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Everything posted by Starwaster
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You never did get your discussion on balance figures did you? FWIW, I think density needs to figure into it to make sure that you're not able to create huge quantities of some dense resource for lesser mass amounts of kethane. And that you can't likewise lose large amounts of resource. Maybe that's actually how it is; I've had Kethane installed for awhile now but STILL have not actually gotten to mine any kethane.... it's on my to do list.
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MechJeb 2 - Patch test bed release (October 10)
Starwaster replied to sarbian's topic in KSP1 Mod Releases
First, forgive me (everyone) for constantly multi-posting, I keep forgetting I can multi-quote until after I post. Sorry Now then.... you can ALWAYS see control inputs no matter what the source of input is. Whether it's you pressing your keys, SAS trying to hold to a course or put you back on course or MechJeb controlling your ship. Left hand side, lower corner: Pitch, Roll and Yaw. Watch it during the entire portion of your ascent with MJ at the helm. Also, it doesn't require an unbalanced ship though I suppose that could well provoke the behavior. The rockets I've been experiencing this with just happen to be very huge and they're not built like any other rocket I've ever seen posted before, mainly because they're built around procedural fairings. I encase the ship in an entire gigantic fairing and place four rockets around it: The four rockets are 2 stacked KW SB-4 LFT each with a Griffon XX. At the bottom of the fairing is some sort of auxiliary thruster. Either a DSM 400 kN thruster or one of the big final stage KW engines. They look ungainly as hell but they fly pretty well right up until the point that I'm approaching edge of atmo and MECO. That's the point where if I'm not sitting there with a watchful eye waiting to take corrective action on the instant that the ship starts to tumble. If I can keep it from starting then I'm going to space. If I'm an instant too late.... welll, it was nice being up here while it lasted. -
MechJeb 2 - Patch test bed release (October 10)
Starwaster replied to sarbian's topic in KSP1 Mod Releases
Turning on SAS could work, but only if it can also turn it off. And currently, it doesn't do that. I think maybe it used to when there was an 'auto SAS' option but I'm not 100% sure. So it has to be able to work WITH SAS and turn it off when it needs to assume control authority... And, we are ALL Elon Musk. (said in a mysterious, Kosh-like voice) (actually I have no idea what I mean by that; it just sounded cool to say...) -
[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
Starwaster replied to AncientGammoner's topic in KSP1 Mod Releases
It works with Modular Fuels if you patch the stretchy tanks to include ModuleFuelTanks modules. There should be a set of MM patches in the download to do that but you have to unzip them and move them somewhere into your gamedata folder Unfortunately last time I tested them they were way too massive. Stretchy tanks use their own mass calculations and ignore the MF tank type's mass. As an example: NovaPunch has a 5m x 12m tank. Configured under MF (Tank type: Default) they should be about 5-6 tons. A Stretchy tank of the same size comes in at about 25 tons. That's dry mass. That will affect both your Delta-V and your TWR. -
LOL, you know what? When I said that, I'd checked that there was a fatman config file for Real Fuels, but not only that I'd looked in KSP itself and checked one of the engines (I downloaded it to check the engine out after you posted about it) and saw it was using LH2 so I assumed that the existing config file was already working with it. What I had forgotten was that I had actually started prototyping out a config file for it and had saved it as a file so it was just picking up my changes...
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MechJeb 2 - Patch test bed release (October 10)
Starwaster replied to sarbian's topic in KSP1 Mod Releases
That's what it WOULD do unless there's a maneuver node. At which point it's already cut engines so it's time to start turning to face the node. The proposed behavior is just to keep it steady until the circularization has been plotted. -
MechJeb 2 - Patch test bed release (October 10)
Starwaster replied to sarbian's topic in KSP1 Mod Releases
I don't know that it checks speed but it does check altitude. If you're at a certain point in your flight path (if you have corrective flight enabled) and you're too low then it will pull up more steeply to compensate. Last night I realized I had not staged some empty boosters and the dead weight was holding me back. MJ2 tried to compensate by pulling into a steeper climb. As soon as I shed the dead tanks it pulled up until it had the ship back on track. Basically if there's any deviation from the flight path it will try to fix the problem. If the option is enabled. -
[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
Starwaster replied to AncientGammoner's topic in KSP1 Mod Releases
The great thing about this mod, the thing that all of us have always wanted is the ability to arbitrarily define any size of fuel tank we want. But that doesn't mean that we can't define a tank so massive that it runs afoul of KSP's physics quirks. If a part is massive enough or the whole rocket massive enough, you have to expect that smaller parts will pop off it like... err like popcorn popping or something. -
I'm not fully familiar with your extensions but it seems like there ought to be a way... He's already checking for the presence of a command module so all he should have to do is check that there is NOT a crewCapacity of 0. That should satisfy the conditional... the only way that I can see that it fails is if a part is just missing the property outright and has a command module. Can you check that the property exists at all in addition to checking if it is not 0? Edit: Ok, would THIS let him add his coffee machine using existing syntax? @PART[*]:HAS[@MODULE[ModuleCommand]:HAS[#CrewCapacity[*]]:HAS[!#CrewCapacity[0]] Not clear on if you can combine operators like that....
