linuxgurugamer Posted January 6, 2021 Share Posted January 6, 2021 (edited) This mod originally written by @JoePatrick1, original thread here:https://forum.kerbalspaceprogram.com/index.php?/topic/107432-13-kerballoons-v042-balloons-for-ksp/ Was taken over by @Fengist, original thread here:https://forum.kerbalspaceprogram.com/index.php?/topic/177671-14x-kerballoons-v044-real-science/ Now I've adopted it. Delete any previous installs of KerBalloons before installing this version! Designed to gather scientific data without the expense of a sounding rocket, Kerballoons are small, light and can easily be sent with your probes to any planet with an atmosphere gather that all important scientific data. Major change since the last version is that all balloons have been condensed into a single part. This is a BETA, please report any issues with detailed steps on how to replicate the errors Availability Source: https://github.com/linuxgurugamer/KerballoonsReinflated Download: https://github.com/linuxgurugamer/KerballoonsReinflated/releases License: MIT Dependencies Click Through Blocker ToolbarController SpaceTuxLibrary B9 Part Switch Notes The balloon part only shows up when you use the balloon category. You can see it in the following image, it's the bottom button on the category list Changelog Replaced www code to load icons from disk with ToolbarControl.LoadImageFromFile Fixed all attachment nodes in all parts Added in 4.4 specific code from the 4.4 release downloaded from CurseForge Changed icon_on color from grey to green In GetInfo, removed hard-coded gravity settings, now updates ggravity from FlightGlobals Converted mdm to dds Created module which uses B9PartSwitcher to be able to change the size of a single balloon Created window to allow destination planet and payload to be selected. Added InstallChecker Added AssemblyVersion.tt New dependencies ClickThroughBlocker ToolbarController B9PartSwitch SpaceTuxLibrary Edited January 11, 2023 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
vardicd Posted January 6, 2021 Share Posted January 6, 2021 (edited) Ignore me, I'm dumb. If a mod happens to see this post and wants to delete for me, go right ahead, don't see any way for me to do it myself. Edited January 6, 2021 by vardicd Quote Link to comment Share on other sites More sharing options...
ValiZockt Posted January 6, 2021 Share Posted January 6, 2021 (edited) Uuuh, correct me if I’m wrong, but wasn’t this already pickup shortly before this? I think you both missed each other by only 6 hours Edited February 1, 2021 by ValiZockt Quote Link to comment Share on other sites More sharing options...
vardicd Posted January 6, 2021 Share Posted January 6, 2021 5 minutes ago, ValiZockt said: Uuuh, correct me if I’m wrong, but wasn’t this already pickup shortly before this? yeah looks like they both independently decided to adopt and update the mod, I saw Linuxgurugamer announce his intent to do so, back in early Dec, but cmet24's came out of no where. I'm honestly surprised something like this hasn't happened before. I don't really see it as an issue, both adopters can maintain, or improve it in their own way, and we users can choose which version we like all on our own. Unless there's some forum rule that says otherwise? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 6, 2021 Author Share Posted January 6, 2021 (edited) 8 hours ago, ValiZockt said: Uuuh, correct me if I’m wrong, but wasn’t this already pickup shortly before this? Yuck! This is why I announced it, to avoid issues like this. But, my version reduces all those balloons down to one, to save space, time and confusion Oh well. will just continue this. I took a look at his release, he only did a recompile, hasn't done anything else. I don't mind if he continues it, but my version removes 47 models from the mod (all the balloons) and has only a single part, which can be configured for any of the balloon types. This reduces the part count in the editor, and IMHO is more flexible; when I first tested this, the 48 balloon parts was confusing and took time to find the right one. Just an FYI, the guy who did this is also the author of the Kerbal Weather Project Edited January 6, 2021 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted January 6, 2021 Share Posted January 6, 2021 Yeah, I was confused for a moment when the KWP page went up -- "wasn't LGG doing that update?" Your tweaks sound far more compelling than a simple recompile. Reinflate away! Quote Link to comment Share on other sites More sharing options...
