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Tivec

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  1. In SWE\Configs\photon_corp\rp.cfg, you're missing the { after the first line, causing MM to think it's a root level patch. @PART[PC_1Seg_RSRM,PC_2Seg_RSRM,PC_3Seg_RSRM,PC_4Seg_RSRM,PC_5Seg_RSRM]:AFTER[zRealPlume]:NEEDS[zRealPlume,SmokeScreen,PhotonCorp] %EFFECTS { vs it fixed: @PART[PC_1Seg_RSRM,PC_2Seg_RSRM,PC_3Seg_RSRM,PC_4Seg_RSRM,PC_5Seg_RSRM]:AFTER[zRealPlume]:NEEDS[zRealPlume,SmokeScreen,PhotonCorp] { %EFFECTS {
  2. I was poking around with the mod and ran into this error. After the error, I couldn't close the window anymore. [EXC 16:05:35.356] NullReferenceException: Object reference not set to an instance of an object SimpleOrbitCalculator.CalculatorWindow.RenderHohmannTransferArea () (at <53bab64bf3df4e0dbf9aa2bd5113b0a4>:0) SimpleOrbitCalculator.CalculatorWindow.RenderWindow (System.Int32 windowId) (at <53bab64bf3df4e0dbf9aa2bd5113b0a4>:0) UnityEngine.GUILayout+LayoutedWindow.DoWindow (System.Int32 windowID) (at <58f888e0d56a4620958c8e58a768c70d>:0) UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <58f888e0d56a4620958c8e58a768c70d>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) I'll take a look at the source later today and see if I can figure out what is going on.
  3. So glad to hear it, and... ... yes, I can imagine. I hate coming back to projects after they've been resting. "Was I drunk when I did that?" So, an idea for the rotational system is to not use direct rotations by single degrees as the button is held, but instead grab the transform you use and modify the quaternion via eulerAngles (https://docs.unity3d.com/ScriptReference/Quaternion-eulerAngles.html). You can still have repeating buttons and 1 degree on the normal arrows, but you can also directly set snap angles quite easily that way. I'd personally suggest 22.5 degree steps, gives the most flexibility for snapped shots Loving the mod though, and it works great for me on 1.12, though I understand others have problems with certain parts.
  4. It already turns the view by 1 degree, it could simply be changed to a divisor of 90 (like 22.5), maybe on separate buttons.
  5. As far as I understand, KVV works on a camera that is "locked" to an angle rotation around the vessels forward vector, so if you turn the vessel the vector moves the camera around. To make this work with snapping rotation or similar, the camera would need to be separated from the vessel completely. I will fork the code and give it a look, but no promises.
  6. I took a look at the source for rotation, and unfortunately it's a non-trivial change to have precise angles.
  7. Best part of new planets I'm starting a new game with this and MANY other planet packs, so Phybi/Iszmi will be great stepping stones for the rest of the galaxy.
  8. I mean in general - embedded dependencies makes for a terrible time Probably not going to fix the issues you have with those two mods, but for others.
  9. If ZeroMiniAVC has trouble deciding which dll to disable, then the normal user's going to have more trouble, it's going to be a lot of guesswork for which one needs to be deleted. That said, maybe developers can be nudged to include said dlls as a dependency, and not as an embed...
  10. Remove the mod in CKAN, this will have to be a manual install. Make sure you don't remove Kopernicus though, that one is a dependency. The zip file contains the folder Outer-Kerbin-WIP. Open this, and copy the Outer-Kerbin folder you find there over to the GameData folder. The files will not be touched by CKAN updates, unless you install that particular mod from there.
  11. This is only an option if you don't need those for gimbal, so, not a lot to do there if you rely on gimbaling engines for pitchover.
  12. In regards to the rolling mentioned above, something I have noticed is if the rocket isn't released by the clamps on the first stage, GravityTurn will slowly increase the roll instruction to the craft, causing it to roll wildly on liftoff (when the next stage is fired up). I suspect this is a pid controller trying to trend to a 0 value when it is actually unable to do so due to the clamps. A slight roll could be because of lag/stutter when the craft is released, giving the pid a frame or two to figure it wants to trend to a 0. Float values are funky, and a craft can in theory have a slight rotation around the roll axis even though it is reset in the editor..
  13. Keybind is all great but I'd rather not have one (I've got too few keys to cater for all my mods). I checked the code, and there doesn't seem to be a way to fully disable it. Is there a way? If there is no way, maybe this could be an option to add? Granted, it only checks for the keypress when the vessel is landed, but still. // // This defines the key binding to trigger a launch // Change it to whatever you want // GRAVITYTURN { useKeybind = false keycode = L }
  14. Thanks for giving it a look, I hope you figure it out I don't know enough about part creation to find a reason for why it would do this. Only two things I could think of - the nodes for the engines (could the game look at them like leaking for buoyancy?) and the collision box for the mesh. Not sure if they have anything to do with buoyancy at all though. Feels like any part should be able to be buoyant based on the numbers in the configs...
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