-
Posts
214 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by RadarManFromTheMoon
-
You can use this plugin to create a bodies.ini file. Put the dll somewhere in the GameData folder. After starting KSP and entering the Space Center scene, it should create a subfolder "PluginData/totini" with a fresh bodies.ini in it. Please let me know if it works.
- 4,948 replies
-
- ksptot
- mission planning
- (and 3 more)
-
Couldn't find the bug. But I think it's on the matlab side. Always cuts the last two letters of the bodies names.
- 4,948 replies
-
- ksptot
- mission planning
- (and 3 more)
-
Not sure what exacly you mean with sensor modelling, but if you mean a calculator for optimal scanning sattelite altitude then thats a cool idea. Beside big new features, please consider to improve overall usability. Here are a few things that came to my mind in the past while using the TOT: better integration between the different tools (less ctrl-c) posibility to disable constraints temporarily, without the need to delete them. downloading maneuver nodes from KSP (in fact I already have a Connect module ready for this one ) networking interface needs some work. TOT could save the last used remote host (or even the last, lets say...five ) so that one don't have to put it in each time you use it. It would also be great if there were some kind of global "current vessel" variable so that you don't have to select a vessel each time you download an orbit from KSP
- 4,948 replies
-
- ksptot
- mission planning
- (and 3 more)
-
dlrk: Thats bad....but its totally reproducible...what is good somehow. I will se what I can do about it.
- 4,948 replies
-
- ksptot
- mission planning
- (and 3 more)
-
Does anyone know what the "split coast at..." option in the Mission Architect does? It lets me coast to a given UT, as far as I can see. But I could also do that with a normal coast. So whats the difference?
- 4,948 replies
-
- ksptot
- mission planning
- (and 3 more)
-
Procedural Airships development thread
RadarManFromTheMoon replied to RadarManFromTheMoon's topic in KSP1 Mod Development
I just released a new version that incorporates support for the NEAR aerodynamic system. The NEAR interface is more or less exactly the same as the FAR interface. So there should be no problems, but I haven't tested it much so it's considered somewhat of an experimental feature. get it here. -
Anything in the KSP debuglog (alt+F2) while attempting to connect? Everything KSPTOT related in the log should begin with something like [KSPTOTConnect]. Normally it should log incomming connection requests. If there is nothing in the log then it is most probably a Network/Firewall problem.
- 4,948 replies
-
- ksptot
- mission planning
- (and 3 more)
-
Procedural Airships development thread
RadarManFromTheMoon replied to RadarManFromTheMoon's topic in KSP1 Mod Development
Here is the new, 0.25-ready Version. Nothing new here. Just rebuilt for 0.25. You should also check out the new FAR. It seems to work quite nice with PA. -
Maybe. But it should at least work when connected locally, via localhost. You wrote that you get the vessel list, but the realtime system does not connect properly. Anything in the logs then?
- 4,948 replies
-
- ksptot
- mission planning
- (and 3 more)
-
Hi Lilienthal, please try to connect and then hit alt+F2 in KSP to view the debug log. Anything suspicious there? If you don't like to mess around with the debug log you can alternatively provide your output_log.txt (KSP-Folder\KSP_Data\output_log.txt) Everything KSP logs goes to that file. So It's a great resource for bugfixing.
- 4,948 replies
-
- ksptot
- mission planning
- (and 3 more)
-
Procedural Airships development thread
RadarManFromTheMoon replied to RadarManFromTheMoon's topic in KSP1 Mod Development
This release fixes a bug that causes envelopes on uncontrolled vessels to explode. ProcAirships receives the parts temperature from the KSP API. However there is a strange bug that sometimes the temperature on vessels that are loaded, but currently not controlled, decreases steadily. As a workaround I made the envolpe use the external temperature instead, as long as the vessel is not the currently active vessel. Hope this fixes the problem. you can get the new release here. -
I' see. Havent realized that. So the optimizer just prefers to burn as soon as possible even when poor Jebediah has to do an extra turn around an highly eccentric orbit? Thats not really a bug. How can one prevent that? Would it be possible, and sensible, to add an option like "minimize mission duration" to the optimizer?
- 4,948 replies
-
- ksptot
- mission planning
- (and 3 more)
-
playing atround with it a bit. Told the Mission Architect to coast to a given UT, burn for the mun and then coast to the pe of the mun to finally circularize there. This is what I got: he seems to get the soi change. But does not render it correctly mat-file
- 4,948 replies
-
- ksptot
- mission planning
- (and 3 more)
-
I'm not sure actually. Was just an idea. But if it can already be done this way then there is probably no need for an extra constraint. In the apollo missions they tried to perform the landings while the sun is low so that they could better see elevations on the ground.
- 4,948 replies
-
- ksptot
- mission planning
- (and 3 more)
-
Now, THAT is nice. I just had an idea for a feature. constraining for day/nighttime. For when it's undesired to land at night, or if it is important to have enough electricity through solarpanels at a particular time.
- 4,948 replies
-
- ksptot
- mission planning
- (and 3 more)
-
RadarMan here, I guess you mean me. I'm on it. It's a bit more complicated than I thought, but I'm making good progress. I have some questions though. Will send you a PM soon.
