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Gordon Dry

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Everything posted by Gordon Dry

  1. Those patch manager patches do FINAL and just overwrite any previous mod specific settings.
  2. I got a similar reaction wheel nerf in my personal zFinal folder: @PART[*]:HAS[@MODULE[ModuleReactionWheel]]:NEEDS[!RWSaturatable,!MandatoryRCS,!SETIrebalanceReactionWheels,!UnmannedTech]:FINAL { @MODULE[ModuleReactionWheel] { @PitchTorque *= 0.05 @YawTorque *= 0.05 @RollTorque *= 0.05 @RESOURCE[ElectricCharge] { @rate *= 0.5 } } } @PART[*]:HAS[@MODULE[ModuleReactionWheel],@MODULE[ModuleCommand]]:NEEDS[!RWSaturatable,!MandatoryRCS,!SETIrebalanceReactionWheels,!UnmannedTech]:FINAL { @MODULE[ModuleReactionWheel] { @PitchTorque *= 0.2 @YawTorque *= 0.2 @RollTorque *= 0.2 @RESOURCE[ElectricCharge] { @rate *= 0.5 } } } @PART[*]:HAS[@MODULE[ModuleReactionWheel]:HAS[@UPGRADES]]:NEEDS[!RWSaturatable,!MandatoryRCS,!SETIrebalanceReactionWheels,!UnmannedTech]:FINAL { @MODULE[ModuleReactionWheel] { @UPGRADES { @UPGRADE,*:HAS[#PitchTorque] { @PitchTorque *= 0.05 } @UPGRADE,*:HAS[#YawTorque] { @YawTorque *= 0.05 } @UPGRADE,*:HAS[#RollTorque] { @RollTorque *= 0.05 } } } } @PART[*]:HAS[@MODULE[ModuleReactionWheel]:HAS[@UPGRADES],@MODULE[ModuleCommand]]:NEEDS[!RWSaturatable,!MandatoryRCS,!SETIrebalanceReactionWheels,!UnmannedTech]:FINAL { @MODULE[ModuleReactionWheel] { @UPGRADES { @UPGRADE,*:HAS[#PitchTorque] { @PitchTorque *= 0.2 } @UPGRADE,*:HAS[#YawTorque] { @YawTorque *= 0.2 } @UPGRADE,*:HAS[#RollTorque] { @RollTorque *= 0.2 } } } } @PART[*]:HAS[@MODULE[ModuleReactionWheel],#mass[>1]]:NEEDS[!RWSaturatable,!MandatoryRCS,!SETIrebalanceReactionWheels,!UnmannedTech]:FINAL { @MODULE[ModuleReactionWheel] { @PitchTorque *= #$/mass$ @YawTorque *= #$/mass$ @RollTorque *= #$/mass$ @RESOURCE[ElectricCharge] { @rate *= #$/mass$ } } } @PART[*]:HAS[@MODULE[ModuleReactionWheel]:HAS[@UPGRADES],#mass[>1]]:NEEDS[!RWSaturatable,!MandatoryRCS,!SETIrebalanceReactionWheels,!UnmannedTech]:FINAL { @MODULE[ModuleReactionWheel] { @UPGRADES { @UPGRADE,*:HAS[#PitchTorque] { @PitchTorque *= #$/mass$ } @UPGRADE,*:HAS[#YawTorque] { @YawTorque *= #$/mass$ } @UPGRADE,*:HAS[#RollTorque] { @RollTorque *= #$/mass$ } } } } You even could make it subject of a tier upgrade in one or two more tiers for a slightly less EC/s in the first and a slightly more torque in the 2nd upgrade.
  3. I remember there was something about MM not applying patches inside the GameData\KerbalismConfig\Settings.cfg so it has to be calculated manually and entered into the Settings.cfg. Just after the line DataRateDampingExponentRT = 6 // same as above, but for RemoteTech like this unfortunately does not work: scalefactor = 1 @scalefactor:NEEDS[SigDim] = #$@SigmaDimensions/Rescale$ @scalefactor:NEEDS[!SigDim,RealSolarSystem] = 10.10625 @scalefactor:NEEDS[!SigDim,JNSQ] = 2.7 @scalefactor:NEEDS[!SigDim,GPP_Rescale_10x] = 10 @scalefactor:NEEDS[!SigDim,JNSQ_Rescale_10x] = 10 scalesqrt = #$scalefactor$ @scalesqrt != 0.5 @DataRateDampingExponent /= scalesqrt @DataRateDampingExponentRT /= scalesqrt -scalesqrt = delete -scalefactor = delete RSS would be 1.887 JNSQ/GPP 10x would be 1.897 JNSQ default would be 3.652 But this is a rule of thumb, just take the sqrt of the scale, divide 6 by that factor.
  4. A tankMass of 0 is allowed? And I suggest a different boiloff config for LqdMethane compared to LqdHydrogen, there are configs circulating with proper values.