Minmus Taster Posted January 6, 2021 Share Posted January 6, 2021 The return of the king... Quote Link to comment Share on other sites More sharing options...
cmet24 Posted January 6, 2021 Share Posted January 6, 2021 7 hours ago, linuxgurugamer said: Yuck! This is why I announced it, to avoid issues like this. But, my version reduces all those balloons down to one, to save space, time and confusion Oh well. will just continue this. I took a look at his release, he only did a recompile, hasn't done anything else. I don't mind if he continues it, but my version removes 47 models from the mod (all the balloons) and has only a single part, which can be configured for any of the balloon types. This reduces the part count in the editor, and IMHO is more flexible; when I first tested this, the 48 balloon parts was confusing and took time to find the right one. Just an FYI, the guy who did this is also the author of the Kerbal Weather Project @linuxgurugamer my sincere apologizes. I didn't do my homework to check to see if someone had taken up KerBalloons. I've since followed you so I won't miss future updates and make the same mistake again! By the way, I've updated my original post for KerBalloons to point towards this forum page. Your work is a significant improvement over previous iterations of the mod and should be the go to release for users looking to add balloons to KSP. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 10, 2021 Author Share Posted January 10, 2021 New beta, 0.5.0.1 Removed 3 .mu files, now having B9 do the rescaling Quote Link to comment Share on other sites More sharing options...
CAPFlyer Posted January 10, 2021 Share Posted January 10, 2021 Just a question, not a request (unless you want it to be) but can this be adapted for inflatable satellites? There were several inflatable satellites that were basically just big weather balloons flown in the early days of the space race and I think they have a use in KSP as well since they can be used as "cheap" relay satellites, especially with CommNet. Thanks for taking on all these addons and bringing them up to date! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 10, 2021 Author Share Posted January 10, 2021 (edited) 48 minutes ago, CAPFlyer said: Just a question, not a request (unless you want it to be) but can this be adapted for inflatable satellites? There were several inflatable satellites that were basically just big weather balloons flown in the early days of the space race and I think they have a use in KSP as well since they can be used as "cheap" relay satellites, especially with CommNet. Thanks for taking on all these addons and bringing them up to date! Good question, but no, I don’t think it can be adapted Edited January 10, 2021 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
CAPFlyer Posted January 10, 2021 Share Posted January 10, 2021 Okay. Thanks! Quote Link to comment Share on other sites More sharing options...
flart Posted January 12, 2021 Share Posted January 12, 2021 (edited) the max payload field in the VAB is 194t, but the balloon is unable to lift off the ground 100t mass. the original version was showing range of mass for a stable ballooning (max mass for lift off and min mass for not blowing up in the atmosphere) kottabos in the flight it shows infinity tonns. do I understand correctly, that you are using your own implementation of categories inside spacetuxlibrary instead of the CommunityCategoryKit ? player.loghttps://1drv.ms/u/s!Alncj27YxKc-hl4Dgys0GeLQtgGP?e=Y1BSgG pics Spoiler Edited January 12, 2021 by flart Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 12, 2021 Author Share Posted January 12, 2021 26 minutes ago, flart said: the max payload field in the VAB is 194t, but the balloon is unable to lift off the ground 100t mass Something for me to check out. But, what size balloon were you using? I'm wondering if you saw that value in the parts list or on the part itself, makes a difference 27 minutes ago, flart said: the original version was showing range of mass for a stable ballooning (max mass for lift off and min mass for not blowing up in the atmosphere) kottabos I don't understand what you are referring to 28 minutes ago, flart said: do I understand correctly, that you are using your own implementation of categories inside spacetuxlibrary instead of the CommunityCategoryKit ? Huh? What gave you that idea? Quote Link to comment Share on other sites More sharing options...
