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RadarManFromTheMoon

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Everything posted by RadarManFromTheMoon

  1. Glad you like it! I don't mind at all, please do. Wanted to put it on the ckan anyway but haven't had the time to see how it works yet.
  2. That would be awesome. But unfortunately, it is not possible. KSP limitations.
  3. I built a TCP/IP server for the KSPTOT plugin a while ago. It is actually possible to spawn threads but since unity/KSP is not threadsafe, the threads must not use unity or KSP functions directly, so I used non-blocking queues to communicate with the main thread. This way you just check every update cycle if there is new data in the "in-queue", and if so, process it and place data for the client into the "out-queue". Works quite well with minimal impact on game performance.
  4. That bug will be fixed in the next release. Thats a known problem. ATM, using launchclamps seems to be the only workaround indeed. Edit: @Mystique: I tweaked the extraplanetary lanchpad tanks and they now, hopefully, resemble the EL-tanks much more closely. You can either wait for the next release or, if you know what you do, get the config from the github repository.
  5. Cannot reproduce. Standard diameter is 1.25, minimum diameter is 1 meter(1.75 max) at the beginning of the tech tree. Can you give further reproduction steps? I confirm that. PP does not really handle the offset tool well. Workaround for now: Avoid clipping procedural tanks into other procedural tanks. @leops1984: Please look here for your MFT problem.
  6. They should only do that if there is no pod or probecore on your vessel. They also show "no signal" in the editor. I should probably change that
  7. Great to hear that. Haven't got much feedback on the tutorial yet, so I'm very happy that it actually helps. I'd love to see someone making a video tutorial but I for myself will probably stick to making in-game tutorials. I'm just a better coder than video narrator. It doesn't at the moment, unfortunately. The only way to bring them to another planet, I can think of, would be to use Extraplanetary Lauchpads. But I havent tested that yet (experience anyone?). You can also use the inflatable envelopes from the Hooligan Labs mod. They are not procedural though. In the future this might change if I find a good way to make procedurally generated inflatables.
  8. Thats a RF issue. RF does not use the Part module that PP uses to set the editor mass. So I guess it will have to set it itself. Or send a pull request.
  9. Can't say much about RealHeat since it's a wip and I haven't tried it yet. But it seems to offer some interesting stuff. Lifting gas temperature handling needs some improvement indeed. It's exactly that. I use Procedural Parts as a shape generator and it is not really intended for real-time in-flight shape changes. I think the most feasible approach would be to let the user choose shape and maximum size and then procedurally generate an animated mesh. There are other features on my mind that are much less complicated and so I stick with them for now. But it is definitely on my wishlist. Will maybe do some experimenting after PP and PA gets updated in january.
  10. Well, there isn't a definite way to achieve a stable altitude. You'll have to make yourself familiar with the physics of airships and then use that knowledge to build something that suits your needs. An Envelope is basically a hull filled with bubbles of lifting gas and other bubbles filled with air (ballonets). in the SPH(or VAB) you can define how big these ballonet air bubbles are. 30% means, that 30% of the available room can get filled with air. I believe the default settings are 30% ballonet space, 50% inflation. This means 15% of your ballonet are filled with air, the other 85% are filled with lifting gas. Lets suppose you built an airship with a net. buoyancy of -3 kN. It is slightly heavier than the same volume of air, so it will stay on the ground. Deflating your ballonet a little bit will give the lifting gas a little bit more room to expand, resulting in more buoyancy. But it also means more surface area, resulting in more pressure on the hull. So you give the lifting gas more room to expand until your net. buoyancy gets slightly positive. The Airship rises into the air, and the higher it gets, the thinner the air gets. Thinner air means less buoyancy. But it also means less pressure on the hull. You now gain altitude until reaching the point at which the buoyant force reaches zero. This is what you want. Though, in practice it is nearly impossible to kepp at exactly this altitude. Because the airship is very "light", even the smallest forces will have a big effect on it. The solution? Take it easy on the inputs. In most cases the airship will oscillate around this "sweetspot altitude" like a pendulum. Gravity will eventually pull it back down until buoyancy "wins" again and pulls it up into the air. Another important thing is your engine thrust. A slightly pitched up/down ship will cause an up/downward force. try to level out your airship so that the prograde marker on the navball lies exactly on the horizon. Hope I could help a bit.
  11. I'm glad you like it. inflatability is one (or maybe the most) requested feature and I "have it on the list". Though I am not sure yet how it could be realized from both a conceptual and technichal point of view. So I promise nothing
  12. Depends on your design. First. Don't try to hit exactly 0. That doesn't work well. Try to get near zero and then control altitude by pitching up or down. You can also use ballonets to change the buoyancy of an envelope. Inflating(+) a ballonet decreases buoyancy, but increases pressure. So be careful. Have you already done the tutorial? You can reach it by clicking "training" in the main menu. You can also load the tutorial airship in editor and use it as a starting point. There is also an option called pressure control. It basically tries to keep the relative pressure in your envelope at 0. This means you are relatively safe from explosions but you also cannot use your ballonets for altitude control. Use it only if you can sufficiently control your altitude using your engines (pitching up/down). I will add better flight assistants with the next release. You could use anchors for landing, but they are really not necessary. You can inflate your ballonet to achieve a negative net. buoyancy.
  13. To those of you having problems with ModularFuelTanks: This seems to be the solution.
  14. A crash to desktop is usually caused by: 1. the x64 version of KSP on Windows, which is highly unstable and should not be used or 2. Too high memory usage You can find more information here
  15. So, I guess you solved the explosion problem? Keep an eye on the "press. Status" bar in the tweakables. If it is empty or full --> explosion imminent. Does your game really crashes to desktop? Did you try to revert to editor, recover the vessel or returned to the space center? Logs are always great. Do you have the possibility to upload them somewhere? I always wanted to create an e-mail-account for such support stuff, but just havent got down to it yet.
  16. There seems to be a problem with Modular Fuel Tanks. No MFT compatibility ATM. I'm on it.
  17. Any other mods installed? Have you ensured that all of them are compatible with KSP 0.90? here you can see which informations I need to provide help.
  18. Feature: Compatibility with KSP version 0.90 Feature: Compatibility with FAR 0.14.5+ Feature: Editor UI Feature: Save button for preferences window Bugfix: Removed some semicolons in the cfgs which were not only unnecessary, but also prevented the cost calculation from working as intended
  19. Hi, I'm RadarManFromTheMoon, (ItMustBeACamel on Github) and NathanKell asked me to maintain the Procedural Parts code for a while, so that he can spend more time on other things. Well, I said yes so here I am. Just packed a new (0.90 compatible) Version for you. I can't edit the OP, but you can find it here. Have fun!
  20. You can find an example here: http://ksp-kos.github.io/KOS_DOC/structure/geocoordinates/index.html
  21. Have you considered to use a ScenarioModule to store the data into the persistence file?
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