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Everything posted by Starwaster
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Well I noticed he gave kethane density very close to methane so I'm treating it as methane with regards to NTR performance. Alas, I still have to GET the ship some kethane to fuel it and I'm not quite that far along in my kethane mining. In fact I ran into a nasty physics problem with the largest stock kethane tank where if you stack 6 of them symmetrically around a central tank and then fill them they violently tear themselves apart and anything they're attached to. I think it's that ridgy thing up the side because when I hacked the part.cfg file to turn it around it stopped happening. Anyway, this is how to add new resources RESOURCE_DEFINITION { name = TestResource2 density = 0.00625 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP } Add it to one of the tank types so you can fill that tank with the resource @TANK_DEFINITION[Default] { TANK { name = TestResource2 } } Configure an engine to process the new resource MODULE { name = ModuleEngineConfigs configuration = TestResource2 // This line is to tell the engine what its default configuration is if there is more than one fuel configuration it can handle modded = false CONFIG { name = TestResource2 thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 400 PROPELLANT { name = TestResource2 ratio = 1.0 DrawGauge = True } atmosphereCurve { key = 0 450 // Isp in vacuum key = 1 250 // Isp at sea level or 1 atmosphere } } }
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Starwaster replied to TriggerAu's topic in KSP1 Mod Releases
Some mods will not work properly if you do that, mostly ModuleManager mods which have no way of knowing that configs were reloaded -
TT NeverUnload - Vessel Unloading Preventer
Starwaster replied to TouhouTorpedo's topic in KSP1 Mod Releases
No but I'll keep multiple scanning satellites going at the same time... -
MechJeb 2 - Patch test bed release (October 10)
Starwaster replied to sarbian's topic in KSP1 Mod Releases
That's the one. -
TT NeverUnload - Vessel Unloading Preventer
Starwaster replied to TouhouTorpedo's topic in KSP1 Mod Releases
is it or would it be possible to change the max active range on a per craft basis? Failing that, how about on a per craft type basis? So One could leave all craft at normal unloading behavior except those tagged as satellites for example? and I'd probably want to do it for something that I'd designate for miners, maybe tag them as landers. -
MechJeb 2 - Patch test bed release (October 10)
Starwaster replied to sarbian's topic in KSP1 Mod Releases
I got them from kerbalspaceprogram.com, it adds remotetech and mechjeb to all command pods available at that time. Just to be clear about Extensions, he didn't update the Extensions thread with any official update news. So if you downloaded prior to Sept 1st then you want to download again. Get both files because there was a nasty bug that he and I were going back and forth on for a few days and there were several updates in that time period that required changes to MMExtensions and ModuleManager. (so you want his version of ModuleManager too) The bug was as follows: I tried to use Extensions to add IonCross to all parts with CrewCapacity 1-6. During the course of that I got it working but all other ModuleManager configurations stopped loading except for those that I had added myself. Sarbian had to make changes to both ModuleManager.dll and MMSarbianExt.dll before it all worked properly. And I seem to recall him mentioning that he was leaving for vacation so I'm guessing he didn't have time to update the front page re: the bug fixes -
I'm sorry if my answer seemed 'pat' but I was typing it out on my iPad and was about to start a versus match in L4D2. And I *DID* check. I have the same update and I opened every part.cfg simultaneously in Notepad++ then searched every open document. I don't know why I have different results but I did check, so don't be so quick to accuse me of that kind of laziness.
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[1.2] Procedural Fairings 3.20 (November 8)
Starwaster replied to e-dog's topic in KSP1 Mod Releases
IIRC, it won't work if something's not attached to the upper node -
MechJeb 2 - Patch test bed release (October 10)
Starwaster replied to sarbian's topic in KSP1 Mod Releases
Looks like it should but I didn't try it; I have configs loaded already that add Mechjeb to every command pod already. If it doesn't work with some parts.... Is it actually being added to the part when you check it in the VAB? If not, Make sure you have the very latest version (MMExtensions), he fixed a few bugs in it very recently. Also could be an issue with your version of ModuleManager not working correctly with MMExt. Get both of the below. www.sarbian.com/sarbian/ModuleManager.dll www.sarbian.com/sarbian/MMSarbianExt.dll -
Ways to lift a lot of fuel to orbit?
