-
Posts
9,282 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Starwaster
-
[1.2] Procedural Fairings 3.20 (November 8)
Starwaster replied to e-dog's topic in KSP1 Mod Releases
pics or it didnt happen. no pics no clicks! -
I'll take a decent UV map over love any day of the week. It's not very difficult either.
-
[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
Starwaster replied to AncientGammoner's topic in KSP1 Mod Releases
find the craft in your save file and see what the tanks look like in there. (if you havent done that before, the format is almost exactly like a craft file but not quite) -
[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
Starwaster replied to AncientGammoner's topic in KSP1 Mod Releases
Must be one of my mods feeding me from the launch clamps then. Maybe it's resource specific, do you mean actual oxidizer and not an equivalent like LiquidO2 from the real fuels mod? I'm going to try again with different resources.... -
[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
Starwaster replied to AncientGammoner's topic in KSP1 Mod Releases
Re: Modular Fuel Tanks After observing this for awhile, changing some config values, breaking some things, and looking at the source code, I have some suggestions. I get that there's probably some conflict here with part.mass which is why you're handling things a certain way in the code, but I think you're better off letting Modular Fuels handle that. I'd suggest finding the volume in cubic meters, maybe lopping a bit off to take into account rounded end caps in the actual tanks, divide that by 160 and that will get you your tank/resource volume. Set that and let Modular Fuel handle the rest. Edit: Ack not sure the 160 is right, I think I'm confusing my units of measurement here, which isn't hard to do when we're dealing with arbitrary fictional units Anyway the point is, figure the volume and let Modular Fuels handle the mass since it does things differently. -
[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
Starwaster replied to AncientGammoner's topic in KSP1 Mod Releases
I tried this just now, and dumping fuel worked fine. In fact I just stranded Jebediah in orbit. Thank you very much. Are you actually testing that in orbit or on the ground? You can't dump fuel when you're on the launch pad. At least I never can. I think there's fuel feed faster than you can dump. -
You mean as in Real Fuels? @PART[2mToroidFuOx] { MODULE { name = ModuleFuelTanks volume = 400 type = Default } } That adds the Modular Fuels module to the tank. Default tank type with volume 400 (the sum of its fuel capacities = 180 LF, 220 OX) Seems kind of a dinky sized craft given that the engines in the pack are supposed to be nuclear? Assuming that they run on H2 which takes up a lot more space per KG than other fuels. It's the least dense of all the fuels. To convert the actual engines, look in the the modular fuels folders for a file named Squad_modularEngines.cfg Look for the entry on nuclearEngine and see how they changed the propellant. That's what you want to do to change it over so it uses LiquidH2. If you can't figure it out, I'll take a stab at converting it tomorrow as it's 5am and I'm tired here. Edit: Hey Chingus, it looks like there's already support for the fatman engines. Do you have the very latest configs? Get them from Chestburster's signature, he's got a link there to the latest.
-
[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
Starwaster replied to AncientGammoner's topic in KSP1 Mod Releases
I accidentally the stretchy tank. The whole stretchy tank. Is this bad? -
0x10c is SHELVED??!?
-
[1.2] Procedural Fairings 3.20 (November 8)
Starwaster replied to e-dog's topic in KSP1 Mod Releases
Maybe something has to be attached to the bottom inside node. I'm going to try that next and see if 'R' does anything. -
[1.2] Procedural Fairings 3.20 (November 8)
Starwaster replied to e-dog's topic in KSP1 Mod Releases
they do work with FAR to reduce drag. AFAIK they should work as heat shields if the max temp proprtiy is set high enough. no they dont block sun. control surfaces and wings definitely without FAR, dont know about with FAR. -
[1.2] Procedural Fairings 3.20 (November 8)
Starwaster replied to e-dog's topic in KSP1 Mod Releases
Totally understandable, I've had to drop lots of my favorite parts packs as I didnt use them enough to justify the crashing. Modular Fuel tanks is not a parts mod though. It uses module manager to patch existing parts. most major packs are supported and there's a Real Fuels set of configs to introduce things like liquid H2 and O2. I've been working on a set of configs for it to add additional fuel options for nuclear engines. And when I say it 'patches' the files, it all happens in memory when KSP initializes. The files are left intact. -
The first part of Duna Voyager has launched into orbit. Duna Voyager is the mission name; it will be a small fleet of nuclear powered ships establishing a long term presence over Duna. This will be the heart of the mission. A minimalist space station with a warehouse for spare parts so we can build ships in orbit. The other ships will be carrying orbital probes, ground base modules and a kethane refinery ship. Note that the nuclear drives have not yet been attached to the station. The drive you see was for orbital maneuvers over Kerbin. It will be jettisoned when the mission drives arrive in orbit . They'll be attached via Sr Clamps.
