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Everything posted by Starwaster
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[old thread] Trajectories : atmospheric predictions
Starwaster replied to Youen's topic in KSP1 Mod Releases
Which is why several times I've suggested in the MJ thread for Sarbian is that the correct solution to the FAR problem is to accept the inaccuracies for what they are. IRL, it's impossible to make the kinds of accurate predictions that players expect. -
I never did get the hang of Reddit. Just like Thursdays.
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[old thread] Trajectories : atmospheric predictions
Starwaster replied to Youen's topic in KSP1 Mod Releases
that Red Cross looks like a mechjeb landing target marker. -
look at the realsolarsystem.cfg file. Each world has PQS* sections.
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If you're referring to the stock tweakables then yeah I guess I can do that. It won't help for EVA oxygen because the oxygen a Kerbal carries isn't actual 'part resource'. That's the way Yongedevil set it up and I thought about changing it so that they would carry the actual resource but it required changes to some fundamental resource code in the mod and I decided to preserve the original system. (I was having to hack things a bit so that Kerbals would check out and turn in the resources properly when they disembarked/embarked their spacecraft and I wanted to keep potential problems to a minimum) Basically what happens is that when a Kerbal goes on EVA a set quantity of O2 (or other EVA resource if any get configured later) is removed from the ship corresponding to X hours of EVA time. (I forget how much, probably 8 hours or something). A data table is created on the Kerbal's Ioncross EVA module containing a record of resources he's carrying without the actual resource being added to his 'PART'. As you've seen it's displayed and recorded as a percentage. When he returns to the ship, the EVA resource is converted back into real resources scaled by the percent remaining. I'll see what I can do later about either making it more readable, adding a quantity bar or some thing. Possibly making it use real resources, but that's not going to happen any time soon because of the amount of changes that need making (simply adding / removing actual resource is easy but there's other code that depends on the EVA system as it is now) Blizzy toolbar support is probably not going to happen because I've already started support for the stock toolbar system. In fact, the first option in the toolbar will be a button to disable the mod on a per-save game basis. That part is functional now btw but there's other parts of the update that I've been working on before I release it. Such as resupply contracts. As a player progresses through career mode, small science stations will spawn around various bodies with contracts to go to and resupply those stations. The first part of that, the spawning, is in. Now I just need to get the parameters working properly so that docking and resupplying are actually detected so that you can be rewarded.
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Yes, it's been talked about quite a bit both in this forum thread and there's some information in the wiki. The wiki link is on the front page, first post. Various posts in this thread discuss editing actual parameters for the various planets to increase their terrain resolution and/or detail. (and including the use of increased resolution height field maps for RL planets such as Mars and Earth). I don't have links to those discussions handy so you'll have to search for them yourself. Try terms heightfield and PQS
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Kitspace, make sure you have the latest dev version. It has a limit angle of attack feature in the launch autopilot. Set it to 5 degrees.
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[0.90] Kerbin Shuttle Orbiter System v4.13
Starwaster replied to helldiver's topic in KSP1 Mod Releases
I'm going to go with 'out of memory' as well Also, don't post a screenshot of a portion of your log file, just put the whole log up somewhere for people to download. Dropbox is a good place to use. -
And it will be great if that works as intended, but remember that ModuleManager has a similar system since about 1.4.x, such that multiple MM dlls shouldn't be a problem, but it is, because several versions were released that didn't seem to respect the election process. Only with ModuleManager you can just remove all but the latest DLL from your GameData and you're fine. I'd stay cautious with regards to KSPAPIExtensions and keep a weather eye out for future problems for a few version's worth for awhile.
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Uh what? That was not a complete sentence.
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It doesn't crash the game or seem to effect anything from what i can tell and it might not even be your bug. Just wondering if you can make any sense of it. It's linked to KSPAPIExtensions which Hangar does use. Just a guess on my part but my observation has been that if even one mod has a different version of KSPAPIExtensions then you might see problems in any one of those mods that use it. I ran into this when I hadn't updated some of my mods in awhile and I downloaded TweakScale which had a newer version of KSPAPIExtensions. After that I started having problems with Procedural Fairings. So I had to update everything else that used it. (Real Fuels, Procedural Fairings and one other that I dont remember)
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Well, it was a little sturdier than THAT But if you look at some of the pictures of it sitting on the moon it's hard to see anything but tin foil. Here's something else I never knew until this past month: There's a lunar rover. Look at its fender. They broke the fender Fenders are pretty useful things to have so your wheels don't kick up mud all over the place. Probably even more useful when the 'mud' is actually dry abrasive dust. So they fixed it with some laminated maps and duct tape. That's what you're looking at there. I hope they memorized those maps!!!
