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thutmose
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Here is the way I fixed it: PART { name = Multiport-a module = Part author = TheCardinal rescaleFactor = 1 PhysicsSignificance = -1 node_stack_top = 0.0, 0.27, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 2 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 TechRequired = metaMaterials entryCost = 26400 cost = 1460 category = Utility subcategory = 0 title = Multiport-a manufacturer = Cardinal Enterprises description = Several kerbals unsuccesfully tried to dock two different sized docking ports, usually making both ports unusable, the technicians decided to create ports which could dock to multiple ports making the large standard docking ports obsolete. attachRules = 1,1,1,1,0 mass = 0.27 dragModelType = default maximum_drag = 0.25 minimum_drag = 0.25 angularDrag = 0.5 crashTolerance = 20 maxTemp = 3400 bulkheadProfiles = size2, srf MODEL { model = Squad/Parts/Utility/dockingPortSr/model position = 0,-0.01095,0 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Utility/dockingPort/model position = 0,-0.01095,0 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Utility/dockingPortJr/model position = 0,0.13683,0 scale = 1,1,1 rotation = 0,0,0 } MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = size2, size1, size0 } MODULE { name = USI_ModuleRecycleablePart } } The fix was the change to nodeType. Edit: This is the fix suggested by NathanKell above
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
thutmose replied to KillAshley's topic in KSP1 Mod Releases
if the star is changed to a blue star, will there be an easy way to change it back, or at least make it not blue? -
Suggestion: Surface Magnetic field mapping I am working on a plugin which adds a more realistic magnetic field to the planets, the current version just uses a randomized field for testing (mostly aligned in one direction, still need to make sure it is the correct direction), but I could make it use something deterministic based on the planet's surface. The module receives a vector3 which represents the local magnetic field, for scansat purposes, probably only the magnitude is needed, and it could be used to generate maps like (from wikipedia, no graphics from mine atm)
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This fixes the issue where if you move kerbin to a different SOI (say around jool) with RSS, on reloading the game, anything in orbit around kerbin is moved to orbit around the Sun. Source code: //------------------------------------------------------------------------------ // <auto-generated> // This code was generated by a tool. // Runtime Version:4.0.30319.18444 // // Changes to this file may cause incorrect behavior and will be lost if // the code is regenerated. // </auto-generated> //------------------------------------------------------------------------------ using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; namespace KerbinAsSat { [KSPAddon(KSPAddon.Startup.EveryScene, false)] public class MoveVesselBack : MonoBehaviour { static bool check = true; public void Start() { if (HighLogic.LoadedScene == GameScenes.SPACECENTER && check) { check = false; CelestialBody kerbin = null; CelestialBody sun = null; Debug.Log("Looking for Kerbin"); foreach (CelestialBody b in FlightGlobals.Bodies) { if (b.GetName().Equals("Kerbin")) { Debug.Log("Found Kerbin"); kerbin = b; } if (b.GetName().Equals("Sun")) { Debug.Log("Found the Sun"); sun = b; } } if(sun!=null) { Debug.Log("Checking the Sun's bodies"); if(!sun.orbitingBodies.Contains(kerbin)) { Debug.Log("re-adding Kerbin"); sun.orbitingBodies.Add(kerbin); } } } } } } No pictures (doesn't have anything to show) Download: https://www.dropbox.com/s/o2md550zj64tsra/KerbinAsSat.zip install instructions: extract to Gamedata. Liscence: free to do whatever with this code
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ahh ok, I had asked a slightly different question on IRC, which was related to a different bug, which I think was caused by me messing up one of the settings in the config, it actually happened when I pressed launch, I guess I will have to go and see if I can figure out what is causing this one, then maybe try to write a plugin to fix it...
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Some Thoughts on improvements/changes; Maybe I should make it so that the engine consumes a single pulse unit per 0.5 or 1s, but an amount of reaction mass based on the throttle level, probably 10 intervals. The higher the throttle, the higher the mass used. This results in greater thrust, but lower specific Impulse, as each pulse unit produces the same amount of energy. This will allow it to operate in High Thrust and High Isp mode. High Thrust mode will probably result in an acceleration slightly greater than 1G, though the main use of this propulsion system is for hauling around high masses in low thrust mode. Make a part that converts the metal resource used in several other mods into reaction mass. Then have the pulse units be rather small and light (realistically are a few grams of fissile material), and the majority of the mass of the fuel being reaction mass. If this is the case, then a giant number of the pulse units can be hauled into orbit, then the reaction mass generated off planet. Find some way to extract reaction mass or blutonium from Asteroids, and make a part that makes pulse units from that.
