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Morden96

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Posts posted by Morden96

  1. I am now starting to think that the included Omni in the stayputnik for RT2 is actually non operational. This would explain everything.

    I know the other probes connect fine to each other. I think it might be RSS. You know how the orbits display through the ground? Part of the game seems to think the ground is 6000km high, the rest at 600km - like there is a little tiny Kerbin, way below ground, and the orbits are drawing around that. The Kerbin you see on the map is trickery. The game may think the launch transmitter is 6000km underground. Try putting a comm relay on the runway to give your probe something to connect to.

    They said the next update of RSS fixes the orbit display. Perhaps that will also fix RemoteTech?

  2. If you go to the map view, you can verify the location of the KSC transmitter. Look for the big red dot. If it's not on your launch location, you can move it by changing RemoteTechSettings.cfg. Just add a ground station for the Lat/Lon of your launch pad or change the existing one. If your using KerbTown, you should add an entry for each launch site.

  3. Am I correct in thinking you need the small map open for background mapping to happen? And RPM's map view doesn't allow background mapping?

    No, as long as the scanner parts are activated, they will scan. However, if you are in a another ship, the other ships won't scan unless you have another active scanner or MapTraq on yours (to get KSP to run the mod). The mapview does not have to be open.

  4. I'm not up to speed on the programming aspects, but you may be able to get some idea of the function calls by looking at the Kethane mod code. It overlays a hex grid on the KSP mapview, so it should give you everything you need.

    Also I recommend you put the Scansat map overlay BENEATH the Kethane map overlay. It's transparent and everyone is begging to see both at once.

  5. A few of additional suggestions:

    1. Add something to show if it's on or off (switch to a radio button?). You can't tell it's on until it actually starts adjusting your engines. It can be frustrating when I wanted it OFF.

    2. It tends to mess up ships that are already stable (balanced, no turning needed). I've crashed a number of times because it destabilized my ship. If you tell us a little more about the algorithm you use, we can offer some suggestions.

    3. Release notes when you update the mod. When the changes aren't obvious, you want the users to know what's changed so they can try it out.

    4. Spellcheck: 'Toggle' :)

    5. Save the settings state with each spacecraft. The engine thrust is saved since you used the tweakable, but your actual mod settings are not. Many of us jump between ships often and we can't use the same settings for every ship (incl on/off).

    Great work so far!

  6. I have found the exact cause of the problem. I had the Stayputnik with the altimetry, biome, BTDT and antenna on the four sides at right angles to each other. The altimetry and biome sensors were placed horizontally. When I activated the biome it extended through the BTDT and it is this that caused the spinning. It changed some value in the save file because the "phantom torque" was in everything from that point on, even space planes I build afterwards with stock parts and no SCANsat parts. It even persisted after I uninstalled ALL mods. The only way to get rid of it was to start a new game.

    I've also seen this problem. In my case, it was cause by two parts clipping each other slightly. I've never seen it carry over to other designs, though.....

  7. I just ran into this as well. Some of my reaction wheels kept toggling between enabled and not enough electric. It didn't cause any issues until I tried to run a probe that only had the okto for reaction wheels and use MechJeb. It worked fine manually, but mechjeb kept reseting it's turn every time the power cycled, so it couldn't maneuver at all. It did this consistently across multiple craft.

    I stumbled across the fix by accident. It seems to be that KSP is confused about which pod is in control. I hit control from here on a part (any part) and the issue disappeared.

  8. Right, I started by trying to create a small custom mission set to use the early available SCANsat parts to map Kerbin, Mun and Minmus - but no matter what I do the part requirement isn't working.

    You can always skip the part requirement. In MissionController, they had a few placeholder missions that you could use for other purposes. Just specify the orbit and let the player choose the parts. That way the mission can be played whether you have ScanSat or ISA MapSat or simply stock. Just make sure the reward is high enough to pay for the ScanSat parts.

  9. So, what am I doing wrong? I just launched a satellite (with all 3 scanning items) in a 90 degrees inclined orbit around kerbin, started scanning but it only shows low resolution greyscale altimetry... When i try to 'start' the SCAN MapTraq (right click) it only gives me the option to open map. Only the RADA Alt. Senor has a 'Start/Stop' button.

    MapTraq ONLY lets you view the map. The Radar Alt is providing you the low red grayscale. I'm assuming your third scanner is the Multispectral which only detects anomalies and Biomes. If you want High-Res altimetry, you need the SAR.