-
[1.2] Procedural Fairings 3.20 (November 8)
Starwaster replied to e-dog's topic in KSP1 Mod Releases
Yeah, but I don't think it was intended to be used that way Come to think of it I have no idea what the heck the P-Adapter is for, I never could figure it out and I ended up uninstalling the mod because I don't do planes enough to justify having it and I needed to pare down. Edit: Oh, as for how to fix that fairing, I think maybe if the fairing walls were thinner it should fit better....? -
[1.2] Procedural Fairings 3.20 (November 8)
Starwaster replied to e-dog's topic in KSP1 Mod Releases
Sigh. Hey e-Dog, any idea why this is happening? I previously made decoupler versions of bases and base rings. This craft is using two of them top and bottom to make a giant fairing that I attach rockets to. When I reload this craft, press ctrl-Z in the VAB, revert from launch pad to VAB, etc, one of the fairing pieces will disappear and is replaced by a fairing piece that looks the way they do before you place them. It moves from its usual spot leaving a gap. Not only that but the individual fairing pieces seem to confuse which engine is attached to them. (notice in the screenshot that one fairing and one engine are glowing when I have the fairing highlighted. But they are not actually connected or associated with each other) The way I created the part was to Copy the file Edit the name to make it unique. add decoupler module code. I've been using these for awhile and built several craft this way (posted pictures of them in this thread I think) and it's worked well for quite awhile. Only thing that's changed recently is that I downloaded the latest version for the interstage functionality. Edit: Ok, definitely something that it doesn't like about me adding the decoupler module to Ok, disregard, everything works fine, the mod isn't corrupting my craft, me adding decouplers to the part works just fine, everything is fine. Except that when I made my new parts I accidentally made two node_stack_connect03 so the result was almost predictable. (except that I probably corrupted that craft file pretty good so unless I can hack the file and fix it then I'm going to have to put it back together piece by piece) -
4x Clampotron or 1x Clampotron Sr? (NOW WITH TEST DATA)
Starwaster replied to Burninate's topic in KSP1 Discussion
Yeah, when I have to dock something big, Sr. Doing lots of little docking ports causes lag, or at least that's what I keep reading on these forums and it certainly seems that way to me too. Seems to me the docking port module has a lot of code overhead associated with it. -
[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
Starwaster replied to AncientGammoner's topic in KSP1 Mod Releases
They said oxidizer only, not LF. -
I'm trying to attach some fustek parts along their side ports instead of their top/bottom ports and I can't do it. I know there's a way around this because I've done it before but I can't remember how. Does anyone know? (this is that bug where if you have something with multiple nodes, up/down/left/right/etc you can only attach on two of the nodes)
-
Make a config file somewhere in your GameData directory and save the following code to it @PART[radialRCSTank]:Final { @MODULE[ModuleFuelTanks] { @type = RCS } } @PART[rcsTankRadialLong]:Final { @MODULE[ModuleFuelTanks] { @type = Default } } @PART[RCSFuelTank]:Final { @MODULE[ModuleFuelTanks] { @type = Default } } @PART[RCSTank1-2]:Final { @MODULE[ModuleFuelTanks] { @type = Default } } @PART[rcsTankMini]:Final { @MODULE[ModuleFuelTanks] { @type = Default } } Default will store pretty much anything. I used the 'Final' keyword here to ensure that it gets executed last since this is just a tweak for you to use on your side. Edit: I also did all of the RCS tanks not just the radials, but if that's not to your liking then you can delete everything after the first two blocks.
-
[1.2] Procedural Fairings 3.20 (November 8)
Starwaster replied to e-dog's topic in KSP1 Mod Releases
as much as I love using this mod to do things like that, that looks like a case where you should use Modular Fuel Tanks so you can mix all your Fuel types all in one tank (fuels, monoprop and oxygen) IMNSHO -
Duna Rover made with Habitat + Kupola. I think it looks neat but if I go too fast and slam the brakes on too hard it flips over on its back. I've tried enweighting the back end, I've tried sticking RCS linked to the brakes but that is only effective if I pull back like I were trying to pitch up. And even then it still usually flips. I put wheels on the roof so that it could still travel if it flipped but the wheels and roof sink into the ground and it won't drive. Putting the wheels to the very edge of the nose of the Kupola helped but in the end I had to stick girders on there and put the wheels several meters ahead of the Kupola.