  5. Or both, paired with MM cache and what not. Use 7z and go for it.
  6. Both is correct. On Windows there is C:\Users\<username>\AppData\LocalLow\Squad\Kerbal Space Program\Player.log and also KSP folder\KSP.log
  7. @mmamh2008 doing a little research you would find something, but your first find would lead to the need of more research, so I condensed it: https://www.dropbox.com/s/al9dnsf59xkuybg/MechJebForAll (with variants).zip?dl=1 There are 3 variants in - as you need to learn more about how KSP and mods / MM-patches work, see for yourself, I do NOT explain.
  8. Within the last 6 weeks: 4 issues by me https://github.com/jrbudda/KerbalEngineer/issues there are some newer (cosmetical) commits at https://github.com/lampeh/KerbalEngineer/tree/UImod but neither a PR nor a compiled version of it.
  9. I dared to quickly adapt the patches for "RN_US_Rockets (only Aerobee)" that I already did for SkyhawkScienceSystem to KTT: https://github.com/hemeac/kiwiTechTree/pull/110/files I hope that it's good enough this way.
  10. Darn, the icon is gone mid-flight, there is one NRE in the log: [EXC 16:18:03.555] NullReferenceException: Object reference not set to an instance of an object AntennaHelper.AHShipList.ComputeRealSignal (Vessel v) (at <410b4d9350104f37b1e9f94804bc30cc>:0) AntennaHelper.AHShipListListenerTR+<ParseVesselsConnection>c__Iterator1.MoveNext () (at <410b4d9350104f37b1e9f94804bc30cc>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Log: https://www.dropbox.com/s/nchx3zxybl5pojt/KSP logs 2021-12-20-01.7z?dl=1
  11. Necroing. I still don't get it why those interstage nodes cannot decouple themselves? An Apollo-like setup is nearly impossible, as trying to rotate and dock is impossible with either the truss structure in the way or a floating separator inbetween the docking ports. And having a face-down decoupler sticking at the engine of the CSM is a no-go. Why are there all these bad design decisions? To make the players brainz melt?
  12. GameData\Pebkac\Parts\LaunchEscape\pebkac_mk1_LES.cfg got just MODULE { name = ModulePebkacLesController2 } and both GameData\Pebkac\Parts\LaunchEscape\pebkac_mk2_LES.cfg GameData\Pebkac\Parts\LaunchEscape\pebkac_mk2_LES_noBPC.cfg got MODULE { name = ModulePebkacLesController2 hasPitchControl = True stagingEnabled = True } I wonder it at least stagingEnabled = True should be in the first as well?
  13. I just also recognized this, and also it happens that when the (fuel switchable) RCS part is enabled (stageable RCS), then picked up in VAB and attached again at another position, it's disabled. Edit: yep, the source of the patching is GameData\RationalResourcesRCSFamily\
  14. There is one thing that really makes me wonder. At one point the resource container parts from Tac-LS were adopted by Kerbalism, in those folders GameData\KerbalismConfig\Parts\TacLifeSupport\TacLifeSupportContainers\ GameData\KerbalismConfig\Parts\TacLifeSupport\TacLifeSupportHexCans\ but there are not balanced to Kerbalism measures... So somebody decided to put them in, but did not alter the resource amounts to make them fit?
  15. @Michel Bartolone Hmm. Well, coincidence, as I had a nullref issue after docking, a lot of log spamming with HullcamVDS, I had to go to SPC and back to the vessel to get the issue away. And I had that again and again for years, so...
  16. Huh? You got more mods than I got subfolders in GameData? How come?
  17. Could please anybody check those? https://github.com/judicator/KerbalismSystemHeat/pull/7
  18. Did anybody ever ask this question? Does B9PartSwitch support texture unloading by using textures inside a PluginData folder, so KSP does not load them all into RAM on boot up?
  19. @Michel Bartolone It's HullCam VDS. I just removed it a couple of days ago (I never had luck with it over years, but tried again repeatedly...).
  20. ... or disable unwanted IFS patches with the integrated PatchManager feature (or do it manually). For starters I suggest to move 4 files from GameData\InterstellarFuelSwitch\PatchManager\ActiveMMPatches\ to GameData\InterstellarFuelSwitch\PatchManager\PluginData\ IntegrationLiquidFuel.cfg IntegrationLiquidFuelOxidizer.cfg IntegrationOxygen.cfg IntegrationXenon.cfg and inside those 4 files in GameData\InterstellarFuelSwitch\PatchManager\ LFOpatch.cfg LFpatch.cfg Oxygenpatch.cfg Xenonpatch.cfg edit installedWithMod = false
  21. Wow, I just recognized that only one part still depends on FireSpitter (but there is the FS -> IFS patch) and that this part is duplicate as well - Barquetta - I decided to remove the mod for now. Too much of confusion. If the parts would go into a zDeprecated folder finally... so anybody could just delete that folder for a new game, that would be way better.
  22. You can also press SHIFT while moving. Or was ist ALT? Hmm, when I build something in VAB I just use it.
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