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Everything posted by Jiraiyah
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@Drew Kerman any chance of having this tool as a local hosting? or even better, any chance of having something like this as a stand alone application (winform or any other application platform?) the author gave tons of maps in mega website, i thought there should be a way to use them and replicate the website as a stand alone app?
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Does that ship or what ever the kerbal is in has a docking port? if not, then it would be really hard, I don't know if there is a way to eva transport food (like what we can do with eva fuel transfer mod) or not, if there is a solution like that, then yes, if there is no solution like that and the ship has no docking port, then no, that man won't be able to recieve food to feed him and make him responsive. another solution at that point would be to tweak docking port part in configs and using KAS, doing EVA by jeb and attaching a docking port to the second ship, dock jeb's ship and then use it's food supply to feed the guy.
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actually, i just a video from kottabos gaming, looks like rover dude had exact same thoughts designing these parts, you can rotate that vertical part to almost horizontal angle and then push the previous horizontal one forward, that gives quit long distance to work with ! now only question is if we can attack parts to a lifted thing using KAS or not?
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No, what i mean is that, what if we push it all the way forward, then rotate it 90 degree and what we want to pull is still not centered for pulling up? then we would need longer length so that the side pull of a wider vehicle would be possible. same goes for the vertical support section, what if the thing that we are going to lift is having more height? tp be more precise, I am thinking of using this to make rovers on top of KAS pylons on the surface of the planet like what buffalo let us do and one more question, let's say i have the base of the rover there being pulled up, would i still be able to use KAS to attach wheels to the pulled up rover or not?
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@RoverDude Damn sir, just when i asked for something to work as base for making rovers in space you show this up now a question, is this part (arrow) fixed length? or is there variation to it's length?
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oopse you are right, sorry sorry
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I know that, but there is one problem with this idea, although again, i am not sure if this is possible or not, and that is the size of the pylon in height, what buffalo has is a pylon that is exactly the proper size for it's rover so that when you are building the rover, the wheels are close to ground but with the KAS pylons combined with other rovers, i don't know how nicely they may fit or not, also, when you use buffalo's pylon on it's rover and you release the pylon, the rover easily sits on the ground without any tweak or effort needed
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oO never tried to make one of your rovers on top of them, didn't know that is possible (noob to ksp you can say :D) thanks for information but i wonder, would the pylon have internal decoupler? because the one with buffalo has that, so the instant your rover is done you decouple it, no need to have a decoupler on the pylon or your rover at all !
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thanks for reply, well, actually my pack is not that small I just mentioned the mod i was going to tweak just for the sand box game but, tbh i have tons of mod in the list and more than just trying for a sand box game, i am going for a mod pack that I would be happy with part count and parts in the game for future game plays. anyways, as suggested above in forum, I tweaked the numbers in green house by MM patching for myself, this way the originals won't change and when ever i want to have a more serious game play i can remove that patch, also, another reason for doing this, is that i am not familiar enough with your awesome yet complex mods (and no i won't run away from full version of colonization system) so, this way i will have easier time to learn more about how your system work for later days to have a serious fun thanks for all your awesome mods. Also, did you ever considered doing something like what buffalo rover has? a pylon that you can pin to surface of a planet and build your rover on top of it? that would make using bigger rovers much easier yet not that much immersion breaking.
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I'm in same boat with you. The only thing I wish was possible, was to move the mechjeb closed tab indicator around the windows, sticking to the right side of game window is bad because when you are in launchpad, well, the stock buttons now sit there and sometimes in is hard to click on buttons under mechjeb tab indicator, this complaining aside, I think each one of them has their own benefits and usage. In regards to flight assistant I used KER to estimate problems with plain designs but recently I found this : CorrectCoL , so, I don't know. But still, KER shows some stuff during the design that can be really useful. Also, when it comes to mechjeb and it's automation, I still use it's node planner especially for circularization and tweaking periapse for geostationary orbits