Starwaster replied to Galane's topic in KSP1 Gameplay Questions and Tutorials
My current favorite method for lifting large loads. The four outer rockets are KW 3.75m, the longest ones. With Griffon XX. In the center is a Procedural Fairings fairing. The actual lifters are mounted to the fairing sides. Two of them feed into the other two and stage when they're empty. I also use Modular Fuels so usually I'll load them with LH2 / LOX to lighten the load. I can get over 100 tons up this way. Not sure how far it's expandable. If I want to lift more I'll add a third tank to each lifter but if the load exceeds the capacity of the Griffons then I'll have to add more Griffons. These four could lift a lot more if it weren't for how badly they overheat. They have to throttle back to something like 60%-70% -
MechJeb 2 - Patch test bed release (October 10)
Starwaster replied to sarbian's topic in KSP1 Mod Releases
you missed a } ACK!!! also that code will only work if he also has Sarbian's ModuleManager Extensions installed. -
MechJeb 2 - Patch test bed release (October 10)
Starwaster replied to sarbian's topic in KSP1 Mod Releases
Find the AR202 part in the parts folder inside the mechjeb2 folder. add this code anywhere inside the first set of brackets. MODULE { name = ModuleCommand minimumCrew = 0 } better yet, if you use ModuleManager then make a config file anywhere in your GameData folder and paste this code then save @PART[mumech_MJ2_AR202] { MODULE { name = ModuleCommand minimumCrew = 0 } } -
I echo the suggestion to try the latest release by Sarbian. Something else you can try in stock 2.0.9 is on final descent, cancel the auto pilot (assuming here you're using targeted landing) and then click land anywhere. Preferably do this before not during its final burn so as not to pancake.
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MechJeb 2 - Patch test bed release (October 10)
Starwaster replied to sarbian's topic in KSP1 Mod Releases
I say go for it -
Question, if the Minmus landing party has to be rescued, does the rescue craft have to be an ion powered lander too? I only ask because it seems that half of my missions are rescue missions. I'm getting rather good at it too! (hmmm maybe the rescue pilots should be the ones flying the main missions...)
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MechJeb 2 - Patch test bed release (October 10)
Starwaster replied to sarbian's topic in KSP1 Mod Releases
I think he's talking about the apoapsis fine tuning which causes a constant cutting in and out of the throttle. Tf affects roll, yaw and pitch but I've never seen it have any effect on throttle. It's what causes my very large rockets to start pitching up after the fine tuning but before circularization is plotted. Cutting in SAS helps. -
My first Mun landing went off without a hitch. However, I did run into problems with my Duna landing. I was using the airship mod and I crashed the damned thing and stranded three Kerbals there. Well actually they were pretty much stranded anyway since the ship had no return capability. WHich, I thought it HAD but it had NOT. My fault for not reading the label. I had to send a mission to rescue them. It was a magnificent ship I thought. With a detachable nuclear drive unit The lander was from a mod whose name escapes me but it was a combo garage, habitat and ascent vehicle. It was basically just to give the original three Kerbals somewhere to live while I put together the REAL rescue mission. So I land the little mini base, send the rover out on auto pilot to rescue the Kerbals, drive back then the two crews hang out and party and then it was time for the second crew to depart. They take off into orbit and I look around for the propulsion unit to I can rendezvous and dock up. And it is GONE. Turns out that it got classified as debris when I undocked and hey guess what! When I installed the mod with the combo lander/garage/habitat I had crashing problems so I set max debris to 0. Hilarity ensued. So I had to redesign the rescue mission so that it carried a brand spanking new propulsion unit and an ascent vehicle for crew #1. Not sure why I didn't just send a remote controllable lander/ascent vehicle for Crew #1 in the first place... I think I just wanted to put more Kerbals on Duna. oh well
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Quad Atomic engine problems
Starwaster replied to dudester28's topic in KSP1 Gameplay Questions and Tutorials
You and Johnno missed the part where he is sticking another upside down quad under the four engines. Yeah, you're right, he SHOULD also rotate his engines 45 degrees but trying to put an inverted quad to connect all four engines to the part below is a bad move. Though if he does what I suggested then he won't have to worry about rotating them because they won't have or need fairings. -
Quad Atomic engine problems
Starwaster replied to dudester28's topic in KSP1 Gameplay Questions and Tutorials
Jared is right, you can't rejoin multiple children back into a single node. If you try, it is highly unlikely that you will go to space today. An alternative to attaching the rockets radially is http://forum.kerbalspaceprogram.com/showthread.php/39049-Mobius-RocketWorks-Engine-Mounts-and-Parts You will find multi-point adapters like the quad but most of them also have a center attachment point as well. Take a girder and attach it to that central point in between your engines. That will give you a single attachment node below your four engines. (or three or six or eight, Mobius has you covered)