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Everything posted by Starwaster
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YOU HAVE NO CHANCE TO SURVIVE MAKE YOUR TIME!
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Starwaster replied to K.Yeon's topic in KSP1 Mod Releases
@K.Yeon The Type J extensible Clamp-O-Tron port's transform (the actual node transform) extends too far past the mesh. In the image below, the two ports are actually docked together but there is a significant gap. -
I find this happens to me occasionally. I *THINK* it happens only if I am in the tracking station. Not always, but consistently enough that if a stage is important enough for me to recover, then I make sure not to be in the tracking station. (if I really wan to be sure then I put a simple craft on the launch pad for observational purposes) Can you confirm or deny that to be the case for you as well?
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You will only see node deletion when a :NEEDS isn't met. It's not done for other conditonals such as :HAS - deletion happens so that it doesn't try to match on any parts at all. As far as mod names go, ModuleManager only looks for folders immediately under GameData or for plugin dll names. Pathfinder is actually under WildBlueIndustries so that is what you should specify for the scheduled AFTER phase. Change @EXPERIMENT_DEFINITION,*:HAS[#id[WBI*]&#requiredPart[Doc?Science?Lab]] to @EXPERIMENT_DEFINITION:HAS[#id[WBI*]&#requiredPart[Doc?Science?Lab]] (take note @sarbian ) Point #3 will definitely kill the patch. Not sure how MM reacts if you schedulef or non-existent phases but I think that can kill it too. Point #1 is just to clear up when you will see nodes being deleted in the logs. Just to clarify: are you intending to add this patch to EVERY WBI experiment? Because that's what #id[WBI*] will do. Not just WBIPowerToolsEvaluation but to EVERY WBI experiment def. (I checked; there are thirteen of them) Anyway, just fix points 2 and 3 and it should patch.
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Starwaster replied to K.Yeon's topic in KSP1 Mod Releases
It requires that the part be remodelled and animation added to rotate the thrust vector and possibly the parts associated with it such as nozzles or thrust deflector added. @Apaseall ok I see what you were trying to do. It appeared to me that you thought you could base NEEDS off of part existence but you're just trying to be creative in how to deal with the problem -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Starwaster replied to Nertea's topic in KSP1 Mod Releases
Ugh that's like in Fallout 4 where settlement creation checks for > rather than >= for resources under certain conditions so I can have EXACTLY the right amount of aluminum or fiber optics or circuitry and it won't let me build the turret or automatron. (and I REALLY want to send that automatron out as provisioner rather than use one of my settlers) -
@Kilo60 Make a file named OrbitalTug-Drone-Tweak.cfg (or name it whatever you want, doesn't matter) and paste the following into that file then save it. @PART[DronePod|helperDrone] { vesselType = Probe MODULE { name = ModuleDataTransmitter antennaType = INTERNAL packetInterval = 1.0 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge antennaPower = 50000 optimumRange = 2500 packetFloor = .1 packetCeiling = 5 } } Although setting the DronePod to Probe is redundant since it already has that but it also lacks a proper antenna so I just did it as one config. @Stone Blue if you're working on maintaining this mod then you should add that in.
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Starwaster replied to K.Yeon's topic in KSP1 Mod Releases
You should not be using :FOR unless you are the author of that mod because it results in the satisfaction of all :NEEDS that check for that mod. So if any other mods you have or install in the future do a :NEEDS check for that mod? You just told them it exists. (that is documented btw) Also :NEEDS only checks for mods (not parts) so if you are doing a :NEEDS[OPT_h_3m_lab_mm] then that better be the name of a folder directly under GameData or the name of a plugin in GameData or one of its subfolders. You also can't have spaces in part names or when you are checking for part names. -
Do they have charge? Edit: I just checked these things out and they're lacking antenna so if you have Commnet enabled then they're not going to work properly Now that I think back, there's a reason I have this installed but never use it, the parts are cool in concept but behave a bit wonky in implmentation. Edit #2: Ehhhh they're also classified as debris... I don't know what if there's any one thing wrong with these things. I'm playing with the configs on it to see if I can fix them...
