Kolago
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Everything posted by Kolago
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@Starbuckminsterfullerton: I think the bottom middle node of "B-1A3AA Interstage Adapter" is facing upside down. Please check.
- 71 replies
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- parts
- stockalike
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Something is wrong with MkIVCryoTanksSwitcher.cfg [ModuleManager] ModuleManager: 32791 patches applied, found <color=orange>10 errors</color> 10 errors related to GameData/MarkIVSystem/Patches/MkIVCryoTanksSwitcher.cfg Full Log: https://mega.nz/#!rt1EhASI!vmdCuXWE5YNB5liZaiylYC_0fXxVhRYHDW3CsCGTXmU
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To keep the window small I prefer a simple field with left and right arrows to switch between saved tank configurations.
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I like to sort my ships by age, last worked on first. Is this possible?
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Thanks! After reading this I was able to scroll down. This drop down list needs a fix to work correctly.
- 738 replies
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- switching
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Drop down list for the Tank Types is still not scrolling down.
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Take a look on https://en.wikipedia.org/wiki/Space_Shuttle_external_tank This is a good example of an insulated real world tank. SLWT Specifications Length: 153.8 ft (46.9 m) Diameter: 27.6 ft (8.4 m) Empty Weight: 58,500 lb (26,500 kg) Gross Liftoff Weight: 1,680,000 lb (760,000 kg)
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I don't know if you already fix this in dev version: If I revert my ship into VAB or SPH the tank definitions I made are no longer accessible and I can define more tanks and use the full volume again. The scroll list of defined tanks doesn't work.
- 738 replies
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I dont know if you already fix this in dev version: If I revert my ship into VAB or SPH the tank definitions I made are no longer accessible and I can define more tanks and use the full volume again.
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Is it possible to change the behavior of the mod so that procedural parts tanks get updated to a new size automatically? I often change the length of them to optimize my rockets and I have to delete and recreate the tanks now every time.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Kolago replied to ferram4's topic in KSP1 Mod Releases
My ship explodes every time at SOI Change on the way to Moho. After removing KJR 3.3.0 it works again.- 2,647 replies
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I suggest "Standard Propulsion Systems" and "Mk3Expansion".
- 738 replies
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I have seen the flickering too, deinstalling all mod doesn't help, but after removing the CommunityResourcePack it stopped. This was strange because there is no DLL in this mod. Flickering started in career game after some playtime. Maybe at a point when I had more then 300 parts in VAB available.
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MFT some how managed to get the size of PP tanks and tweakscale. May you can take a look at the source of MFT at github. https://github.com/NathanKell/ModularFuelSystem I opened a request for the "switching in flight function" there, but as of now, it is not realized.
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I love it! Does this work with the procedural parts (tanks) mod? Modular Fuel Tanks has this option. It was looking at installed engines and provided the right fuel mix at the press of a button.
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I know, but its still a bug in my game.
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Flickering Engineer's Report and Contracts in VAB Something strange goes on in my game... I started a career game with some mods installed and at some point the Engineer's Report and Contracts as well as the App Launcher buttons getting flickering and unreadable in the VAB. This was not right away but after doing some contracts. So I deinstalled all mods and at the end there was only CommunityResourcePack (0.6.0.0) left. After all I pinned it down to one file: CommonResources.cfg Screenshots: output_log.txt https://mega.nz/#!Ot8DWCoS!SRt2k-AaILPv0N7xxKoGycd6MoaipAn5Zcv_ibnski4 Opend issue #121 in github.