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I have been trying to make a different version of the solar system, using RSS to move planets around, and this keeps happening: I get things in orbit, everything goes as planned, I close KSP, re-open KSP, and suddenly everything is around the sun. It looks like it might be caused by the vessels loading before RSS moves planets around, thereby moving them out of orbit, but I am not sure. Here is my RSS config, incase I really messed something up there. http://pastebin.com/0cdBUAHj
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[WIP] Mass Driver Parts and Plugin, request for modeling help!
thutmose replied to PeterDolan's topic in KSP1 Mod Development
or you can just add RESOURCE_DEFINITION { name = Megajoules density = 0.0 flowMode = NO_FLOW transfer = NONE isTweakable = true } to a Resources.cfg -
Note: Textures are pending, still using the template textures from the UV Map, or a random one for the radiator, with the exception of the coil rings, which are just a plain colour for now. the model and the uv map are on the github. If anyone can come up with good textures, please send them my way. We at Thut Kerman's Plasma Research Facility have been studying Nuclear Fusion for a while now, and all attempts to use it for anything have failed.During one of those failed experiments, one researcher placed some Blutionium inside as a test target of the Z-Machine we use for High Pressure tests.The result was the destruction of the machine, as well as a large neutron flux that made the surrounding area Radioactive for a while, The blast gave us ideas however. We managed to miniaturize the Z-Machine as much as possible, finally reducing the mass of the needed equipment down to less than 100t, and utilized some of the technology which was developed for the (failed) Tokamak experiments, and Created this, the Nuclear Pulsed Plasma Engine. We then developed a way to rapidly dispense the shaped Blutonium charges into the device (each uses only a few grams of Blutonium) and quickly found that the whole thing exploded due to overheating, after only using a handful of pulse units, As such, we did some slight re-designing of the insides, to allow for better heat transfer, and issued some large heat radiators for dissipating the heat. This solved the heating problem, but now the vessel, with any meaningful payload, had a TWR of less than 1. What we ended up with, was an engine capable of sustaining about 0.5g (assuming a fairly large payload) for almost 7 hours, which, once in orbit, could carry a large payload to anywhere else in the solar system, on a minimal-time trajectory. Github Link: https://github.com/Thutmose/ANPP Todo: Figure out how to give the engine a shutdown option Balance the mass/yield of the pulse units Add more types of pulse unit (may need to look at MFT for that) Make the radiators compatible with KSPI wasteHeat (currently use temperature) Make this compatible with as many mods as I can. Fix any major bugs that are found Acquire better textures (template textures are in the download) Maybe change the model to a narrower cone for the coils Specific Features: Adds the Mini-Mag Orion Engine, A container full of Pulse units for it, and a large heat sink. Makes heat propagate from one module to another, this is used to allow the engine to cool off, If it causes undue problems, Let me know, and I will disable it for anything besides parts added by this mod. Mini-Mag Orion Engine (NPPE1) requires 40k EC to get it started, but generates much more than that per pulse. It has to come from it's own internal banks, which decay over time. Designed based on the Mini-Mag Orion concept dv3 -added 3.75-5m adapter part -fixed some heating bugs -now is variable Isp, from 12000-3900 dv2 -re-modeled the NPPE1 and NPPFT1 -resized down to 5m part size -increased the amount of fuel, it should be about the same density as aluminium (proposed designs had about 3g of fission material, and rest of the projectile was plastic/aluminium) -re-balanced thrust accordingly, Isp should be approximately 7900. dv1 - added the NPPE1, NPPFT1 and NPPRadiator - basic heat transfer support added Calculates magnetic fields for locations, currently based on several imperfect dipole fields. Will add magnetohydrodynamic effects once I figure out a low-computational way to do so. Will add pictures when I figure out how to make some sorta graphic to show it. for now, this is just meant to be a standalone magnetic field plugin so that I can standardize any mods I have with magnetometers. source code found in same place as above. Downloads: https://www.dropbox.com/sh/1pcejzfwyext22i/AABLNkvVQLjs1kvvAF-NNMcta Disclaimer/License this is my first attempt at doing anything in C#, I am not a programmer, so may have done some stupid things in code, If anyone sees any, please let me know so I can fix them I don't care what is done with my code, however I am not responsible for any damages it may cause in any way, or for any damages caused by any derivatives of it.
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[WIP] Mass Driver Parts and Plugin, request for modeling help!
thutmose replied to PeterDolan's topic in KSP1 Mod Development
or stick it on the side of an asteroid, and remove chunks of said asteroid (make tiny asteroids from it) and throw those around as "fuel"