Bit Fiddler

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Everything posted by Bit Fiddler

  1. where can I find a list of the codes used for the ribbons in the save file? I have had some strange thing happen and mess with my awarded ribbons and I would like to go back to the save file and fix them.
  2. ah I see, I closed the HAS here... HAS[@RESOURCE[MonoPropellant]] so when counting open and close bracket it all added up. Thanks... just blind I guess.
  3. What is wrong with this .cfg line? it errors out with the comment "Cannot parse node name as tag list: encountered opening bracket in traileron:" . @PART[*]:HAS[@RESOURCE[MonoPropellant]],!MODULE[ConfigurableContainers],!MODULE[InterstellarFuelSwitch],!MODULE[FSfuelSwitch],!MODULE[ModuleB9PartSwitch],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines]:FINAL
  4. Oh yes I see... I am just blind I guess. And really looking forward to the new parts. In my opinion you ca never have too many part mods in your install.
  5. I am still using 1.4.5 due to mods that have not updated.... but I am wondering if this is still compatible with 1.4.5. Do the new animations and pilot loading break anything?
  6. looking at this mod + TST + Cacteye. so if I understand correctly the cacteye telescopes and the TST telescopes are interchangeable in most ways. I was just wondering if there was a definitive list of what works or does not work correctly between these 3 mods? things like a cacteye contract will not complete with a TST telescope or some such. A quick list without in-depth testing is fine as I was just looing at the over all theory, not looking for bugs or what not. can this be summarized in a quick table showing what combinations work? or is it that the Cacteye and TST scopes should be 100% interchangeable? I am assuming not 100% as for instance. I have a Cacteye contract and the TST scope on my craft does not seem to be able to complete it. then the next logical question would be. if these are not 100% could a MM patch be made that would add all TST/RB abilities to Cacteye scopes, and all Cacteye abilities to TST/RB scopes? or are the hooks for the various UI elements and contracts hard coded to look for a specific part, and not a part module that could be copied in with MM?
  7. ok thanks for the info I will have to wait and see if GAP will get updated. I am sure someone will eventually do a GAP replacement for KSR.
  8. so for a new install this is the pan? Kerbin side Remastered, and KSR airports. this will duplicate the basics of Kerbinside continued with some additional airports? then what about GAP? is it no longer working as it relied on Kerbinside Core? Oh and the big question then is this. will @Ger_space be discontinuing Kerbin-Side complete continued? and this one is going to become the new standard?
  9. this is the same question I was just coming here to look into. if I want a "Kerbin side" install I see so many things that look like they are not compatible so the question I have is do we have an "install matrix" sort of thing. for instance I want Kerbinside GAP, I want the new airports stuff, etc. is there a way to easily see which of these bits can be installed along side each other? But if this asset only i assume that means this is just parts, and does not actually place any of the parts. that will be left up to other mods? so an install list like this is possible?": KK ( @AlphaAsh, etc ) Kerbin Side Core ( @Ger_space ) Kerbin-side complete continued ( @Ger_space ) Kerbin Side AirRace cont. ( @Ger_space ) Kerbin-side GAP ( @Keniamin ) Kerbin Side Remastered ( @Eskandare ) KSR Airports ( @AdmiralTigerclaw ) Static Harbor ( @SpannerMonkey(smce) ) KSP++ Continued ( @Aerospacer ) and many others I am sure. Then put them all in a spreadsheet with a matrix and yes or no to show if they can be installed at the same time... I hope this was not too confusing. sort of a rambling post I know.
  10. looking at the order patches run in. I understand that they run in an alphabetical order, so naming can change the order of patches. What is the sort order used for this? as in, I see putting things like special characters or numbers can move something up in the list. but what about moving things down? what is the last character in the sort order? anything beyond "z"?
  11. You mention the idea of Fuel swapping, @allista also makes Configurable Containers that will allow this, and he may also allow the use of that code.
