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Everything posted by Starwaster
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Wow, glad to see I'm not the only one. At the height of my NTR research you could barely tell they WERE tabs. And because I would automatically download anything that looked like a pdf / ppt my downloads folder is littered with duplicates. I have a ton of documents by Stan Borowski on NTRs and Copernicus. I just wish to god they would stop mixing metric and imperial. It's embarrassing, no wonder we lost that Mars probe.
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Starwaster replied to Porkjet's topic in KSP1 Mod Development
I have some secret plans for the inflato. I still wish the core was smaller but meh. -
Clearly you have divined the truth... And suddenly I want segue into Dennis scene from Monty Python and the Holy Grail
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Maybe throttle down to ease into it? In the case of the real shuttle they did have to throttle back at several points in its ascent....
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To those having solar panel issues: (Nathan, hope you don't mind this hot fix... I think you won't) Replace your RealSolarSystemSettings.cfg with this file: https://www.dropbox.com/s/hmv5f7y7hyv7i2o/RealSolarSystemSettings.cfg You probably also need to replace the dll: https://www.dropbox.com/s/3r0lcls0s4k0n3c/RealSolarSystem.dll (source) https://www.dropbox.com/s/n35w7sn81qua7f3/RealSolarSystem.cs If you still have my old solar panel fixer cfg, that by itself probably still works too.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Starwaster replied to ferram4's topic in KSP1 Mod Releases
A launch pad is a helluva thing to get hit in the small of the back with.- 2,647 replies
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Another powerCurve problem. The lines with comments in them (in the powerCurve node) don't get loaded properly into the floatCurve. That doesn't get rid of the drain problem at extreme range. Seems to happen sometime around Jool's orbit... So, fixed the problem with the nodes so that the powerCurve is actually put inside the solar panel, checked that the only powerCurve in there is the one we want, removed comments so all of the node is being properly loaded and also tried adding additional lines to clamp the end of the curve. Tried this too: (put a really large number for the final range and a really small number to stretch the curve out) key = 0E0 223.8 key = 5.79091E10 6.6736 key = 1.08208E11 1.9113 key = 1.49598261E11 1.0 key = 2.279391E11 0.431 key = 7.785472E11 0.037 key = 5.874E12 0.0001E0 key = 3.40282E37 0.000000000001E0
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Modular Fuel System Continued v3.3 (OBSOLETE)
Starwaster replied to NathanKell's topic in KSP1 Mod Releases
H2 in LVNs provides the best Delta-V per kg of H2. You need less of it by mass. As you've noticed, its low density means you need more by volume. The next update will allow additional propellants, denser propellants. (methane, ammonia and water) -
The modules you cited are linked to animated colliders in the ports. The colliders are what have been causing wobble issues since 0.23 neither KJR nor sny kind of struts are any guarantee of stability. Edit: specifically the hatch collider. It opens up to expose the hatch so you can access the module hatch underneath for EVA. The collider is still there and even removal of the hatch collider module wasn't 100% effective. Setting it to hatch mode while in the VAB was somewhat better than removing the module but ultimately I replaced the IACBM port with a copy of the parachute version that has no hatch collider at all. This custom copy had the chute module removed so it's just a docking port. I use crew manifest to move Kerbals to the airlock when they need to EVA.
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Ok, I tried your suggestion and it didn't work. I tried my suggestion and it didn't work. Getting annoyed now, I will NOT be bested by a bunch of ones and zeroes....
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Actually I was thinking maybe a really small positive value. Something too small to really be useful but big enough that it's non-zero? Edit: On an unrelated note, all the wonkiness in clicking buildings in the spaceport is totally gone now. In fact, whenever I click something there I get worried that I accidentally ran an install without RSS because it feels like stock now.
