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Everything posted by allista
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@Kobymaru, @Terwin, any comments on the scheme?
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Well, @RoverDude is currently occupied elsewhere, and I didn't have the chance to discuss it with him properly. I already have the core framework for it, but if I were to finish it of my own accord, we would most likely have to rebuild something for it to be more usable MKS. Answer me one thing, though: If you can make a new kit on the surface of a planet (in the same manner as a kit now spews a ship), how would you transport it to its construction site? I mean, Ok, I've spawned the box; what then?
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If you want to use PP as is, without CC in it, just remove the file.
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Yep.
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Reuploaded corrected zip file to SpaceDock: https://spacedock.info/mod/1002/Configurable Containers/download/2.4.1
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I'm sorry, but do you actually use IFS alongside CC? Or are you just comparing the two? Because the former is highly unrecommended and may cause unexpected results, as both mods patch same parts and are in conflict over part's mass/cost/resources. As for SSTU and other mods that provide tanks for various resources, understand this: in KSP there's no such thing as resource density. The only "density" we have is tons-per-unit, but units are dimensionless. There's also no notion of volume. Parts are just parts, regardless of actual 3D model used. So a mod that makes tanks is free to put as much of any resource into a part as it likes, and to make that part as light or as heavy as its left leg wants. I cannot tell you why SSTU decided to make its tanks so light and not to consider boil-off; but I cannot agree with that decision as highly unrealistic one. My Cryogenic tanks add 0.01t per m3 of additional insulation to a tank to prevent rapid boil-off. I calculate boil-off rate from thermodynamics, and that insulation is actually included into equations. They're perfectly usable for space-flight where external temperature is low enough. CryoCooling tanks, on the other hand, are indeed not intended for ships because the cryo-cooling machinery is heavy. You mean to pretend that a container is built from different materials depending on the content? No, that's not possible: CC does not modify parts (their hulls, dry weight, models); it only adds tanks inside part's volume, including any additional insulation, structure or machinery. That's indeed a little confusing. Configurable Containers mod is split into two parts: the .dll and core configs that are in AT_Utils; and patches for parts that are in ConfigurableContainers folder. Yes, those changes will go into release.
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Sorry about that and thanks for the report! I'll reupload corrected 2.4.1 to Spacedock. But I don't see ResourceHack.cfg inside AT_Utils: https://github.com/allista/AT_Utils/releases/download/v1.4.4/AT_Utils-1.4.4.0.zip Were you, perhaps, downloading the whole repo as zip file?
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Use Cryogenic instead of CryoCooling, it will be only slightly heavier than original. But the liquid hydrogen will slowly boil off. Also, you cannot compress liquids, so it's not a compression, it's a compromise between different mods
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@RoverDude, what do you think? Is it better to build offworld spending much more on MaterialKits, but still sending less mass, or to always spend exactly the same amount on a vessel, but bring (!!!) cheap and not-complex parts almost complete inside the kit? In other words, now: a fuel tank is built from, say, cheap aluminium on Kerbin, but from expensive MaterialKits offworld. What @Kenchikuka implicitly suggests: a fuel tank is shipped inside the kit almost unchanged, and only its worth of MaterialKits is used on site to finish it. After some consideration, I'm inclined to leave everything as is, because the second option is counterintuitive. Twice.
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Ore smelter is not included if you're using GC bundled with MKS; it is only there in stand-alone version. But I'll try to detect MKS and remove it in case of two separate installs. Thanks. As for the cost, that's a problem really. No matter how you change ComplexityFactor, there's a simple tradeoff that balances mass and cost: Kit mass = Ship dry mass * complexity Required MaterialKits = Ship dry mass - Kit mass = Ship dry mass * (1-complexity) Kit cost = Ship dry cost - cost of required MaterialKits So unless the cost of required MaterialKits is greater than the dry cost of the ship, you will always spend exactly the same total amount, no matter the value of ComplexityFactor. But, I'll think of how to better manage the case when the cost of MaterialKits required to build the ship is greater than the dry cost of the ship in editor. Currently you just pay for MaterialKits. But maybe I should correct complexity instead... So thanks again for your keen observation.
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It seems I've found the reason for you problem in TankTypes. Replace Cryogenic and CryoCooling tank types with this: Also, everyone, how would you like it if CC would check the TankTypes.cfg and other core config files on game start and update them directly from GitHub? Just simple download-compare-(ask?)-replace routine.
