-
Posts
9,282 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Starwaster
-
[0.24.2] Achievements 1.6.3 - Earn 136 achievements while playing
Starwaster replied to blizzy78's topic in KSP1 Mod Releases
Is there an achievement for 'X Amount of Debris Generated on a Single Launch Failure.' achievement? -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Starwaster replied to sumghai's topic in KSP1 Mod Releases
1. It shouldn't, all 'control from here' does is change the craft's axes; its point of reference, but KSP (even just stock) has some bizarre bugs that can crop up that totally screw up physics. I think adding mods can definitely exacerbate (while not actually being the cause of) the problem. 2. I have not noticed such oscillation on re-entry and I've done a few of them with that part. The new docking ports DO offset Center of Mass via the part property 'CoMOffset' (both offset on the Z axis by -0.4). Are you suggesting that might be the cause of the oscillation? It certainly seems possible. I had a massive giant rocket thrown horribly off course by something as simple as a ladder running up and down the side. I had to add one on the opposite side because it wasn't going into space any other way. Even though similar designs with the same ladder HAD. That's the problem with physics glitches they're not always accurately predictable Remember the problem with some of your station parts failing because they had no breakingForce? (or was it breakingTorque? or both? Half of the stock Squad parts have no breakingForce OR breakinTorque specified. Including the probe cores. (half might be exaggerating, actually I'm not sure how many. I haven't found them all ) -
Wow, I dunno if it's squat and ugly or simple, elegant and efficient. Maybe all of the above...
-
Mmmmyum, I edited my last message with a reply to your first post as you were composing your last, sorry. Just some feedback on your original question
-
No, because the Falcon Heavy design is reasonable whereas most KSP so-called 'asparagus' rockets are nightmarish freaks of nature that would never survive 5 seconds past lift-off in the real world... It seems reasonable. My first and only Laythe lander so far was similar in overall nature. It was loosely based on the stock KSP orbiter design (the one with three engines that has no lifter included). Except that I replaced the engines on that with some KW light engines and 6 KW SRBs. I forget which SRBs exactly, I think they were the second from the bottom in terms of power. It was a rescue ship so it had the hitchhiker pod. It had either six or 12 parachutes and landed mostly using the chutes. It turned out to be a bit overpowered in terms of requirements but that was necessary since I wasn't really sure what Laythe required to reach orbit. BIG WARNING I had re-packed the chutes in case I was unable to make orbit so that the ship could land again. For some reason the chutes insisted on re-deploying and if not for the power of the F9 key would have resulted in mission failure with total loss of life. Since I had re-packed the chutes prior to using Quicksave I was had to use the Action Group mod that lets you edit actions on the fly. I used that to assign chute cutting to an action group so that I could swiftly cut all chutes a split second after lift-off when they deployed. (on a side note, I did try to remove the parachutes seeing as how I had KAS installed but the kerbal & parachute were catapulted a kilometer into the sky so I gave up on that idea)
-
Modular Fuel System Continued v3.3 (OBSOLETE)
Starwaster replied to NathanKell's topic in KSP1 Mod Releases
Check my real fuels addon in my signature. In addition to allowing LH2 I've also added ammonia, water and kethane. Also hydrogen slush, which doesn't doesn't perform any differently than LH2 but allows slightly denser storage. Not sure there's configs for your engines in there yet, I forget. In Kerbin orbit it's about -100 to -130 when the sun is occluded and about -10 to -50 when exposed to the sun. That can vary a LOT though. And it seems to dip suddenly and sharply just before 'sunrise' instead of being gradual. Kind of weird actually. Also, and to be expected, is that temperature only changes when the ship is active. If it's on rails then its temperature remains at whatever it was at the time it went on rails. Should fall off further out but I haven't taken measurements very far out. -
[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
Starwaster replied to AncientGammoner's topic in KSP1 Mod Releases
Can't get it to work no matter where I try applying the scaling. The part looks normal in the parts list in the editor in that the module displays stretchy tank usage (under the description) but once placed, it displays no information when moused over and cannot be scaled. If MFT is also present, the tank can't be edited either. Guessing that error in the log is more serious than I thought. Have to look at it later. -
[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
Starwaster replied to AncientGammoner's topic in KSP1 Mod Releases
Actually I tried that myself earlier today. It didnt work. The model showed up but no mouse over functions would... Function. Not even the text that shows stats. detectNewAttach() was throwing null errors constantly. Which is odd because it just looks at the attachment nodes and specifically checks that they are not returning null values before it does anything. Though it occurs to me that I was using the dll with your changes but I'm not sure I was looking at the source with your changes. Did you change anything in that function maybe? -
Modular Fuel System Continued v3.3 (OBSOLETE)
Starwaster replied to NathanKell's topic in KSP1 Mod Releases
You forgot the bit about ialdabaoth being awesome. I think it was a license requirement -
Ancient debris becomes flags?