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Hi I know how to tweak the remote tech settings to add ground stations to a save game or even take that config and put it into the game data folder to have a preset, but, the problem is getting the kerbing coordinates and height to put into the config file, I was using kerbalmaps for this but recently that website went down, then I started using scan sat, but, don't we have a survey scanner? why not adding the ability to scan the surface and height map with it with low, medium, high and very high resolutions with it ? the second part to this was when i was turning kerbin around in the space station, looking for the spots i wanted to add the stations on the ground, at the same time i had the scan sat open and was tracking the same place on the map, writing down coordinates and heights. then I had to close the game, add those to the config settings and reopen the game and go through another pass until I was satisfied with the result. That was when I thought about this idea, how about we could click on the kerbin in space station (or now in 1.2 the kerbnet) and we could set the station name, color, dish range and it would be added to the config in the game data folder automatically so that the next load of the game it would be there? (I assume there is no way to auto load that config back to game without closing and re opening it? if there is a way, much better) I hope someone pick this idea and make this mod so that we all can have easier time developing our ground stations for remote tech. thanks
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@MAFman yah still 404. but to answer your question, A* is a 2d pathfinding algorithm, normally all you would do in A* is to find obstacles and avoid them and at the same time find the optimum path to the target. In other words, you need to constantly check the height between current node and the next neighbour you are calculating the A* values for, this way if the height change is above some number you know that you are falling into a slope or rising it depending on the sign of the number, but... this won't be accurate, simply because at the same time you may want to check the slope angle at the current node's position AND at the neighbour node. All in all, if you want to do this type of navigation, normally in unity I would suggest navigation meshes, but considering that there is no ability to build nav mesh for ksp maps, I think A* with the additions I told you, or teta* (maybe) can be used. Problem is, the accuracy of the map you would use for the height definition between nodes (maybe each pixel could be used as a node but still the accuracy would differ based on the resolution)
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[1.2.0] Newbier Newb's Revamp of Civilian Population
Jiraiyah replied to Tralfagar's topic in KSP1 Mod Development
@Tralfagar Well, that is exactly my problem, take a look at my ksp What I'm gonna do in my play series, is to send tourist/space stations all over this monstroucity of galaxy map and each one of the nice planets will have their tourist stations, meaning, they will be years away from kerbin, that is why, i need a 100% self sastaining space colony that would recycle the resources 100% both for tourists (if they need any) and the kerbals that normally need life support without needing to sending up anything later down the road because well, sending resources to a station that is hundred years away from you is not possible the only other option would be to somehow find a way to use usi's colonization system to produce that mulch and fertilizer from ISRU missions but again, that would mean i would need to maintain colony after colony all over the map !- 99 replies
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[KSPedia 1.9.1+] Planet Wiki v4.1 - May 20, 2020
Jiraiyah replied to jandcando's topic in KSP1 Mods Discussions
can i ask for a little thing to be added to each wiki entry? the radius of each planet would be nice to have there (in Km) thanks- 139 replies
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Yah I saw that after posting the problem, that is why i went there and sent a post with the link
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o~k. I'm fairly sure something in this mod is leaking memory, I have a 32 GB ram system, when i run ksp I still have 20GB free, the moment i go into space center, the memory in use constantly rise up to the point that no free memory will be left (aka it will use 20GB of memory and still eat more?) this is a nasty example of memory leak if you ask me, there is no way, no matter how many textures being used, a mod would eat 20GB of ram !!!!
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Well, that was my very first thought to tweak, but the response from SETI's forum got me to ask here
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[1.2.0] Newbier Newb's Revamp of Civilian Population
Jiraiyah replied to Tralfagar's topic in KSP1 Mod Development
Hi I have a question, What is the aspects of using this with USI Life support? I mean, do i still need to resupply a station in space? if so, is there a way to tweak the gardens and green houses to make them 100% recycling and self sustained to stop resupplying stations (would be nasty when you want a deep space tourist station ) thanks for your response- 99 replies
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@RoverDude hi sir, I sent you a pm regarding a question but no reply for 24 hour, then I thought this question may become useful for other people too. Here is my situation, I want to play a sand game using your life support in combination with Civilian Populations Revived the idea being to have tourist stations all over kerbal universe. Now, I was thinking of having SETI's green house mod and tweak it's config to make the colony 100% self sustained without a need to resupply stations because well, they will be very deep space ones at times. here is the QUESTION I asked and here is the response I got : so, if it's possible for you, although it may look really out of balance, please give me information for how to tweak SETI's config section on USI life support to make it 100% recycling for 4 kerbals (his original is 50% for one kerbal) because even with this 4 kerbal 100% recycling, for a part like Civilian Apartment Complex that can hold up to 50 kerbals and 8 crew, this would still be hard to make a nice looking space station colony and that by itself should some what balance the game. please help me to know how to tweak this config (from seti) This is 1 crew 50% recycling, I want it to be 2 crew 100% (evene if you want, add tons of electric usage to balance it a bit more, I'm ok with it) @PART[SETIgreenhouse1]:NEEDS[USILifeSupport,!ThunderAerospace] { @description = The 2.5m SETI Greenhouse, made by famous designer zzz, contains two components, which are both suited to minimize the life support needs of one kerbal. 