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Cairan

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Everything posted by Cairan

  1. Yeah, normally I'd agree but then again, the current payroll might be bankrolled and approved thru the end of the quarter, so depends how they manage it. Once thing for sure, March 31st is a pivot date, either in terms of projected expenditures in the next quarter, current expenditures in this one, and/or results from sales and refunds versus projected sales...
  2. Nah he's just the first of the batch, once their FY 2023 comes to an end on March 31st, there is bound to be more... No need for graphical artists, 3D modelers, sound designers, etc. if all that is needed is to "uncomment and recompile the already-written code" for the roadmap features and all the game assets are ready to use, right?
  3. You use the native Linux standalone KSP or playing thru Steam? I'm curious as I was told Parallax uses DirectX and not OpenGL. Nevermind, I'm an idiot... Just saw in the first page requirements that OpenGL on Linux is supported... *facepalm* Annnnnnnnnnnnnnnnd it works!
  4. It still is down as of 0800 UTC on Sunday 2021-04-25 ... I was wondering too as I have 1.11.1 in my file archives but not 1.11.2...
  5. Thanks @Angel-125 I did a search of the thread but somehow didn't stumble on that piece of information. Your "customer relation management" is very much appreciated
  6. Just saw that the Titan parts are getting deprecated... don't want to do criticism in any way, that's your mod but I'm curious as to why (...because I've got a few stations that are using these laying around left and right of Kerbol )
  7. Precisely. Using this method, which is in the documentation, puts out a kOS "Iterator" exception and crashes the script... SET str TO "abcde". FOR c IN str { PRINT c. }
  8. Greetings Earthlings, I had not updated my KSP installation in quite some time, and I reinstalled kOS to do some coding with my son... Unfortunately, many of my scripts are now broken. That's to be expected... One of my issues right now is that strings seem to be no longer iterable, despite the fact that the documentation says so... I've looked at the forums and it seems this has been the case for a year. So how do we now parse a string to get individual characters? UPDATE: Well after poking around I used this method, but if there is a cleaner way to do it in kOS nowadays, please, enlighten me! FROM {local strpos IS 0.} UNTIL strpos = str:LENGTH STEP {set strpos TO strpos+1.} DO { some_function(str[strpos], ...). }
  9. Thanks for the quick test on your side ... I'll try to see where exactly the chain gets broken in the CFGs and come back with an answer sometime this weekend (despite having live wires hanging from the ceiling as I type this ... we're rebuilding my son's room and the existing electrical system was rather ... kerbish. ) To answer your question, I'm using IFS 2.1.4 and TAC-LS 0.12.4 and Soylent 0.3
  10. A quick headsup here ... Am I the only one who has issues with Interstellar Fuel Switch ... the Soylent Starter containers, which are basically Xenon radial tanks, don't have the option to haul Soylent starter anymore when IFS is installed... I'm completely swamped in other issues (work and $$$ ) but maybe a quick ModuleManager CFG could be joined with the mod to prevent / exclude IFS medling with the Soylent starter tanks if this issue is duplicated by others.
  11. Sooooooo.... about these retractable gears, no news yet? *bump*
  12. This ain't no biological, seaman Beaumont... http://imgur.com/a/DYC4u Triple 'Otter' screws give it a cruise speed of about 16 m/s (30 knots ), with redundant ventral oceanic extractor pumps to get the fore and aft water buoyancy balance ballasts filled, weighed downed by 2 Uraninite-filled tanks as primary ballast to make it go down. Dumping the ballast overboard is achieved with Ship Manifest. Surface (splashed or landed) propulsion is provided by Sievert lightbulb reactor, which also provides electrical power. This sucker can go 100 m/s skimming the surface, without loosing parts.
  13. We also need magnetohydrodynamic propulsion in some advanced research node... *cue Hunt for Red October theme*
  14. I just wanted to thank you for this mod... I've recently updated from 1.0.4 to 1.1.3 and my existing industrial building infrastructure on Minmus, Mun and Laythe were rendered useless with the modifications by RoverDude to UKS regarding RocketParts, among other things. I could have edited stuff left and right, but your mod will enable me to send quick "bridging" teams to convert from RocketParts to MaterialKits -and- stop relying only on Roverdude's everchanging ressource flow. Don't get me wrong, I love UmbraSpaceIndustries... But this mod is a godsend!