Starwaster replied to Brotoro's topic in KSP1 Gameplay Questions and Tutorials
Yes renaming vessels lets you change its 'type' The reason things show up as one type or another is because the VESSEL node for that ship has a property that indicates what it is. It only affects how it shows up in the map, what icon it has and whether it shows up when it's type is filtered on the map. I assume it also affects whether it is deleted when debris count exceeds your max allowed debris. Don't know that last part for sure, like if you classified something as debris that had controlled parts, would it be deleted... -
[0.20] ModuleManager 1.3 - for all your stock-modding needs
Starwaster replied to ialdabaoth's topic in KSP1 Mod Releases
It goes in your GameData directory/folder right where you put it. By itself it does nothing. It is used by several mods (such as ModularFuelTanks and others) and it can also be used by you to change parts without editing the actual part configuration file. Let's say you think the stock RTG generates power too slowly. You would create a configuration file anywhere in your GameData folder. Edit it as follows: @PART[rtg] { //indented because starwaster hates unindented lines even in example code @MODULE[ModuleGenerator] { @OUTPUT_RESOURCE { @rate = 2.5 } } } -
[1.2] Procedural Fairings 3.20 (November 8)
Starwaster replied to e-dog's topic in KSP1 Mod Releases
Looks good Nathan, but the normal map looks like it should be reversed... -
Oops a little clarification about the bit that I posted. That replaces the existing solar panel module. (actually it's the same one but with the resourceName and chargeRate specified and the powerCurve added) (powerCurve specifies how much the power is scaled by distance from Kerbol)
-
Ok this will turn it into solar panels. Adjust chargeRate as desired. MODULE { name = ModuleDeployableSolarPanel animationName = a1 pivotName = suntransform raycastTransformName = suncatcher resourceName = ElectricCharge chargeRate = 2 powerCurve { key = 206000000000 0 0 0 key = 13599840256 1 0 0 key = 68773560320 0.5 0 0 key = 0 10 0 0 } }
-
MechJeb 2 - Patch test bed release (October 10)
Starwaster replied to sarbian's topic in KSP1 Mod Releases
What you're really asking for is for MJ to handle the clamps. the rest is up to you to set up through staging. this is how I launch. liquids at bottom stage. clamps + solids if any on the stage above I stage to activate liquid engines I engage mechjeb (optionally I use rendezvous feature then engage) I stage again to release once engines Re at full power. -
Actually he abandoned it because of trouble getting it to work with alternate resources. However that might just have been getting it to work with MFT specifically and not RCS in general.... but I do know that he had trouble with it so it was deprecated.
-
Ok, so this is interesting, after the experience I described with docking, I decided to experiment a bit to make sure that wasn't a fluke. I had two capsules flying in as close formation as I could manage and set the autopilot on both to try to land at KSC. They both attempted re-entry even though I stayed focused on one. Sadly however the experiment was a failure in the sense that I could not keep them both within 2km so MJ stopped executing on the other one and KSC reported all three Kerbals as MIA. (I don't have the option turned on that perma-kills them). But it did try!
-
Banned for having 202 posts.
-
your comment about pasting individual files is raising a red flag. copying the mechjeb folder into gamedata is all that's needed. try the version in this thread... http://forum.kerbalspaceprogram.com/threads/47317-MechJeb-2-Patch-test-bed-release-%28October-10%29 I want to say that that capability was removed but I'm not sure it has... and as far as I know, AR202 is only different in that it has code to animate the red/green lights. Can someone else confirm or deny that part? on the other hand though, I had two ships docking last night and the approach was botched and the target was bumped and sent into a gentle spin so I hurriedly switched and killed rotation. Then I noticed that the other ship still firing RCS so I continued to watch, still focused on the target ship. The first ship finished docking clearly under MJ control. MJ functionality added via modulemanger, no AR202. I havent seen it do that in a while. It's Conti's branch I think with no changes from myself save cosmetic. (changed smartASS name for another user on thr forum) so you might want to try his branch.
-
I know you're calling this final, but I suggest one change to the 'chute version of the clamp-o-tron. When trying to align with stock clamp-o-trons, the capsule (using MJ's docking autopilot with forced alignment) ends up oriented 180 degrees from where it should be. One capsule's top is aligned with the other's bottom instead of its top. The model's orientation would seem to be in need of a 180 degree orientation. Might just be able to get away with it in the config too. Also, I was noticing that the warning label on the mortar indicates it must be disarmed prior to servicing. Jeb has a question about that, actually and asked that I convey to you whether or not it's ok to use a mallet for the procedure...
-
I'll take a look at it later today (tomorrow since I haven't got to sleep yet but it's really today) if nobody else has yet.
-
banned for being a capsule communicator