    As Bananadealer [fixed] said, each has a different range. They aren't published anywhere, so you need to look at the part.cfg for each scanner to see the proper orbit.

  10. What's the difference between this and ISAMapsat?

    It's just a different way of doing things. SCANsat does have a few strengths over ISA. For instance: You can run multiple mapping satellites at a time where ISA can only scan from the active ship. SCANsat has a variety of scanners to meet your needs while ISA only have one. The ISA interface is sleeker, but I think SCANsat's is more functional.

    I've got both installed. I usually use SCANsat, but ISA has had some new updates lately so I experiment with it as well.

  11. Great Mod! I do have one feature suggestion: A highlight function. It can be hard to find some of the smaller Biomes depending on the color scheme. A dialog that lets you select a Biome to be highlighted would be useful. You can also add a slope filter to it (only highlight slopes of xx or less). This would immediately identify good landing sites in the Biome on the map.

  12. I just noticed a lag issue when using Targetron. When I'm in EVA at my Mun base, I normally have a physics time ratio of 0.4. If I open the Targetron list and there are more than a few items on the list nearby, it drops to 0.1 or lower when I try to move. Apparently, it takes alot of CPU cycles to update the list when you're moving nearby.

    For now, I just keep the list closed and there is no lag.

  13. I'm working on some Realism Overhaul configs for IonCross and had a question about the RESOURCE_DEFINITION section: Does the 'density' setting set the weight of 1 unit of the resource in thousands of kilograms?

    Edit: It appears so, yes.

    Yes, it's the weight of one unit in Metric Tons (1000kg).

    The ION_SUPPORT_RESOURCE for ElectricCharge: Is this just the rate when activating the co2 scrubber? I ask since it appears the regenerators have their own electricity use settings.

    No, this is the rate needed to run basic life support (heat, O2 injection, etc). The scrubber doesn't seem to need any power. Per the readme, you should be able to add power requirements by adding this on the ION_POD_GENERATOR for the CO2Scrubber

    INPUT_RESOURCE

    {

    name = ElectricCharge

    rate = 0.375000

    effectOnEfficency = 1

    }

  14. The latter coming from the fuel cells which combined the O2 with H2 to provide power and water. I haven't been able to find any data on what kind of O2 storage the command module had past what was present in the capsule itself. I would assume there would be backup tanks of gaseous O2 but that's just an assumption.

    Apollo used compressed air canisters to maintain their oxygen. The command module was built to leak air slowly to allow release of contaminants (ie methane, ozone, etc). CO2 was the only contaminant they could scrub out. By adding compressed air, they could maintain the balance of N2 and O2 in a simple manner.

  15. Also, it turns out it's possible to rig something like that up already. I'm not done yet, but the basic functionality is there. Lack of water is likely (but not certain) to kill after 3 days, while food has it's first check after 15 days, and it's only a 50% chance. It's not an ideal solution (I'd like a 15 day delay, then checks each day), but it should work. Also changed food density, I'll have to do some maths to ensure fuel cells work out for water generation (mass conservation and all...).

    I'm actually working the same thing. However, for stock missions, the criticism that it's 'different air' is still valid because it's simply another extra item or recycler you have to carry even if the kill checks are different. A realistic life support mod is only interesting when it's combined with a supporting resource mod. If you have to mine each resource using different location and methods and convert it through different steps, now you have a supply chain.

    Consider what happens if you have food and water and oxygen requirements with recyclers to extend your supply, but still a real need for new supplies. Minmus should have plenty of water-ice, which can also make oxygen. However, for food, you need carbon. CO2 works, but it will run out like anything else as it's recycled and leaks from the system, etc. Maybe their's some carbon on Mun, but the best supply would be Duna. So now you have a need for an interplanetary supply network.

    So that's the concept for my current mod. I'm going to add the resources to Kethane as well as Ioncross. I've worked out real-world consumption, masses, and densities and translated that into KSP equivalents. I've even worked out real-world/KSP numbers for the hydroponics bay. If you interested in exchanging resource calculations or merging projects, send me a private message. I actually started alpha testing the Ioncross portion last night.

  16. Don't place the connections at extreme angles. Personally I try to reduce the angles as much as possible. Sometimes this means using a ground pylon between structures. As seen here....

    Not an angle problem. All straight line connects. It was even more unstable when I attached pylons to the ground. The worst occurrences are when I load the scene or switch vessels. I wondered if my base was too large, but it did it with as little as 4 modules connected.

    Here's my layout:

    4glk.png

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