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Right, he was asking about an SSTU equivalent of what HP does. @Shadowmage From a modding standpoint, how do I go about controlling the volume assigned to ModularFuelTanks when adding it to an inflatable? Regardless of what I actually assign to the MFT, SSTU is changing the volume to the maximum amount that it thinks the part can hold. For instance, adding ~350 liter tanks to the largest centrifuge for IonCross (life support) mod I end up with 70 kL which from the looks of it is about what the core could hold. Or is it not possible to specify smaller tanks?
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@Temeter the point is that it has a mechanism by which the boiloff can be avoided not how that mechanism actually works
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Since I use RF and turn off SSTU's boiloff, I'm not that familiar with it but I have seen zero-boiloff tech mentioned in several places so I know it's there. If you're playing a career game then you need to research it, tech is High-Performance Fuel Systems according to the configs. If you're playing sandbox then you have to enable 'All Part Upgrades Applied in Sandbox' under Advanced Difficulty menu in Settings. (I think that setting can only be accessed from within a loaded game and not the main menu settings)
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I hear you! But I've been trying to get some playing in because I'd been spending more time coding than playing so I needed to do some actual playing on career mode. But it won't be long before I start getting into long term cryogenic problems myself so then I'll have to get back to RF/HP
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@DocRockwell very nice, that design has been a favorite of mine for awhile. I had been working on a parts pack with the truss awhile back but I dropped it due to lack of interest. I had also made the truss reusable via docking port so it could be reloaded with drop tanks. (mainly to test out the concept for the four way truss / Star Truss that would have necessitated such loading during orbital construction)
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No I don't think it's a game limitation and I do think it can be fixed. It's almost certainly not a two line fix so it's going to require some work. When issues like this go unfixed, it's usually time limitations or other issues taking higher priority. It's also possible that in spite of the number of players being aware of this, it has't made it onto the bug tracker. If it's not on the tracker then the probability of being fixed drops down significantly. That's just the nature of development. If it is on the tracker then it should be poked at by players to put it back into developer awareness.
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God that looks creepy... for pity's sake, kill it with fire already, please?
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Except that this is nothing like the 'far lands' which you have to go to great lengths that most players just don't do and there's really not much of a reason to go there except for the novelty of it. The polar regions of the planets in KSP is different, they're easier to go and there are reasons to go there: They have biomes that yield science and contracts might require you to visit them. Additionally, non-Kerbin planets have randomly appearing green monoliths that unlock random tech so you might find those at the poles as well. There's really no good reason for deliberately keeping a bug like this around, where you can fall through the terrain and lose vehicles and personnel...
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Heating and Cooling
Starwaster replied to XrayLima's topic in KSP1 Suggestions & Development Discussion
I'm aware of core heat's foibles, including violation of the 2nd law of thermodynamics, whether accidental or deliberate due to abstraction. -
Heating and Cooling
Starwaster replied to XrayLima's topic in KSP1 Suggestions & Development Discussion
part.radiatorMax - set it to the temperature you want the part cooled down to divided by the part's maxTemp. Since it is a relative thing, if part.maxTemp ever changes then radiatorMax has to change as well. Real Fuels does this internally for cryogenic resources. @Streetwind Pretty sure you're correct that nothing deliberately creates heat (since generally nothing wants to be heated up in KSP) but things like drills have a minimum temperature for optimum performance and IIRC the radiator system is capable of moving heat around if there is a surplus of it, so it can move heat to ISRU parts that want it. (drills and converters, etc) Also, I would like to take this opportunity to mention that Deadly Reentry adjusts Kerbal temperatures to 1086 / 373.15 - 1086 for the suit, 373.15 for the Kerbal itself - this is the boiling temperature of water so if you think about it, it makes sense that they should not go above that temperature internally because all their water tissues are BOILING! (also they will start screaming just before this point....) -
Shortly after downloading this great mod which is working as intended I found a bug which might not be from this mod. As I was landing on Kerbin Highlands, I sped up time, which surprisingly went all the way to 100x, and then I was notified of successful fly-by of the sun. I haven't even been to the mun yet. What's that about you think? Not this mod. It just responds to events fired by the game when vessels are going to be destroyed so it can intercept, determine if the vessel can be recovered and award you funds for the recovery. It doesn't move parts or vessels around or fire any of the game's stock events. That progress event happens because the stock game thinks that debris or vehicle is in solar space. So assuming there is not such in solar space then there's a logic error in the stock game triggering the wrong progress node or body. (note that even a piece of debris flung out of Kerbin's SOI by some physics bug would probably qualify for the milestone)