flart Posted January 12, 2021 Share Posted January 12, 2021 (edited) 40 minutes ago, linuxgurugamer said: But, what size balloon were you using? I'm wondering if you saw that value in the parts list or on the part itself, makes a difference It's 2.5m. The value is in the GUI, that shows up by clicking part's PAW balloon configure button. The GUI in the pics on previous post. 40 minutes ago, linuxgurugamer said: I don't understand what you are referring to The original version was showing max pressure mass and min pressure mass (they something like a range of mass for a stable ballooning) 40 minutes ago, linuxgurugamer said: What gave you that (your own implementation of categories) idea? I haven't find any patches for the CCK but parts in the Kerballoon category Edited January 12, 2021 by flart Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 12, 2021 Author Share Posted January 12, 2021 27 minutes ago, flart said: I haven't find any patches for the CCK but parts in the Kerballoon category Oh, that's done in code, in the mod. It was probably done that way because it originally had 36 different balloon parts, now compressed into 1 1 hour ago, flart said: the original version was showing range of mass for a stable ballooning (max mass for lift off and min mass for not blowing up in the atmosphere) kottabos I just watched that video, that is a very old version of the mod. I can only go by what the previous was doing (the one I'm adopting), the parts are very different Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 13, 2021 Author Share Posted January 13, 2021 New beta release, 0.5.0.2 Fixed calculations of max lift Added the min lift at max altitude Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 13, 2021 Author Share Posted January 13, 2021 New Beta, 0.5.0.3 Fixed missing rope when returning to vessel (using AirPark) Quote Link to comment Share on other sites More sharing options...
flart Posted January 13, 2021 Share Posted January 13, 2021 the max pressure number is showed instead of the min pressure. Spoiler Also some problem with the config window, everything is unclickable https://www.dropbox.com/s/xf4qhr7lepwmtml/20210113-200703.321.mp4?dl=0 player.loghttps://1drv.ms/u/s!Alncj27YxKc-hl8v6jDXUidoPx-z?e=l9gLTO Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 14, 2021 Author Share Posted January 14, 2021 19 hours ago, flart said: the max pressure number is showed instead of the min pressure Easy to fix 19 hours ago, flart said: Also some problem with the config window, everything is unclickable Was this in a career game? Quote Link to comment Share on other sites More sharing options...
flart Posted January 14, 2021 Share Posted January 14, 2021 (edited) 43 minutes ago, linuxgurugamer said: Was this in a career game? yes. I believe symmetry modes (or even just several kerballons) makes troubles, though problem in the video could be unrelated. Other problems that I encountered: configure GUI on a Kerbaloon starting with second (except the first) doesn't have the type (heavy, normal, highAltitude) radiobuttons On the launch after toggling 3 of 4 kerballoons inflate without the rope Edited January 14, 2021 by flart Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 14, 2021 Author Share Posted January 14, 2021 9 hours ago, flart said: yes. I believe symmetry modes (or even just several kerballons) makes troubles, though problem in the video could be unrelated. Other problems that I encountered: configure GUI on a Kerbaloon starting with second (except the first) doesn't have the type (heavy, normal, highAltitude) radiobuttons On the launch after toggling 3 of 4 kerballoons inflate without the rope All your problems are caused by Symmetry mode. I don't have a solution yet, could you please test not using symmetry for now? I'll work on the symmetry problem over the next few days. Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted January 15, 2021 Share Posted January 15, 2021 (edited) Somebody asked somewhere (I love sentences that start that way...) about the possibility of using balloons as makeshift CommNet relays --- could AirPark facilitate that? Do "parked" vessels still count as part of the network simulation? Oh, heh. It was CAPFlyer further up this same page. Edited January 15, 2021 by Beetlecat Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 15, 2021 Author Share Posted January 15, 2021 New beta release, 0.5.0.4 Fixed issue with symmetric parts config window Fixed issue with showing config window for multiple parts 2 hours ago, Beetlecat said: Somebody asked somewhere (I love sentences that start that way...) about the possibility of using balloons as makeshift CommNet relays --- could AirPark facilitate that? Do "parked" vessels still count as part of the network simulation? Oh, heh. It was CAPFlyer further up this same page. Pretty sure it would work Quote Link to comment Share on other sites More sharing options...
flart Posted January 15, 2021 Share Posted January 15, 2021 15 hours ago, linuxgurugamer said: I'll work on the symmetry problem over the next few days. New beta release, 0.5.0.4 Yes, looks all is working without the symmetry. btw, coping in the editor using the Alt key have the same problems with the rope. You probably forgot about showing the max pressure number instead of the min pressure. Also It is not shoots into the sky if the payload is very small as in the old kottabos video, and the module have maxSpeed = 5 I have not tried yet to set the value to 1000, but I believe the mod could have checkbox in the setting to disable the maxSpeed limitation for a realism and the most useful payload skyrocketing for the future orbiting. Quote Link to comment Share on other sites More sharing options...
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