  12. @Beetlecatyes my post was off the top of my head and not tested at all. However with that said. I believe I did get a working copy made. I will have to go back and dig into my old installs and see if I can get it for you.
  13. sorry been out of touch for a while due to life imposing on my game time. as for updates.... I was in the process of balancing all the values when last I worked on it, but I had some changes I was looking at making to the models and textures... these are not critical however, so they are on indefinite hold. I had made a change that made this mod dependent on Configurable Containers from @allista however I am not so sure I want to continue down this road. if I do this I would then basically be forcing myself to then make a version that uses Modular fuel tanks, B9, Fire Spitter, etc. as no matter which one of these I support there will be many users who use the others. it is not impossible to support all of them, it is just a huge increase in the time involved... lol but then I am preach8ing to the choir on this topic. Short answer is I have not given up on it, it is just behind the curve due to deaths in the family, etc. that have pulled me away from KSP. I will get back into it and see where it takes me over the next few weeks.
  14. "The dependencies of Configurable Containers and module manager have updated to 1.4.1 so I have updated to match. still no real work on balancing part performance, but continuing to work on physical aspects like 3D models/textures, particle effects, and attach nodes etc. I still do not have a lot of time for this, but I am working on it still. I plan to incorporate support for other tank switchers still, so stay tuned for Modular Fuel tanks, Fire Spitter, B9, etc.
  15. one thing I have done to help in this case is to scale my gui down very small before going in to settings. this will not fix all cases, but will allow quite a few more to be seen before the list gets too long.
  16. I am not sure... There was some traffic about making dangit and USI work better together, but I think the end result was to make the spareparts be made on site with the USI work shops. I would have to go back and re read all that as it is a bit vague now. but as a short answer, I think Dangit is the only one to really use them.
  17. @StickyScissors if you are still having problems with this there is a mod that can help you. First off you just get them docked, but if theay are not aligned correctly you can fix it after the docking is complete. the mod in question that may help is
  18. as a suggestion then. when you get around to fixing this one up for 1.4.1 maybe look into this. and if it is an easy change make the random check only happen if the part is currently in use. so if we carry a spare reaction wheel for instance, we can keep it turned off. then if the primary fails we can turn on the spare. or like in my previous post if we prevent the control surface from moving while in space they will not fail during this time. not sure on all the particulars as I have not really looked into the KSP API for modding. but I would assume at the time of the random check you could look to see if a surface was at some position other than zero, or if a reaction wheel was producing torque, or an engine is producing thrust etc. I do not know all the parts that are checked, but I would assume there is some parameter that can be looked at to quickly determine if it is in use.
  19. what exactly is the trigger to check for control surface failure? for example: is it checked on a timer or only when a control surface is used. and if it is only when used will just setting the control surface authority limiter to zero, and thus preventing the surface from moving, prevent a control surface from failing? or is it the act of trying to move regardless of the actual motion that causes the failure? and in any of the above cases, will this mod prevent the check for failure, and thus limit control surfaces from failing while in space?
  20. this is what it looked like to me in practice as well... there must have been another mod I used before, as I recall a message telling me it was looking for a safe landing spot before the landing sequence begins. not sure what mod it was now, but maybe this could be incorporated into MJ? in both land here and land anywhere modes. if the spot is inclined over some threshold then move it a bit, or if it can see terrain obstacles like big boulders etc. then adjust a bit to avoid them. The reason I ask, is my last 3 or 4 attempts to land on the Mun using MJ rather than manual steering have all ended in disaster. either I am coming in too fast, or when I get to the ground it is too steeply sloped etc. I have seen MJ landings work in the past however, so I am not sure what is going on here.
  21. Does "Land Somewhere" look for a "relatively flat, Level, devoid of obstacles LZ?" or does it just land anywhere?
  22. no misunderstanding at all. Don came here and asked a simple question. "Does anybody know if this works in 1.4.1?" and you told him to go look for himself. no two ways about it. you then asked him for the very same information. again no way to misconstrue this. but this Is way off topic now. so I am done with you.
