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Starwaster

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Everything posted by Starwaster

  1. Ugh, no small task here.... which is it, Eve-Rover-C2a? Don't see anything wrong there but it sounds like phantom forces. Does it do it with no control inputs? MJ SmartAss turned off, SAS off? I wish I could fire it up and see what's happenign but you have too many mods that I dont have installed....
  2. No, he's correct. ref is set to the uid of the part that has control. Behold: I created a simple craft with a lander cabin and a docking port. (see PART excerpts below) When the cabin has been 'controlled from' then ref = 785815967 But when I do it from the port ref = 3152140321 It's not actually possible for multiple parts to have control. In fact control from only tells the game what transform to use as a reference for xyz axes. That's all it does and it looks at the vessel, queries it for a part to retrieve a transform from and if necessary queries the part (in case it has a control transform which is different from its root transform, which is the case for some docking ports like the lateral one) As to your other question about SAS, look at the VESSEL's ACTIONGROUPS section. SAS is set to True or False depending on if the vessel's SAS is turned on. SAS is not enabled or disabled on a part by part basis, unlike reaction wheels. (it's probably possible to do so but there's no functionality to disable them built into them ) PART { name = mk2LanderCabin uid = 785815967 mid = 1801472474 PART { name = dockingPort2 uid = 3152140321 mid = 1801472474 ...
  3. They don't look like they should really hold Kerbals, but you should consider giving them Connected Living Space support so that mods like Crew Manifest will know they can allow Kerbals to pass to/from habitats connected by your parts. Also your UV map on the thing that looks like two hubs joined by a tube needs tightening up to remove that seam.
  4. Assuming that you have the correct name of the PartModule then.... It's !MODULE[TweakScale]{} not !NODE
  5. Depends on if the Orion capsule is life-sized or not and while I've never seen specific numbers on the lander, but would probably be 8m at its widest point, given that its shroud would be ~10m. That would fit both Ares V or the SLS launcher.
  6. Correct. It doesn't even know which of multiple meshes it was attached to because the only real attachment is the object as a whole. It's not practically possible.... (theoretically maybe but that's a big maybe) "The technology involved in making something properly invisible is so mind-bogglingly complex that 999,999,999 times out of a billion it's simpler just to take the thing away and do without it......." - Douglas Adams, Life, the Universe and Everything
  7. Instead of a random selection, how about round robin? At least as an option?
  8. I remember once planning on The Big Three each commanding a space craft to Duna and because it revolved around Kethane, I was planning on the ships being kethane powered (I made kethane a viable propellant for the LVN and other engines) Imagine my surprise when Bill stowed away on the Minmus shuttle for the mining station resupply... that bastidge, he was supposed to be training for his upcoming mission!
  9. Love the acrimony and bitchfesting. Someone here needs to curb their hostility. This is still big news whether you care to admit it or not. (you know who you are now give it a rest)
  10. I didn't realize that either, but looking at a picture of one of the landers now, it seems so obvious in hindsight that the nozzle extensions are... (puts on sunglasses) extendable... Hey, plastics today are quite durable!
  11. It's incredibly likely that it will work 'out of the box' right here and now. SDF doesn't do anything unusual except modify the maximum_drag field to nullify the drag caused by resource mass.. Any calculation you do for stock drag will work for SDF. Stock drag also has two unused drag models and in the future I might do something with those, but that wouldn't require any more attention on your part than for FAR. (less actually) That was a motivating factor for SDF, that it be compatible with everything designed with stock drag in mind.
  12. And in the download itself. I got bit by that one recently. (oops... forgive please for the double posting...)
  13. Knights of Sidonia Especially given the theme of these forums. It's a fairly realistic space themed anime. The Heigus particle engines do seem to violate basic physics but that's ok. (mostly identical mecha can link up to increase delta-V and thrust...) Basic premise is a thousand year old seed ship fleeing the remains of an Earth destroyed by the Gauna who continue to pose a threat to humanity. No other human ships have been seen in years. Humans have been genetically re-engineered to require less food and water but acceleration couch technology has apparently been lost forcing them to rely on flimsy belts and railings... and dont even get me started on the catheters. Space suits are pretty obviously re-used hand me downs and every thing in general has a very worn and old feel overlayed on top of the shiny technology. Don't get too attached to anyone, especially The [REDACTED]. Cool opening theme too.... If you have Netflix, that's your best bet. Otherwise there's the obvious alternatives.