1. A recycler component, similar to the one of the Mobile Processing Lab, but decreasing the life support needs of one kerbal by half. 2. An agroponics module capable of using up the mulch produced by one kerbal (+10% margin). RESOURCE { name = Mulch amount = 0 maxAmount = 100 } RESOURCE { name = Fertilizer amount = 100 maxAmount = 100 } RESOURCE { name = Supplies amount = 100 maxAmount = 100 } MODULE { name = ModuleLifeSupportRecycler CrewCapacity = 1 RecyclePercent = .5 ConverterName = Life Support tag = Life Support StartActionName = Start Life Support StopActionName = Stop Life Support INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.4 } INPUT_RESOURCE { ResourceName = ReplacementParts Ratio = 0.00001 } } } @PART[SETIgreenhouse1]:NEEDS[USILifeSupport,BackgroundProcessing,!ThunderAerospace] { MODULE { name = ModuleResourceConverter ConverterName = Agroponics tag = Agroponics StartActionName = Start Agroponics StopActionName = Stop Agroponics INPUT_RESOURCE { ResourceName = Mulch Ratio = 0.000825 } INPUT_RESOURCE { ResourceName = Fertilizer Ratio = 0.00011 } OUTPUT_RESOURCE { ResourceName = Supplies Ratio = 0.000835 DumpExcess = False } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 6.0 } } RESOURCE { name = ElectricCharge amount = 3200 maxAmount = 3200 } } @PART[SETIgreenhouse1]:NEEDS[USILifeSupport,!BackgroundProcessing,!ThunderAerospace] { MODULE { name = ModuleResourceConverter ConverterName = Agroponics tag = Agroponics StartActionName = Start Agroponics StopActionName = Stop Agroponics INPUT_RESOURCE { ResourceName = Mulch Ratio = 0.000825 } INPUT_RESOURCE { ResourceName = Fertilizer Ratio = 0.00011 } OUTPUT_RESOURCE { ResourceName = Supplies Ratio = 0.000835 DumpExcess = False } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 1.2 } } RESOURCE { name = ElectricCharge amount = 1600 maxAmount = 1600 } } This is 3 crew 50%, I want it to be 4 crew 100% (even with tons more electric charge usage it would still be ok) @PART[SETIgreenhouse3]:NEEDS[USILifeSupport,!ThunderAerospace] { @description = The 3.75m SETI Greenhouse, made by famous designer zzz, contains two components, which are both suited to minimize the life support needs of three kerbals. 1. A recycler component, similar to the one of the Mobile Processing Lab, but decreasing the life support needs of three kerbals by half. 2. An agroponics module capable of using up the mulch produced by three kerbals (+10% margin). RESOURCE { name = Mulch amount = 0 maxAmount = 300 } RESOURCE { name = Fertilizer amount = 300 maxAmount = 300 } RESOURCE { name = Supplies amount = 300 maxAmount = 300 } MODULE { name = ModuleLifeSupportRecycler CrewCapacity = 3 RecyclePercent = .5 ConverterName = Life Support tag = Life Support StartActionName = Start Life Support StopActionName = Stop Life Support INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 1.2 } INPUT_RESOURCE { ResourceName = ReplacementParts Ratio = 0.00001 } } } @PART[SETIgreenhouse3]:NEEDS[USILifeSupport,BackgroundProcessing,!ThunderAerospace] { MODULE { name = ModuleResourceConverter ConverterName = Agroponics tag = Agroponics StartActionName = Start Agroponics StopActionName = Stop Agroponics INPUT_RESOURCE { ResourceName = Mulch Ratio = 0.002475 } INPUT_RESOURCE { ResourceName = Fertilizer Ratio = 0.00033 } OUTPUT_RESOURCE { ResourceName = Supplies Ratio = 0.002505 DumpExcess = False } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 18.0 } } RESOURCE { name = ElectricCharge amount = 9600 maxAmount = 9600 } } @PART[SETIgreenhouse3]:NEEDS[USILifeSupport,!BackgroundProcessing,!ThunderAerospace] { MODULE { name = ModuleResourceConverter ConverterName = Agroponics tag = Agroponics StartActionName = Start Agroponics StopActionName = Stop Agroponics INPUT_RESOURCE { ResourceName = Mulch Ratio = 0.002475 } INPUT_RESOURCE { ResourceName = Fertilizer Ratio = 0.00033 } OUTPUT_RESOURCE { ResourceName = Supplies Ratio = 0.002505 DumpExcess = False } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 3.6 } } RESOURCE { name = ElectricCharge amount = 4800 maxAmount = 4800 } } thanks
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Well I can tell you this much, looking into MK1-2 there is a section in the part config that says : INTERNAL { name = PodCockpit } then there is a folder beside the parts folder (under squad root) named Spaces, in it there is a subfolder called PodCockpit and in it sits the model, the textures and the config file for the internal, looking at that config file, you would see that not only it has MODEL section and MODULE sections but also Prop section and I think, the Prop section is using what is sitting inside the Props folder (same place as Spaces and Parts). In other words, IVA is combination of some modeling and injecting some models from props with adition of modules. For raster prop monitor support, there are two files sitting in JSI>RPMPodPatches>PatchStock named mk12pod-patch and mk12pod-remade-internal that you can look for. That should be a hell of modeling and config making, alternatively, you can at least put a space holder in your pod using the INTERNAL code i gave you to use the same internal as MK1-2 until you wrap your head around this craziness called IVA modeling and making your own fancy internals
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[1.3.x] SETI, Unmanned before Manned [Patreon]
Jiraiyah replied to Yemo's topic in KSP1 Mod Releases
Hi I know what I am asking for is hugely unbalanced but that is what I want to have in my sandbox game, I am using USI life support and I want to tweak the seti-greenhouse so that it would make a deep space station completely self sustained without any additional need to support it with life support material, how should i change the setting to have it? I fount this : RecyclePercent = .5 If i change it to be RecyclePercent = 1.0, would it mean that it would recycle for 1 kerbal completely without a need to resupply the station in future? if so, do i need to change any additional settings?- 2,515 replies
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Updated to 1.3, check version history in OP