  23. lol seriously? shouldn't every person who comes here to ask if it works be directed to figure it out themselves? why should Don share his hard earned knowledge with every scrub who come here looking to be spoon-fed an answer?
  24. well this simplifies the problem very much. the flight plans you want are already made for you. I am sorry if this next bit is not quite correct as I am not in a position to get the exact names right now. 1) there is one named "KSC DEP 09" use this to launch your airplane if you do not want to manually take off. keep in mind this can cause weird things to happen so experiment with it a bit as your plane may do strange fishtails down the runway or climb out to steeply and drag the tail on rotation etc. just do a few test flights to see how well the auto take off works with your airplane. 2) there is another flight plan named "KSC ILS 09" as we looked at before. use this one to land your airplane after each mission unlike takeoff your landings usually go quite smooth. it is just the departure autopilot that seems to have problems with some aircraft builds. but for landing basically... if your airplane can fly Kramax can safely land it. so between these 2 premade flight plans your takeoff and landing are done. no need to make new flight plans. keep in mind that for instance on the "KSC ILS 09" for landing you do not need to start at WP1 "MAXKEY". if you are already near KSC just click on the WP named "LOKEY" or even the "IAF" WP and this will tell your airplane to skip all the WP prior to this and go directly to the selected WP and continue from there. never skip beyond "IAF" as this gets you too close to the runway and makes lining up for landing very difficult. so this just leave the mission WP you need to fly. I would personally not try to make a Kramax flight plan to fly the actual mission WPs however. I would just look in WP manager for the "heading" to the desired WP and the "altitude" of the desired WP and set the heading and altitude hold in the KRAMAX screen to match. this will fly you to the WP in question without actually making a flight plan. then when you are ready to come home just select "KSC ILS 09" and then decide if you want to skip the first few WPs, and go directly to "LOWKEY"/"IAF" or alternately if you are coming home from the east out over the ocean you can load the flight plan named "KSC ILS 27" and select the "IAF" wp and let it land you from that side. just as a bit of information if you are not aware when talking about runway numbers... the runway number 09 and 27 refer to the compass heading of the runway. but you drop the last digit. so the runway that is heading to the east (90 degrees) become runway 09. while the runway heading to the west (270 degrees) becomes runway 27. thus the flight plans named "KSC ILS 27" and "KSC ILS 09" just mean "make an ILS approach landing on either runway 09 (heading east) or runway 27 (heading west) at the KSC complex". as an example I recorded the end of the mission I was flying as I was responding to these posts... I did not record any voice but I tried to point out the important events with mouse gestures as they happen. basic time line is like this... I setup for an ILS landing on runway 09. but I come in too high and too fast to even begin to contemplate that landing. so mid mission I am forced to pick a new flight plan. I then switch to the ILS 27 profile. I point out the island runway location which is indeed one of the earlier WPs in the list but again i am too high and the air is so think I cant get any control from my wings. so I fire up the rockets and stabilize my airplane, but it is now too late to hit that WP so it switches to the IAF WP. but as you can see I am obviously to high and too close for this to get a good landing profile. so I switch my current WP back to the Island runway and make another circle to bleed off altitude. as I come around the second time I try to point out various things like the WPs controlling the throttle, and how the glide slope and ILS indicators work as I reach the various WPs on my way inbound. and then finally I demonstrate how flaps can assist your landings by slowing you down and increasing lift at the slower landing speeds. this will make your touchdowns more gentle as it will reduce your vertical speed drastically as the flaps provide lift at the lower speeds. and then I try to indicate where on the runway the "flare" WP is located as my aircraft does not do much of a flare as it is basically floating down in a level attitude due to the lift provided by the flaps. if you want more detailed description of this video I can add a voice over to talk about what is going on as it happens. or make you another video to demonstrate something in more detail.