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Everything posted by Kurld
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[1.12.x] PEBKAC Industries: Launch Escape System
Kurld replied to linuxgurugamer's topic in KSP1 Mod Releases
It's been a long time since I wrote it, but are you talking about the jettison? Let me take a look at my code you might be able to add something in the config to supress it. -
I guess I'm trying to understand the implications if I set the "useHomeDay" settings, etc. back to false.
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Is this still the relevant thread for this mod? I have an issue in my 2.5x game where the day length does not seem to be correct on the system clock. I have a KOS script that does a time warp.. if time warps into the next day, the time my script records as the end of the warp is ~30 minutes later than the time reported on the system clock. The day seems to turn over around 0728.
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The game sort of shows atmospheric effects at high speeds, doesn't it?
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[1.12.x] [Breaking Ground] Shuttle Payload Delivery Systems [3.0]
Kurld replied to MATVEICH_YT's topic in KSP1 Mod Releases
LOL, yeah after I installed this I realized what was meant. I did use the pallet from this for my mission to install PMA-2 and the Z1 truss. I think there might be a version of them in SOCK now.- 46 replies
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- breaking ground
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I finally added the ET to my SOCK shuttle. I was using the tank from ReDIRECT before and the SRBs from Photon. Everything worked well with these parts for the MechJeb ascent guidance to get the STS to a 115k circular orbit in a 2.5x rescaled system. I swapped out just the ETs and it pretty much lays an egg and can't hold things along the ascent profile, soon pitching over too far and leveling out about 15k altitude. The engines are gimballing for all they are worth to very little effect.. Weird. The only major difference I can see is the new tank actually weighs about 17 tons less than the old one (dry). I'd assume this would actually be easier on the flight controls. I gave a cursory glance at the CoM/Thrust and everything looks reasonably close. The SRBs align a bit differently, but are generally the same geometry as before. I didn't change anything in the MJ profile because I didn't think I needed to. It's pretty much the standard profile anyway except I've changed the target alt for the higher atmosphere in 2.5x Thoughts?
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Turns out my module declaration in the part config was slightly (completely?) wrong: MODULE { name = PebkacWarningSiren sound_warning = Squad/Alarms/Sounds/OldHorn // I had this as "Squad/Alarms/Sounds/OldHorn" (in quotes) which is WRONG isSounding = 0f } Anyway, hopefully I will remember this kind of thing in the future.
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I started fooling around with creating a plugin to play warning buzzers. In the method where I load up the FXGroup with the audio clip, etc. I check to make sure the audio clip exists with if (!GameDatabase.Instance.ExistsAudioClip(filename)) { PrintToLog("[PK_Ah_Ooooga] ERROR - file " + filename + ".* not found!", 3); return false; } and sure enough in the console/log when the vessel loads into the flight scene, it complains about it not finding the clip: [ERR 08:16:07.213] [PK_Ah_Ooooga] ERROR - file "Pebkac/Sounds/warning".* not found! things I looked at trying to figure out why: does file named warning exist in GameData \Pebkac\Sounds folder - yes does the audio exist in the database - yes, or, I assume it does, since there is a Pebkac/Sounds/warning entry in the database/audio section of the Alt+F12 window I'm not sure what else to look at. The file is a .wav, and has that extension, which I'm also assuming is OK. Any advice is much appreciated. ~K
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Are there any plugins that allow a part to trigger an event or action to play sound files? For example you could add a module to one of the MLP launchpads or some other part with a MM script so that you could trigger warning buzzers to sound when a launch is imminent. Any foolish kerbals wandering around nearby could then run for cover. Thanks!
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I've been fooling around with "hot-staging" the third stage engine of the Soyuz rocket. The "Circinus Staging Plate" doesn't really seem to be up to the task. I'm not sure what to tweak in the config to make it not explode within a second or so. It looks like there are two maxTemp entries in the config one is 3000k and the other is 6000k..... but either of these should be more than adequate to withstand rocket exhaust. EDIT: I think maybe it was having two entries in the config file was confusing things. I got rid of the 3000k one and left 6000k and the part survives just fine.