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Nathan, looking over the code that handles solar panel fixing, and scrutinizing my logs carefully. Seeing a couple of possible causes here. Order of operations is as follows KSP completely compiles parts from configs. Parts already contain stock powerCurve at this point RSS fixes solar panels in two passes First it goes through the parts list and adds the RSS powerCurve to module ModuleDeployableSolarPanel for any part that contains that module. (via Load(). AFAIK that only loads a new powerCurve, it doesn't replace the existing one and no code there is removing the old one from the parts. Edit: Should it maybe be sp.powerCurve.Save(curveNode); ???) Second it goes through the config nodes and removes node powerCurve from 'pNode'. Then adds the rss powerCurve to 'pNode' Isn't pNode the node containing the PART node and not the MODULE node? Shouldn't that actually be node.RemoveNode() and node.AddNode()? Also, remember that at this point the stock powerCurve is only being removed from the config nodes. The parts themselves were already compiled and nothing was removed from them.... not that I can see... try { ConfigNode pNode = allParts[j]; if (pNode.nodes == null || pNode.nodes.Count <= 0) continue; for (int i = 0; i < pNode.nodes.Count; i++) { ConfigNode node = pNode.nodes[i]; if (node.name.Equals("MODULE")) { if (node.HasValue("name") && node.GetValue("name").Equals("ModuleDeployableSolarPanel")) { pNode.RemoveNode("powerCurve"); pNode.AddNode(curveNode); print("Fixed part config " + pNode.GetValue("name") + " (" + pNode.GetValue("title") + ")"); } } }
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nathan, fresh KSP (+KJR,KAC,Protractor,MJ,MFS) fresh RSS, freshly squeezed right out of your dropbox today. stock solar panels, negative energy. out around Dres. no atmo editor on leftalt+G Clarification: stock solar powerCurve IS present and in effect. not deleted.
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LeftAlt + G isn't working for me. Are you saying it works for you? Re: Solar panels. Press alt+F12 and look at the database. Select Parts. Scroll down to Squad. Electrical. Solar Panels. Or even just pick the first solar panel you see. Click debug. You can see what modules are loaded and what parameters they have. powerCurve appears twice. Once for RSS and once for stock values. Edit: I'm going to try reinstalling on a fresh KSP install on the off chance I have leftover files somewhere. Right now I've got about 5 KSP installs going, one for testing RSS and one for playing. Need to ensure that I don't have things mixed up somewhere....
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I think that needs screenshots to better demonstrate the problem. Also, re: launch to rendezvous. F5 to save when you are ready to launch. Launch the ship once with a set of parameters you know will get it to a circular orbit at the altitude the other ship is at (do not set the rendezvous option at this time). Let MJ complete that launch until it has finished circularizing and has disengaged. Press F9 to restore. MJ has saved information it needs to know about your launch profile. Select the target ship and select launch to rendezvous. do not change any of the launch parameters. Engage autopilot and launch.
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hey your clouds look nicer than mine!! did the clouds mod get another update?????
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do you know how to edit the save file? it's plain text so it's not hard. find the strut part and see if the module for it has any kind of saved state. do not delete the part or the craft will not load at all. (technically possible if you know what you're doing)
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No, it has to do with stock powerCurve still being in the solar panel module. RSS is supposed to be deleting those nodes but it's still not doing it..... so there's two powerCurve's in there and th stock values are interpreted as floats when they should be doubles.... or was it that they're interpreted as Int when they should be floats? Crap I forget actually but the point is when it reaches the max value for that data type it becomes negative. negative distance means negative energy
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alt-G isnt opening the atmo editor in 0.53 also still seeing energy drain on solar panels but it's at an extreme distance, around 'pluto'. going to check all orbital altitudes from Kerbol.
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Before doing anything with those I would instead look at the ScienceDefs.cfg file under GameData/Squad/Resources/. See if you can accomplish what you want there first. (also maybe grab the science defs from my sig, it adds science for probes and fixes temperature science so you can do more useful temperature readings) and as with any stock config, don't edit ScienceDefs directly. Use ModuleManager configs instead. Actually that applies to any mod file. You should never edit them directly because if the stock game or mod is updated you will lose your custom changes! Don't know for sure about adding science to the PF planets since I haven't actually gone and done it but it should work, yes.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Starwaster replied to ferram4's topic in KSP1 Mod Releases
Yeah that should work.- 2,647 replies
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I giggled like a school girl...
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But your date in that screenshot is 2000....? Ugh never mind me.