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MedievalNerd

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Everything posted by MedievalNerd

  1. Same my friend. Unless you have personal knowledge of rocketry, or considerable amounts of time to do various experiments. It'll be hard to get a grasp of whats' going on. And this compounds itself once you want to make complicated crafts or missions. There is nothing more frustrating to do a long mission, just to realize you didn't calculate your TWR right for landing/launching or wtvr. Imagine if NASA worked like that, 2 scientists get together, no calculations and say How many of those orange tanks we need to go up there? 2? 3? Maybe let's go for 3. I mean, lol, the image makes me laugh a lot. But to get back to the issue, I would reintegrate Engineer redux into the tech tree. I mean stock pods should have all this data available on stock. How has the time to take out a calculator and figure out delta Vs by hand? Not me.
  2. Wow, that's some crazy engineering there! Awesome that it worked, thought you were going to tip there.
  3. This is especially useful when you like to build probes that you would want "pre-packaged" in their shrouds. Simply reassign the root part to the fairings base. https://www.dropbox.com/s/8x8ee35elylrmef/Premade-Probe.png The only way I see how to pull that off in the current implementation would be that you select a random root part, then build that thing on top of it, then disconnect the fairings base from it and save that. Just feels a little intuitive in a way, since you'd be building your probe from the engines up.
  4. Yes you can. Look at my screenshots, the root part is the probe center. And it can be saved. It just can't be saved if it has no attachments left. I'm wondering if this is stock functionality or not. When using the root selector mod you can pretty much save any premade crafts, you just select the part you want it to be connectable from. That vastly improves the usefulness of the subassembly. Without it all your constructions need to have the root part as the 'base'.
  5. Howdy, The addition of the sub assemblies in the stock functionality is indeed a welcomed feature. But I was curious about whether it's currently working as intended. Prior to the stock functionality, I was using the sub-assembly mod. And similarly to the stock subassembly, you could only save a selection of parts which the root part of the craft, or of the ghosted selection had a free connection node. I made a montage of screenshots to showcase what I'm referring too. Made 2 variations of a tiny probe. The first example (top left) the root part has a parachute on top and a fuel tank at the bottom. The center top screenshot shows you can't save it, then the top right screenshot shows that there are infact nodes to connect the vessel 'as a whole'. The I just show that if you remove the parachute (bottom right), you can save it (bottom center). This rather limits the way you can use subassemblies. I have a work around because I use the rootpart selector, so I can reassign the engine as the root part and then allows me to save it as a sub assembly. Is this working as intended, or should we be allowed to save a vessel as a whole even if the root part has no more stack nodes left? https://www.dropbox.com/s/01bbuj4m0qwr6ro/Sub_Assembly_Root_Part_Only.jpg
  6. Yeah, I'm basically "cheating" myself around the issue you described. I thought this was a natural limitation since both the subassembly mod & the now stock subassembly mechanics work the same way. Also, since when you shift click a structure only root part connection nodes will show as "connectable" it further made me think that this is an engine limitation. But if it's a bug and a stock functionality should allow to save sub-assemblies where the root part has it's stack nodes filled, then yeah we should write a bug about it. I just don't know if it's working as intended.
  7. Howdy all, I'm working on a series of missions to make a space program from unmanned to manned, but I realized that if I have Tree Loader as the part of the mods, if I try to make the mk1 command pod appear later in the tech tree, loading a custom tech tree seems to overide the techrequired setting I assign to it using module manager. I tried without TreeLoader and it worked. Is there a way for me to have the mk1 pod moved in the tech tree using treeloader without making my own techtree? (Which isnt' available for the public right now. ) Thanks,
  8. Darn, I'm trying to make a unmanned to manned spaceprogram and modifying which parts start at which nodes. I'm having good success with modded parts, but for stock parts it seems to be an issue. When I try to add "@TechRequired = survivability" to the mk1pod it is still available in the start tech node. can't figure out why it's not moving to the other tech node. EDIT: It's not module manager's fault, when I remove Tree Loader from the mods, it works as advertised. Probably something that tree loader does to some of the stock parts after modulemanager is done with it's magic.
