenever I'm building some sort of "solar power module" for my base ( which i connect with pipes) I end up wondering myself why the power transfer from the solar panels to the other parts of the network doesn't work. The energy flow inside the network itself is fine, don't get me wrong but whenever I'm attaching a solar array while EVA it doesn't work. I can retract and extend the panels from my control module (and usually this means they are connected) and I'm also getting the feedback from the solar panels that the solar panels indeed produce energy and nothing is in their way.

    I think a quick save and reload solves that problem, could be wrong but I think last time I tried it worked. Deep in the carrier mode so haven't messed with too many KAS parts recently.

  12. You monster! :0.0:

    It'll come, people! All we need is patience. Go launch a few rockets, bomb through some solar panels while docking, go all Top Gun on the RnD facility, and before you know it the update will be up. :)

    Launch rockets.... Check(as long as blowing them up is launching them... I think I need moor booster)

    Bomb through solar panels ... Check (although not while docking it was because I like to.)

    Go all Top Gun on RnD .... Check ( Did he fly in to the tower in that? oh well did that too)

    Still no weekly !!!

  13. When was the quicksave during the process? Before undocking? Before re-entry? After touchdown?

    That's due to the Kuarq decay on those two experiments. The Retrograde and Eccentric Kuarqs have half-lives that mean that if you don't have enough Kuarq output, they won't be able to progress beyond a certain point because more Kuarqs will be degrading than are being added to them.

    For those experiments, you should do only one at a time to ensure all of your Cyclotron's output is being directed into a single experiment to outpace the decay. For eccentric Kuarqs you'll actually need two Cyclotrons to keep up.

    This is indicated in the part description by the minimum kuarq rate for completion. The Eccentric Kuarq's required minimum rate is over 1/second, while each cyclotron max's out at one per second.

    I'll add this info to the OP.

    That makes sense thanks for the info. As far as the quicksave, it was before undocking.

  14. OK, I repeated that scenario, by switching to the tracking station and back after undocking, and I still got the science on landed as expected for me. Not sure what else could be the problem.

    To anyone that wants to help track down the issue, it would be useful to quicksave before recovering each time, then if the science isn't added on recovery, I can try to load it up myself and repeat the issue.

    I had it happen too, did quicksave and reload it worked fine the second time. Not sure what I did/n't do different and can't help pin it down other than to say it's not just one person. I am thinking it had something to do with MASSIVE amount of mods I am running, I will keep an eye out and try to record/recreate problem to see if I can be any help. I did notice with my test station I used to get a handle on how it works I had all the small experiment pods docked to station with the science bay and when doing the experiments my Kuarqs production stalled on two of the three that required them. I went to the dark side of kerban and it drained my EC then Kuarqs. Worked fine with just one experiment running though. Kind of rambling but I guess what I am trying to say is I am a little lost on HOW this works, basic idea I get but a little more in depth instructions would be nice.

×
×
  • Create New...