- 22,647 replies
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- totm march 2020
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Looks like you're trying to load a craft from Modular Launch Pads but don't have the right parts to do it. I think those come out of the Tantares Lift Vehicles mod. Try installing that if you haven't. It's also possible the craft file is outdated and references obsolete parts from earlier versions of Tantares.
- 22,647 replies
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- totm march 2020
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I didn't really think about the ports being different but that makes sense.
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- totm march 2020
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PEGAS - Powered Explicit Guidance Ascent System - devlog
Kurld replied to Reddy's topic in KSP1 Mod Releases
It does. Thanks. -
Yes. I use it most of the time as it does seem to do a much better job of holding attitude. It is still somewhat prone to over-correcting "enthusiastic" torque induced by moving things around and thus introducing oscillations in the various harmonic nodes of the structure. For big items like the P6 truss, if i limit the speed to 1 or 2 degrees per second when the arm is fully extended, things tend to go very smoothly and the station barely moves at all. Letting the KAL controller move things lets you be very precise, and it leaves time for snacks. Should probably mention having ONE source of attitude control for the entire station, located near its center of mass is also key. Two SAS modules fighting each other is the last thing you want happening. And auto-strut to grandparent everything that isn't meant to move.
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Ah, I see. I also tend to roleplay "realistic" when I'm building stuff and enforce it that way. Does the upper stage burn part of PVG help with matching inclination any closer? 1.5 degrees off from target inclination is far better than I can (consistently) do by hand, but I haven't gotten my head around the most efficient way to match it as part of the rendezvous. Usually I just make another completely separate burn at the AN or DN, which I'd imagine is generally the least efficient possible way to do it.
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I've been using those SmartParts as well. Between those and the MJ ascent guidance pretty much all I have to do is pick my space station as a target, set the autopilot to launch into the same plane and warp until T-36 when i press a key that initiates all the various actions of the launch sequence. Then I sit back and watch it fly to orbit. I'm guessing I could probably control all the launch sequence stuff with a single KAL controller. I haven't tried PVG. What does it get you beyond the "standard" ascent profile? I usually get within 1.5 degrees of matching inclination with my station.
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Contrary to what others have said, I have been able to use the KAL controllers to great effect with the SRMS "Kerboarm." I use one controller per "action" e.g. pick up the payload, manipulate the payload into position, return the arm to rest position would be three controllers. You must move the arm very slowly, especially if you're moving anything with significant mass. Otherwise the wobbles will take over and you will never accomplish anything except possibly invite the kraken. Gratuitous STS-97 mission screenies, showing the arm in action :
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I got the download off spacedock before making "edit 2" in my original ask, and it works fine. I didn't notice the name of the file. It had a gameData folder in it so I assumed it had everything it needed. Sorry to be a bother.
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Here's my Progress M1-4 moving itself to free space so that STS-97 can dock at PMA-3. Anybody know why didn't they dock at Zvezda's nadir, either here, or to start with? Seems like that would have left plenty of room.
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PEGAS - Powered Explicit Guidance Ascent System - devlog
Kurld replied to Reddy's topic in KSP1 Mod Releases
@Reddy I wound up punting on the stock-size system and have been playing 2.5x Things are a lot more balanced as to performance in that it actually takes most of the big orange tank to get into orbit, etc. I haven't loaded up kOS or PEGAS yet, as the ascent guidance in MJ seems to work well enough there. I do intend to get back to it at some point becuase there is some other stuff I want to try to use kOS to automate, and MJ has it's own set of challenges. -
Your download on Github is missing the DLL, @linuxgurugamer And, how is it thus far?
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I'm getting an [ERR 12:31:49.244] Cannot find a PartModule of typename 'makeSteam' in my log and none of the parts . . . make steam. Did I miss a dependency or something? EDIT: There's not any plugin in the GameData folder (or anywhere in the zip from GitHub). EDIT 2: The spacedock download does have the plugin folder and DLL
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Because they are too slow, lol. Kidding. At the time I hadn't figured out the rest of the Soyuz escape shroud I was working on, and I was hoping the fins would just kind of snap open at abort-time. After I got the thrust vector and engine burn times sorted out on the LES part, they do just fine as-is. Flying stable and prograde after a pad abort:
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