  15. In real life, I use a lot of multispectral satellite imagery (Landsat to be precise) ... I've been toying with the idea of exporting the resource maps generated with Scansat and using the multiband software I use for rough maps when I need 2 or 3 specific resources at the same spot for an MKS base... Then it dawned on me that instead of fiddling with exports, conversions, band attributions and the like, I could, maybe, respectfully , present you DMagic with a feature request: Would it be possible to include color band association to resource scans? So this way we could, for example, associate water with blue, ore with red, substrate with green, so that we can generate false color maps in-game of the most interesting spots to start an agricultural base? If the user wants to start a manufacturing base, then the user could associate metalore with red and minerals with blue... you get the idea. Some checkbox or radiobuttons to associate resources either with a colorband or to all bands (as is the current case) using false color ramps. I've tried using the Color Selection wheel to that end, but when I click a color nothing happens... so I wondered if this is a bug or if it is some option I overlooked...
  16. You could require a minimum amount of reputation to enable/activate a reactor ... kind of like a nuclear regulatory agency issuing licenses to commercial or public operators of nuclear power stations. The "safest" nuclear options would require the least reputation threshold to activate a reactor, and the riskiest/dirtiest ones the most... For example, if you blow up a reactor while in Kerbin's atmosphere, this could incur a very sharp reputation penality. Same with nuclear fuel containers. But the reputation wouldn't actually be used up in activating a reactor, just checking that the minimum is met before throwing the switch on. Here in Canada we had some experience a few decades ago with a certain piece of glowing-in-the-dark russian hardware which fell from the sky
  17. Indeed ... A Mk2 fusion reactor could have non-cylindrical space filled with supercaps for restart, and Mk2 fission reactors filled with tank space for propellant or nuclear fuel.
  18. I think there's an issue in the CFG for the Mk2 Capacitor which causes issues/conflict with KSPI itself... The research tree is now stuck in a loop, I can't research the regular capacitor anymore, if I pay for the research cost, it is marked as owned, but then if I go back, it no longer is owned. In the VAB and SPH, existing ships which had the regular supercap installed are now using the Mk2 supercap mesh instead... Looking at the Parts/Capacitor_MK2/part.cfg file I see that you redeclare the KspiCapacitor250 ... this shouldn't be this way I think. Did a test: You need to change the 4th line from name = KspiCapacitor250 --> name = KspiCapacitorMk2 and that deals with it.
  19. After upgrading, the SuperCapacitor is no longer researched... When I research it again, it charges me for the research fee, but it is not available in the parts menus... I go back, clicking again on it charges me the research fee again even if it is marked as "owned" ... Strange :/ After some tests, the culprit is the Mk2 KSPI integration ... There's a Mk2 capacitor declaration that doubles the KSPI "stock" supercapacitor... Beware of this bug in Mk2 KSPI.
  20. Is it normal that with the r4-D "Sievert" in atmospheric mode, my reactor is at a core temperature of 6782K, 1.7 GW of thermal power, and it produces a laughable 4.8 kN of static thrust at full ground stop?
  21. I just did a quick test ... The culprits seemed to be here: PARAM { name = DMLongOrbitParameter state = Incomplete values = 0,0,0,0,0 Orbital_Parameter = 3,024,000.0|0.0 PARAM { name = DMOrbitalParameters state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 Orbital_Parameter = 0||0.180 } PARAM { name = DMOrbitalParameters state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 Orbital_Parameter = 1||26.000 } } ...despite the fact the the orbit was properly maintained by a probe. So I changed the "Incomplete" to "Complete" ... Now in the mission manager, it showed that the duration was "Complete", but the orbital parameters (inclination and eccentricity) had reset to "Incomplete" without ever going back to a space scene. I went straight to the Contract scene after loading the savegame. When I switched to the probe from the tracking station, the contract completed properly, having "rediscovered" that the parameters of the orbit were correct.
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