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[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
Starwaster replied to AncientGammoner's topic in KSP1 Mod Releases
Sorry to re-hash the ModularFuels mass issue again but I just used a stretchy to duplicate one of the Nova 5mx12m and the dry mass was ~25.5 mt to the Nova's 6.144 Not meaning to nag, just trying to illustrate the differences there. (and I had the right value earlier, I just divided instead of multiplying...) -
MechJeb 2 - Patch test bed release (October 10)
Starwaster replied to sarbian's topic in KSP1 Mod Releases
Honestly I've never had that work properly for me. It puts my launch in the proper ballpark but I've always had to play with my ascent parameters to actually get close to it and I've never really done a proper rendezvous with just a launch... Edit: And I've been using MJ2 since pre-Aprilish...? -
[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
Starwaster replied to AncientGammoner's topic in KSP1 Mod Releases
Thank you -
MechJeb 2 - Patch test bed release (October 10)
Starwaster replied to sarbian's topic in KSP1 Mod Releases
Really don't know how to make a new file on your computer? Huh... Just copy the new one into the KSP_win\GameData\MechJeb2\Parts\MechJeb2_AR202 folder, if it asks if you want to overwrite, you DO. Freddy's your uncle, Fannie's your aunt. -
I don't think anyone actually posted a fuselage fix did they? .... some code was quoted illustrating some problems in the configs relating to mass but that's all that I know of. Delete or undo whatever you applied before and create a file named fuselage_fix.cfg. Edit it and copy/paste the code below. That will give fuselage tanks mass specs equivalent to structural tanks. It's a quick and dirty hack so the mass might be too high. Or it might be just right, I'll have to look at it later. fuselage_fix.cfg // fuselage_fix.cfg @TANK_DEFINITION[Fuselage] { basemass = 0.0003125 * volume @TANK[LiquidFuel] { mass = 0.0003125 } @TANK[Oxidizer] { mass = 0.0003125 } @TANK[MonoPropellant] { mass = 0.0005 } @TANK[XenonGas] { mass = 0.0005 } @TANK[LiquidH2] { mass = 0.00025 } @TANK[LiquidOxygen] { mass = 0.0003125 } } Double check ALL spherical tanks. The empty ones apparently don't have MF modules inserted into the code. Only the ones that come with fuel in them can be edited. I don't know about the Kethane converter but I vaguely remember someone posting that they had fixed something, so look around for an alternate config. Maybe search this thread or the kethane thread.
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MechJeb 2 - Patch test bed release (October 10)
Starwaster replied to sarbian's topic in KSP1 Mod Releases
Approx 1-2 minutes. (EDIT: sorry misunderstood... not sure actually. 1-2 minute figure was until apoapsis. Not sure exactly when it plots the course but of course it can't warp because the rocket is out of alignment and already rotating away) That seems like it should be enough time to get back into position, but once the tumble starts it takes awhile. The payload (IIRC) is over 100 tons. So I have to actively monitor to make sure it doesn't start tumbling. The cause of the tumble btw is probably the final series of pulses when apoapsis is finalized. (and apparently spellcheck does not recognize apoapsis as a word... nor apparently does it recognize spellcheck. 'kay....) I suspect I could also prevent the tumble by switching off engine gimbaling... or at least mitigate it somewhat. I'm grabbing today's DLL now. -
[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
Starwaster replied to AncientGammoner's topic in KSP1 Mod Releases
Wow now I feel really freaking depressed. I swear, I posted a series of pictures just a few pages back that show a giant stretchy tank bouncing around the launch pad. Did NOBODY see it? Nobody comments on it? It was so funny and I thought people would laugh but nobody saw it and nobody cares -
[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
Starwaster replied to yongedevil's topic in KSP1 Mod Releases
YES! You dont target config files though you target parts, modules and keys by name (when they are named) and by index (when they do not) Syntax is something like (if i know better what you're adding I can show you better what you need) @ION_SUPPORT_KERBAL_RESOURCE { // use more @ if you need to drill down further to modify something } I thought that half CO2 was DESTROYED (or at least lost) during each conversion 'cycle'. well actually that IS what is happening. Point is I thought that was intended... -
[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
Starwaster replied to AncientGammoner's topic in KSP1 Mod Releases
I can tell you that the heavier struts will not help. Pretty sure I posted some pics not long ago demonstrating the folly of really MASSIVE tanks. Bottom line is that stock physics will cause small things to pop off of really massive rockets just as though they were load bearing parts that failed instead of hanging off the side like fins. -
RLA Stockalike v10 released 11th August
Starwaster replied to hoojiwana's topic in KSP1 Mod Development
Because of the 'gears'? Modular Fuels has a 'hybrid' engine module that could be made to serve the same purpose. Gives you a choice of two engine configurations. Each configuration having two sets of specs and even two sets of fuel... -
MechJeb 2 - Patch test bed release (October 10)
Starwaster replied to sarbian's topic in KSP1 Mod Releases
You're not understanding what he said. During ascent, there is a point where engines cut off and you coast to edge of atmo. During that time, NO maneuver is plotted and the ship is uncontrolled; no control inputs are provided by MJ and none are accepted by you. What happens during this phase depends on your craft design and ascent profile. What SHOULD happen is either SAS engages (can be done manually) or MJ actively Maintains orientation. Preferably prograde as this is much closer to any maneuver node plot that circularizes your orbit. Consequences for current behavior again depend on your ship. A large ungainly craft that gets set slowly turning end over end might result in you not going to space today. I have a number of such craft that I have to launch several of for my upcoming Duna trip and if I dont watch MJ like a hawk as MECO approaches so I can disengage autopilot if needed and make sure my ship doesnt start tumbling, then... well, it tumbles and because it (or rather the payload) is a fully fueled nuclear drive section for Duna, it is hard to get it back under control before I pass AP and begin a descent back to ground. -
MechJeb 2 - Patch test bed release (October 10)
Starwaster replied to sarbian's topic in KSP1 Mod Releases
Whatever problem you had we could have helped you with. just saying that you had a problem and switched back is useless to you and us. -
[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
Starwaster replied to AncientGammoner's topic in KSP1 Mod Releases
CHATTERER??? That's truly bizarre. Wait I think I see what happened.... Chatterer must be using radio frequencies that was causing intereference with TAC Balancer's fuel calculation computers..... must be.