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It's there: https://github.com/allista/ConfigurableContainers/blob/master/GameData/ConfigurableContainers/TankTypes.cfg#L52 But currently you need one of the USI, NearFuturePropulsion, CryoEngines, CryoTanks or FFT installed to see it. Do some other mods use it? If so, name them and I'll include them. Meanwhile you can include the missing mod into your TankTypes.cfg to get LqdHydrogen without having to wait for an update. And don't forget to add it also to CryoCooling tank type.
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I'm very sorry, but: https://github.com/allista/ConfigurableContainers/issues/10
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Crrrrashing!
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Oh... I wonder how Thanks again!
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Sorry, sometimes I fail to properly translate my commit messages (which are converted into changelog items automatically) into a human-readable form ATC is the internal name for AttitudeControl TCAModule which superseeds stock SAS, hence the former issue with PR. But you can really read this as TCA+PR, which is what it boils down to.
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Version 3.4.2 for Kerbal Space Program 1.3.0 Released on 2017-06-21 Improved navigation autopilot (Go To, Follow Path, etc.), especially for low TWR, slow-engine VTOLs and H/VTOL-planes. Improved usage of Manual engines for translation/horizonal propulsion. Cruise Control, when engaged, now uses forward direction instead of low current velocity. That is, ships slowly drifting backward will not try to rotate 180deg on the spot. Added a button to collapse main window. Fixed ATC+PersistentRotation. Various bugfixes and small improvements. Download
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Version 3.3.2 for Kerbal Space Program 1.3.0 Released on 2017-06-21 Added Box Fairings part for easier payload delivery onto the surface of planets. Added displaying of stored vessel's convex hull, when storage editor is shown. Hangar window is now shown after 3s after a level is loaded. Download
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Version 2.4.1 for Kerbal Space Program 1.3.0 Released on 2017-06-21 All tanks except high-pressure now use TankManager. Wings use IncludeTankType to restrict contents to liquid chemicals. Updated patches: Stock FuleTanks+ ModularRockeSystems NearFuture KWRocketry Mk3 Expansion Added patches: Mk2.5 spaceplane parts Fuel Tank Expansion B9 Procedural Wings Added patch for B9 mods made by @ShadyAct to IntrusivePatches optional folder. See the archive structure and the included readme file for details. Part info now respects Include/ExcludeTankTypes options. CC modules are now properly initialized when they're added to existing parts (in flight) by MM. This should fix most of incompatibility with other fuel switches. Download
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Version 1.2.0 for Kerbal Space Program 1.3.0 Released on 2017-06-21 Removed OneTimeResourceConverter. No need for it anymore. Added planet tabs that group workshops located on the same celestial body to unclutter the workshop list. Added ability to synchronize construction target among workshops belonging to the same vessel. Added Warp to end of construction button. Added velocity dumping on vessel launch to prevent bouncing and explosions of bulky ships and base segments. Added separate checks and messages for vessel spawning to avoid confusion. Scenario window is now shown after 3s after a level is loaded. Fixed calculation of ETA of construction in the case of multiple workshops working concurrently on the same DIY Kit. Fixed kit tremor after long time warp. Changed symbol for Switch to workshop button. Download
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I'm sorry, but due to the argument above (about patches that modify other mods), I decided to exclude your patch from the default installation of CC and to add it instead as an option in a separate directory with the following disclaimer. I have also made a separate CKAN package for it, but until it is tested well enough I'm inclined to withhold it from CKAN for now. Also, @Bit Fiddler, you can join in the fun and add your intrusive patches for IFS/FSS and others here.
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Your installation is messed up: You have the new TCA, but the old AT_Utils, Configurable Containers and GC (which, I suppose, is bundled with the old USI). Old versions cannot work with KSP-1.3. You need to update all these mods to the latest version.
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Could you share your output_log.txt file after the crash (via dropbox/gdrive etc.)? It would help a lot, because the errors you've posted cannot have anything to do with GC. Something else must be happening here.
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A little teaser for the upcoming release!
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Almost: Ore->Metals->Tank. Metal (singular form) is on used by Extraplanetary Launchpads, while Metals are included in CRP and used by Hangar, USI suit and others.
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