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Kaleb
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Kaleb replied to cybutek's topic in KSP1 Mod Releases
If you use ModuleManager, you can create a custom cfg that adds this to all the pods/cores. That's what I do. It looks like this: @PART[cupola] { MODULE { name = BuildEngineer } MODULE { name = FlightEngineer } } ...only repeated for each pod and core. Make sure the name in the square brackets matches the name in each of the part's cfg files. -
The maps should get written out as png files somewhere in the mod's PluginData directory. If they aren't, maybe check you have write permissions for that folder? There's also a setting in the Kerbalpedia section of the mod for how often that file gets updated.
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[0.20] RemoteTech: Relay Network – V 0.5.0.1
Kaleb replied to JDP's topic in KSP1 Mod Releases
Ooh! That sounds like a good idea! I hadn't thought about that possibility... Has anyone tried this? How easy is it? This would allow me to begin building a new RT2-compatible infrastructure now (and decommission my existing one), instead of sitting on my thumbs, unable to build anything until this comes out. -
That doesn't matter to copyright laws (at least in the US). As soon as you create an original work, regardless of whether it is professional, registered, licensed, whatever, it is automatically copyrighted. In the strictest sense, I think forwarding an email without its author's consent could even be viewed as copyright infringement. Edit: That said, there's nothing preventing the creator from granting a more reasonable license, such as CC, GPL, or (my personal favorite) the "do-whatever-you-want-with-this-source-code general public license" that comes with Actions on the Fly.
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[0.20] RemoteTech: Relay Network – V 0.5.0.1
Kaleb replied to JDP's topic in KSP1 Mod Releases
I love this mod, but if this were a mandatory part of this mod, I'd probably stop using it regularly. I'm already considering doing that anyway, which pains me... So far (with the old version) I've only been traveling within the Kerbin/Mun/Minmus system, so signal delay hasn't been an issue, and I don't think I've once had to touch the existing flight computer. I'm a programmer at my day job, and I'm not really sure I want to do more of the same when I'm playing. Maybe once I start moving out of the system, I'd take another look at that option, but at that point I'd probably rather just set up a manned remote command post. For the short term, I'd rather just have the actual parts, and the ability to create a network, so I can get back to building up my infrastructure in 0.21... Edit: To clarify, I'm not against having this functionality, I just think that it isn't necessarily needed in the first release, and definitely shouldn't be required for everything (from Kimberly's post it sounds like it won't be. I hope that's true). To me it feels more like an addon, or a secondary, compatible mod. Aren't there already mods that do this, anyway? -
I really want to see this too, and also can't find information about if/when/where it will be released theatrically in my area. I mean, August 2nd is its theatrical release date, but the theaters here don't seem to carry it (the June date was apparently the on-demand release date). I've never used video on demand, iTunes, etc... so I'm hoping to avoid that route if possible. I did manage to find, here, that the DVD release date is October 8th, so maybe I'll just wait for that, and redbox it?
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Reading through this thread, I'm still a bit confused about exactly what I need to do with this mod (the dev version on the blog) for best results in 0.21. I have old maps of Kerbin and Minmus that I created in 0.20 (but not of the Mun yet... I'm en route). - I have already checked the setting to update the hilo.dat file. - Do I also need to delete the existing hilo.dat, or not? (I've seen both suggestions posted here) - Is the Kerbin map different now? (Looks like fewer extreme peaks, more midlands?) - If so, do I need to manually delete my existing map of Kerbin before remapping it? - Do I need to delete the anomalies file to pick those up again? - For that matter, are the anomalies different between versions, and would mapsat pick it up if they were? I thought I'd heard they were hard-coded, in which case, there'd be no point deleting this file? - Is my old Minmus map still valid? - Does Mapsat pick up the new Munar craters? (I guess I'll find out soon enough...)