- 4,948 replies
-
- ksptot
- mission planning
- (and 3 more)
-
Procedural Airships development thread
RadarManFromTheMoon replied to RadarManFromTheMoon's topic in KSP1 Mod Development
Please do the following: Run KSP. It is imprtant that the error actually occurs so you have to start an airship. Then close KSP and see if you can find the following file: "directory in which KSP is installed\KSP_Data\output_log.txt" Almost everything that ProceduralAirships and other mods do, goes down to that file. As well as errors and unhandled exceptions. So it's a great help in debugging. Without it, I'm totally shooting in the dark. -
Procedural Airships development thread
RadarManFromTheMoon replied to RadarManFromTheMoon's topic in KSP1 Mod Development
They are airships. They are BIG. For a simple airship (command pod + tanks&engines) 30x15 meters is a good starting point. Just try to keep the net. buoyancy close to zero. I also built 100 meter long behemoths and they worked quite well, but if you come to the conclusion that you want them a little bit smaller, edit the BuoyancyMultiplacator in the config file. Just did a testrun with deadly reentry and it worked for me. Do you have any other mods installed? Have you launched your airship by clicking on the launch button in the editor or by clicking on the runway/launchpad in the space center scene? Because I just encountered a really weird bug by using the runway. So you built an airship in the SPH, the pressure status in all envelopes is nominal (near zero). Then in the flight scene, the temperature and pressure are all messed up and the envelopes explode on the runway. Is that right? Would be great to see the logfile because that sounds like bug/incompatibility to me. Could you please paste it to pastebin and then send me the link? -
Procedural Airships development thread
RadarManFromTheMoon replied to RadarManFromTheMoon's topic in KSP1 Mod Development
Hello bs1110101, thank you for your report, the low temperature at startup should be normal. For some reason KSP spawns parts with an unsensible low internal temperature. They then heat up to room temperature relatively quickly. But I will do some tests with deadly reentry to get sure there are no incompatibilities. To see what causes the explosions could you please check the following? Ckeck the flight log after an airship explosion. It will give you some informations on what causes the blowup. If the flight log doesn't show up by itself. Press F3 to open it. Make sure there is enough lifting gas in all the envelopes. You can do that by selecting autofill in the editor on every envelope part. I will need some more informations if this doesn't help, if you can, please send me your output.log. You can find it in the KSP folder under KSP_Data. -
Procedural Airships development thread
RadarManFromTheMoon replied to RadarManFromTheMoon's topic in KSP1 Mod Development
Nope. I don't like submarines. I would give my little finger for a trip to space, but even wild horses couldn'g drag me into a submarine. I've seen Das Boot. Anyway, you could ask JewelShisen, he is maintaining the HL Submarines mod and might be interested. -
Asteroid impact forming craters
RadarManFromTheMoon replied to LokoGz's topic in KSP1 Suggestions & Development Discussion
KSP is already capable of producing craters in a procedural way. So, in principle, I think this could be done. -
Procedural Airships development thread
RadarManFromTheMoon replied to RadarManFromTheMoon's topic in KSP1 Mod Development
Maybe I have expressed that in a confusing way. I used a constant temperature variable in a previous relese to reduce complexity a bit for testing. However temperature handling is implemented and working in the current release. The naming is just because, in a very early release, Envelopes were more or leass just "containers" for gas using the KSP resource system. I gave them those silly names just so I don't have to worry about compatibility with other mods that may already use hydrogen/ helium as resources. Maybe I will change them in the future. Maybe not. Mainly because I find them funny. The buoyancy of an object equates to the weight of the gas that it replaces so lift is Air density * volume * geforce at the position of the envelope. Interesting. Maybe in the future. At the moment I focus on making this ready for release, and new features tend to mess things up -
Procedural Airships development thread
RadarManFromTheMoon replied to RadarManFromTheMoon's topic in KSP1 Mod Development
If you are using Procedural Airships, place this file into your GamaData folder to enable procedural costs for the ProceduralParts mod. It only works when ProceduralAirships is installed. The costs are inspired by strock values, but with a little penalty for being custom products. Please delete this file as soon as ProceduralParts gets updated and supports procedural price generation by itself. note: the prices will be displayed as 0 in the editor. This is intended. right click on the part to see how much it costs. Please keep in mind that Procedural Airships is still in beta stage. Bugs may occur. have fun with it! -
Okay. I'm not so much concerned that it will break something, but more about people running to you complaining that their costs are way too high. But maybe if I don't include it with the release and just post it on the OP. Warning the people that they must delete it as soon as ProceduralParts gets updated will prevent that. edit: Just uploaded it. So if some of you want procedural prices really really badly and can not wait any longer. And if you also don't mind to do a little betatesting for me, download ProceduralAirships and place the config file you can find on the first post of the thread into your GamaData folder. As soon as ProceduralParts gets updated you can delete the config file and everything should be fine.
-
Nathan, I don't know how far you have progressed with the costs. But I've just implemented procedural costs in my airships mod (which is highly integrated with ProceduralParts). Nothing fancy, just a PartModule that receives a volume change message from procedural parts and than calculates costs based on volume and approximated surface area. It might be suitable for ProceduralParts too, depending on how you have planned to handle the cost generation. Heres my github rep if you want to take a look. However I'm thinking about publishing a modulemanager config that adds said module to ProceduralParts as a workaround for my users. I'm not sure if I should though cos it might lead to collisions when ProceduralParts gets updated. What do you think?