  9. Oh, I see the issue with the SubAssembly. It's a small price to pay to have such a powerful index at the tip of our hands! I get weird fixations when there are too many parts, this helps me focus so much
  10. What do you mean by 'hiding' that the buttons overlap some stock UI functions? If so just move the buttons to be at the bottom of the screen. What resolution are you playing just out of curiosity? I'm running it on 0.22 and it's working fine. Sub Assemblies are hidden by default until you have a command/root part in place. I don't like that it works like that, but it's stock functionality.
  11. Which is way I love being able to use the rootpart mod. Then you can assemble a whole probe, with it's fairings and all and just move the root part to the base fairing and save it as a whole. In my mind it makes the whole sub assemblies even more useful. I guess it depends on how you design your crafts.
  12. Wouldn't that mean that you would have to attach your subassembly using the side surfaces of the pod? It does not recognize the other attachment nodes. Like the top of the docking port or the bottom of the engine. I would assume that once you try to save an assembly, it checks the extremities of the craft as a whole and not just the root part. But it appears to be working as such for now.
  13. As I said before it has to do with the root part. If the root part has all of it's attachment nodes filled, it won't accept to be saved as a sub assembly. This mod solves all those issues: http://forum.kerbalspaceprogram.com/threads/43208-0-21-1-Aug12-SelectRoot-Let-another-part-be-root-now-with-less-restrictions
  14. Cybutek, have you had a look at the Mission Controller mod/plugin? It would have been nice to see the science integration with that project, now there are 2 mods for economy working in quasi parallel. They developed a modable costs file and also have some interesting recovery mechanics implemented. This is still cool, but no missions
  15. Nope. https://www.dropbox.com/s/aqdclhux59xlwj5/Free_Nodes_But_Can_Be_Subassembly.bmp This has free connection node top & bottom, except the root part. Can't be a sub assembly. You have to have at least 1 connection node free on your root part. Silly goose. Same craft but without the docking port on the root part (thus having 1 free connection node on the root part) and it can be a sub assembly. You can see if the craft can be a sub assembly by Shift clicking to move the whole thing. If you don't see any connection nodes you won't be able to make a sub assembly with it. https://www.dropbox.com/s/ja286zddfzqgdzq/Without_Docking_Port.bmp Using the root part selection mod though, you can have any design as a subassembly. https://www.dropbox.com/s/mras8c25g1lg7ow/Root_Part_Moved.bmp
  16. This makes sense for people who are interested in unmanned to manned space programs. I'll probably use this for my mission pack. Great idea! It could be called a probe analysis report, who cares. I get the concept and like it!
  17. You could reassign the root part with this mod? I was using Root Selector mod in conjunction with this one. I thought both this mod and the stock assembly had the same limitation that you couldn't make a sub assembly without the root part having at least 1 connection left. (Which in my case never happens)
  18. Oh boy! That would be great! Make missions much more complex/precise. I love this idea!
  19. What I was hinting at was more of a way to make a mission fail if the person goes above a certain altitude. Since the altitude value is pooled on the fly, even if the person overshoots the height, they can just fall back down and it completes the goal.
  20. It is just me or does MechJeb cost 4,000,000 Krones? lol Is it possible to set "Max altitude achieved" as a goal condition? Or is it the current maxaltitude only?
  21. Since some of my mission/goal briefings might be a little wordy, is there a way to have line breaks without breaking the mission file? I noticed that if i do a line break in the description it breaks the mission package. (Until you delete them and have the description be one continuous paragraph.)
  22. I was just talking about this to my friend the other day. I saw how much cool data was being tracked by the game and saw that there were no way of see this information apart from opening up your savefile. Which I personally found rather uncomfortable to read from. But this is just crazy! This will actually also help me plan for my career mission pack that i'll be writing for MCE. Thanks a million!
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