  14. The problem is not that collision meshes are not movable, because they are. The problem is that the position of the child part (the part you attached) does not get updated. It has a specific position relative to the parent part and once that position is set, it is not changed. The game has no concept of an object being attached to a specific mesh on an object with multiple meshes. It's just attached to the object. Edit: Justin's probably right about IR. Or maybe not; I'm not sure if IR parts move just a part of a mesh or the entire object....... but maybe you can accomplish what you want using IR, or see how they do it.
  15. If it's unrealistic, it's because of the unrealistic heat system in the stock game. Firstly, in REAL life it actually does cost a fixed amount of energy to remove a fixed amount of heat from a system. Both of which can be measured and budgeted for in real life. Secondly, what we currently have in the game is not heat it is temperature. Thirdly, the rate at which heat is removed by the heat pump is influenced by the rate at which the stock game is trying to dump it back in. There are potential ways around it that have been suggested that revolve around adjusting dissipation and transfer but it's too easy to make parts explode that way. Fourthly, I have NEVER experienced the heat pump draining all EC in 5 seconds. Is that exaggeration? If it is not, then why in heck haven't you filed some kind of bug report in the RF forum instead of some off handed remark here for people to chance upon?
  16. I concur; this is clearly working as intended! I never much liked putting fuel tanks on top of rocket engines. This will revolutionize the industry. Revolution I tell you!
  17. It means exactly what it says. You have to go to the R&D building and select the tech category that the part in question is in. Select the part and another dialogue box will pop up allowing you to purchase it. Normally, when you unlock or purchase a tech, all parts in it are automatically purchased. However, you installed MJ2 after unlocking the tech that the parts are in. So now you have to purchase them manually. The same thing can also happen if a part's tech category is changed after being unlocked or if the part exists in multiple tech categories. (if that happens, the save game has to be edited to fix the problem)
  18. One effect is that everything has the same terminal velocity. The increased drag exactly offsets inertia such that two identical tanks which should have the same drag except one is full so its inertia should overcome drag and it should fall faster than an empty one. That has a big impact on reentry. Now it's a little harder slowing a large tank full of fuel. (You know, the one you needed to take off again )
  19. You know, the thing of it is though, to get wet mass in code you have to do this: part.mass + part.GetResourceMass() So it strikes me as a pretty willful thing to have done. Someone, somewhere in this world actually thought it was a good idea to involve the total resource mass in this affair.... just on the off chance that things weren't as bad as they could be
  20. What happens if you attach it to the lander with motor reversed?
  21. Yes, I know what units are. I just got it confused with another file that was performing multiplication but as it turns out it was doing it on amount/maxAmount and not density.
  22. You are in career mode and you need to unlock more Mech Jeb in the research and development building.
  23. If this sounds like a stupid or insulting question I apologize. Have you actually verified on the launch pad that the service module is missing those resources? If not, do so please. If it truly is then please post your output_log.txt file (if on Windows) or player.log file (if on Mac or Linux) Edit: Just an FYI, regarding order, you don't say what version of Module Manager we're talking about. But the order should be something like this The different passes are as follows and execute in the order given FIRST LEGACY (2.3.4 or later and ONLY if FIRST, BEFORE, FOR, AFTER or FINAL are not specified) (These require a mod name which can either the name of the folder the mod lives in or the mod's plugin dll) BEFORE[mod_name] FOR[mod_name] AFTER[mod_name] FINAL RealFuels patch // No order specified, runs in :FIRST or LEGACY (if 2.3.4 ) // Adds Modular Fuels support and nothing else. TAC patch // Runs in :FOR pass and only adds resources to the MFT / RF ServiceModule tank type. SDHI_SMS_MMPatch_TACLifeSupport // Adds resources, modules. None of those really conflict with each other so the resources should be there which is why I asked for confirmation that they arent appearing even in the world and that logs be provided if confirmation is provided
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