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[0.20] RemoteTech: Relay Network – V 0.5.0.1
Kaleb replied to JDP's topic in KSP1 Mod Releases
FWIW, I'm not currently so interested in the programming aspect of this mod (that may change later, once I go outside Kerbin's SoI). I'm using it more to create an interesting limitation on automated flights, and therefore as a justification for manned flights. Unfortunately, I've now got my entire main pseudo-career game on hold waiting for a playable version of this mod. I've made peace with the fact that my current KEO relay network will need to be reinstalled, and that my existing space telescope and mapsat will need to be replaced (because all their antenna parts will disappear). I can justify this in-game as the result of a catastrophic meteor swarm -- the same one that recently pummeled the Mun and triggered rapid tectonic activity on Kerbin. Fine... But I can't start designing or flying their replacements until this mod gets updated. And I really want to map the new Mun... So I guess for the immediate future I'll either be keeping RT1, or just bumming around on Kerbin. -
I finally brought Jebediah back from his Minmus tour (which had been my first landing). The return trajectory had a Pe around 20-30km to try aerobraking. I wasn't expecting the (non-firing) NERVA to overheat and explode in the atmosphere (I didn't think the reentry affects added heat?). It took out most of the in-space stage along with it, except for the docking port, control core, batteries, and a structural plate. Fortunately, that structural plate must have shielded the actual lander from the explosion and the heat, and the lander survived in tact.
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Nope. One of the first things I did in the game was to create a bunch of ion probes to start unmanned exploration. I fired one up and went to go do something else at the space center (I didn't even know about time warping at the time), and I had *no idea* why I was unable to leave the flight without ending it. The space center option was grayed out without any explanation of why. Eventually I discovered the restriction on leaving (or time-warping) with throttled-up craft, and I've been disappointed with it ever since. I love designing with Ion engines, but I hate trying to fly them for this exact reason. The other problem with them is that they don't really work with the Maneuver Node system, since it (reasonably) assumes instantaneous impulse burns, rather than long continuous burns. Imagine what you could do if you could set up an ion engine to fire continuously (even at <10% power) and set it on a course towards Duna or Jool. For short distances like the Mun, it may not make sense, but over the long haul, long periods of low thrust may get you there faster and more efficiently. Unfortunately, I'm not sure what can be done about this, since continuous low-thrust trajectories are still an active area of research, and are much more difficult to compute than standard Hohmann transfers. But I would love for Squad to do something about this, if possible. BTW, with only one Ion engine, you should only need 1 gigantor array to run it at full thrust (around Kerbin, assuming its unobstructed, and oriented towards Kerbol). Definitely not six. The rough rule of thumb is 1 gigantor per ion engine. However, Gigantors are also heavier than the equivalent amount of smaller panels (1x6 or 2x3 panels) needed to produce the same amount of electricity. IIRC, 8 smaller panels produce the same amount as 1 gigantor, but weigh less. You can also cut the burn time down somewhat by adding on additional engines, but this requires additional solar panels, which drive up the mass, and reduce the dV. But this approach seems to miss the whole point of ion engines, which is long periods of low-thrust.
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[0.21.1] Ordan Industries Telescope! Last Updated August 23, 2013!
Kaleb replied to hubbazoot's topic in KSP1 Mod Releases
I haven't tried the big telescope yet, but the small telescope generally works fine... as long as you don't try looking through it on the launchpad, like I did. I'm actually wondering if the larger telescope will need to be updated, since it is listed as a command pod. -
Good news: KER was just updated this afternoon to be 0.21 compatible!
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Kaleb replied to cybutek's topic in KSP1 Mod Releases
Yay! Update! Glad you're still around, Cybutek. And ouch! That's sad about all that time spent in vain. I can certainly understand how that might dampen your enthusiasm. In the meantime, I've been thinking about possibly writing a mod of my own, along a similar line to this one (or maybe even something that could be incorporated into it) -- "Kerbal Electrical Engineer". It would list all parts that produce, store, or consume electricity, and show you things like whether you have a power surplus or deficit, how long your batteries would last in shadow, or how long they would take to recharge. I was trying to compute that for a satellite a while back, and wishing I had a mod to do it for me. -
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