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Maybe the 14 tons was an earlier version... anyway it it was heavily optimized, constructed of lightweight aluminum and reinforced with stringers on the outer shell (Basically corrugated)
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12 tons sounds a little excessive for a scaled up hub. If that mass reflected airlocks or equipment bays then I could understand it. (IMO, it shouldn't even weigh that much with docking ports attached) Some of the ISS modules weigh that much or more but those are larger by dimension and the mass includes airlocks or equipment. A Saturn V third stage weighed 14 tons minus payload and dry.
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It is a little smaller because the area it covers on the Mk1-2 is smaller than 2.5m You can get away with using it on other 2.5m parts or even larger. Your ability to get away with it depends on keeping the bottom of the shield as closely aligned with your velocity vector as possible. DRE checks if a part is shielded by drawing a line from the center of the part along the velocity vector. If that ray hits something then the part is shielded.
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Wow, these look cool. I wish I could afford color ink for my printer. Just as well I guess. They'd probably just spontaneously explode just like they do in the game...
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When I want to search inside multiple config files, I open them all up simultaneously in Notepad++ Then I do a search and there's an option to 'find all in all opened documents' There's other reasons to use NP++, like auto indenting, text coloring for keywords, auto completion of various paired characters like (), [], {}, etc etc. If you aren't using Notepad++ then you are wrong!
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i just toss them up and hope they stay there.
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This is what you want to look at: ModuleEngineConfigs has to be added to the part. type should be set to the type of engine module used (i.e. ModuleEngines or ModuleEnginesFX, etc) For TL / engineType information, see the ReadMe_RF.txt file and scroll to the very bottom for examples of TL usage and more importantly what engineType's are available. (note that engineType N, Nuclear has TL 3 as its lowest and goes up to 8 instead of 7 which is the max for everything else) configuration is the default CONFIG used. Don't do anything with modded. Inside the module you want one CONFIG entry for each engine configuration supported. The general format is pretty much the same as what goes into a ModuleEngines / ModuleEnginesFX. Additionally it also takes IspSL and IspV to override sea level / vacuum ISP. Finally you can also add ModuleEngineIgnitor configs inside the CONFIG node. (see example below) MODULE { name = ModuleEngineConfigs type = ModuleEngines techLevel = 3 origTechLevel = 3 engineType = L+ origMass = 0.045 configuration = Kerosene+LiquidOxygen modded = false CONFIG { name = LiquidH2+LiquidOxygen maxThrust = 22.5 heatProduction = 166 PROPELLANT { name = LiquidH2 ratio = 0.7630831 DrawGauge = True } PROPELLANT { name = LiquidOxygen ratio = 0.2369169 } IspSL = 1.261 IspV = 1.3 throttle = 0 ModuleEngineIgnitor { name = ModuleEngineIgnitor ignitionsAvailable = 1 autoIgnitionTemperature = 800 ignitorType = Electric useUllageSimulation = true IGNITOR_RESOURCE { name = ElectricCharge amount = 0.3 } } } CONFIG { name = Kerosene+LiquidOxygen maxThrust = 30 heatProduction = 166 PROPELLANT { name = Kerosene ratio = 0.37694087 DrawGauge = True } PROPELLANT { name = LiquidOxygen ratio = 0.62305913 } IspSL = 1 IspV = 1 throttle = 0 ModuleEngineIgnitor { name = ModuleEngineIgnitor ignitionsAvailable = 1 autoIgnitionTemperature = 800 ignitorType = Electric useUllageSimulation = true IGNITOR_RESOURCE { name = ElectricCharge amount = 0.3 } } } CONFIG { name = Aerozine+N2O4 maxThrust = 30 heatProduction = 166 PROPELLANT { name = Aerozine ratio = 0.5017301 DrawGauge = True } PROPELLANT { name = N2O4 ratio = 0.4982699 } IspSL = 0.963 IspV = 0.955 throttle = 0 ModuleEngineIgnitor { name = ModuleEngineIgnitor ignitionsAvailable = 2 autoIgnitionTemperature = 800 ignitorType = Electric useUllageSimulation = true IGNITOR_RESOURCE { name = ElectricCharge amount = 0.3 } } } }
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That does suck, but when it happens to me, at least I know that MJ is wrong and I can still make the window. I just set up the transfer manually. (or do a direct launch-to-transfer ... obviously we'd never do it IRL but it's fine for KSP) It's in MJ's settings. Accessible either through the sidebar or as a toolbar button (if you enabled it in toolbar) IIRC the option is to hide the sidebar.
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Thanks, I was missing that document. Too bad it doesn't have the habitat lander. I wonder if there's one that shows it? Also... anyone else reading that and a little skeptical about launching the transhab with an upside down Orion attached? I hope they planned on securing it a little better than that diagram depicts