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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Kolago replied to Paul Kingtiger's topic in KSP1 Mod Releases
Many of the CFG-Files in Version 1.1.0.14 are older than Version 1.1.0.13. Is this intended? -
After a quick search I find many gimbalTransformName's in my games *.cfg files: gimbalTransformName = ARI_exaust gimbalTransformName = Bell gimbalTransformName = Cylinder gimbalTransformName = Cylinder_008 gimbalTransformName = EngineGimbal gimbalTransformName = EngineGimbal_L gimbalTransformName = EngineGimbal_R gimbalTransformName = Engine_Cluster gimbalTransformName = FanCore gimbalTransformName = Gimbal gimbalTransformName = GimbalBone gimbalTransformName = Nozzle gimbalTransformName = NozzleTransform gimbalTransformName = Nozzles gimbalTransformName = OP_C_LfOxEngine_Nozzle gimbalTransformName = OP_ChB_Mp_Engine gimbalTransformName = Obj_Gimbal gimbalTransformName = SRBBell gimbalTransformName = TBP_nozzle gimbalTransformName = TT gimbalTransformName = ThrustTransform gimbalTransformName = engine gimbalTransformName = gimbal gimbalTransformName = gimbalBone gimbalTransformName = gimbalTransform gimbalTransformName = gimbal_point gimbalTransformName = main gimbalTransformName = nebula_exaust gimbalTransformName = newThrustTransform gimbalTransformName = nozzle gimbalTransformName = nozzle_transform gimbalTransformName = obj_gimbal gimbalTransformName = thrustTransform gimbalTransformName = thrust_transform gimbalTransformName = turbonozzle gimbalTransformName = turbothrust So whats next? Make a MM patch for Gimbal Trim for all of it?
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
Kolago replied to SuicidalInsanity's topic in KSP1 Mod Development
Thanks!- 854 replies
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- spaceplane
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
Kolago replied to SuicidalInsanity's topic in KSP1 Mod Development
Here is a picture. https://www.dropbox.com/s/k9zf8h1vewkaefn/UT69518_NA_Kerbin_NA-1.jpg?dl=0 I cant get anything connecting the bottom node. And the other way around. Cant connecting to top node. https://www.dropbox.com/s/eux6itjwcz04miu/UT69518_NA_Kerbin_NA-2.jpg?dl=0 ModuleManager.ConfigCache:- 854 replies
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
Kolago replied to SuicidalInsanity's topic in KSP1 Mod Development
Mk3 Clamp-O-Tron Docking Port (inline) Nodes are still buggy. I can only use a node on either side.- 854 replies
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- spaceplane
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I use "Kerbodyne_Plus-1.0752" from SpaceDock or GitHub, can't remember but in the ZIP is a ".git" folder.
- 53 replies
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- kerbodyne
- parts pack
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New version with your change and replacement of @PART[*]:HAS[@MODULE[FSfuelSwitch]:HAS[#volume[>0]],@MODULE[ModuleFuelTanks]]:NEEDS[modularFuelTanks] with @PART[*]:HAS[@MODULE[FSfuelSwitch]:HAS[#volume[>0]]]:NEEDS[modularFuelTanks] @PART[*]:HAS[@MODULE[FSfuelSwitch]] { @MODULE[FSfuelSwitch] { @resourceNames = #$resourceNames$;endlist @resourceAmounts = #$resourceAmounts$;endlist newlist = startlist; newvalues = startlist; readlist = #$resourceNames[0,;]$ } } @PART[*]:HAS[@MODULE[FSfuelSwitch]:HAS[#resourceNames[*]]] { @MODULE[FSfuelSwitch]:HAS[#readlist[LiquidFuel,Oxidizer]] { %targetvalue = #$resourceAmounts[0,;]$ %volume = #$targetvalue[0]$ @volume += #$targetvalue[1]$ @resourceAmounts[0,;] = #$targetvalue$ !targetvalue,* = DEL } @MODULE[FSfuelSwitch]:HAS[~readlist[endlist]] { @newlist = #$newlist$$resourceNames[0,;]$; @newvalues = #$newvalues$$resourceAmounts[0,;]$; @resourceNames[0,;] = startlist @resourceAmounts[0,;] = startlist @resourceNames ^= :startlist;:: @resourceAmounts ^= :startlist;:: %readlist = #$resourceNames[0,;]$ } @MODULE[FSfuelSwitch]:HAS[#readlist[endlist]] { !resourceNames,* = DEL !resourceAmounts,* = DEL !readlist,* = DEL @newlist ^= :startlist;:: @newvalues ^= :startlist;:: } MM_PATCH_LOOP {} } @PART[*]:HAS[@MODULE[FSfuelSwitch]] { @MODULE[FSfuelSwitch] { resourceNames = #$newlist$endlist resourceAmounts = #$newvalues$endlist @resourceNames ^= :;endlist:: @resourceAmounts ^= :;endlist:: !newlist = DEL !newvalues = DEL } } @PART[*]:HAS[@MODULE[FSfuelSwitch]:HAS[#volume[>0]]]:NEEDS[modularFuelTanks] { MODULE { name = ModuleFuelTanks volume = #$../@MODULE[FSfuelSwitch]/volume$ type = Default } !MODULE[FSfuelSwitch] {} } Now i get some errors in the log: [ModuleManager] Applying node Kolago/MM_FSFS_to_MFT/@PART[*]:HAS[@MODULE[FSfuelSwitch]:HAS[#volume[>0]]] to NSS/Parts/OctoSat_Sc_TopDish/OctoSat_Sc_TopDish (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) [ModuleManager] Can't find nodeType:MODULE (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) [ModuleManager] Error - Cannot parse variable search when inserting new key volume = #$../@MODULE[FSfuelSwitch]/volume$ volume = #$../@MODULE[FSfuelSwitch]/volume$ is wrong, but how do I get the value out of the modul?
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Ok, here is what I have so far, but it doesnt work: @PART[*]:HAS[@MODULE[FSfuelSwitch]] { @MODULE[FSfuelSwitch] { @resourceNames = #$resourceNames$;endlist @resourceAmounts = #$resourceAmounts$;endlist newlist = startlist; newvalues = startlist; readlist = #$resourceNames[0,;]$ } } @PART[*]:HAS[@MODULE[FSfuelSwitch]:HAS[#resourceNames[*]]] { @MODULE[FSfuelSwitch]:HAS[#readlist[LiquidFuel,Oxidizer]] { %targetvalue = #$resourceAmounts[0,;]$ @volume += #$targetvalue[0]$ @volume += #$targetvalue[1]$ @resourceAmounts[0,;] = #$targetvalue$ !targetvalue,* = DEL } @MODULE[FSfuelSwitch]:HAS[~readlist[endlist]] { @newlist = #$newlist$$resourceNames[0,;]$; @newvalues = #$newvalues$$resourceAmounts[0,;]$; @resourceNames[0,;] = startlist @resourceAmounts[0,;] = startlist @resourceNames ^= :startlist;:: @resourceAmounts ^= :startlist;:: %readlist = #$resourceNames[0,;]$ } @MODULE[FSfuelSwitch]:HAS[#readlist[endlist]] { !resourceNames,* = DEL !resourceAmounts,* = DEL !readlist,* = DEL @newlist ^= :startlist;:: @newvalues ^= :startlist;:: } MM_PATCH_LOOP {} } @PART[*]:HAS[@MODULE[FSfuelSwitch]] { @MODULE[FSfuelSwitch] { resourceNames = #$newlist$endlist resourceAmounts = #$newvalues$endlist @resourceNames ^= :;endlist:: @resourceAmounts ^= :;endlist:: !newlist = DEL !newvalues = DEL } } @PART[*]:HAS[@MODULE[FSfuelSwitch]:HAS[#volume[>0]],@MODULE[ModuleFuelTanks]]:NEEDS[modularFuelTanks] { MODULE { name = ModuleFuelTanks volume = #$../@MODULE[FSfuelSwitch]/volume$ type = Default } !MODULE[FSfuelSwitch] {} } I like to end up with a new modul ModuleFuelTanks and delete FSfuelSwitch at the end. I see some MM_PATCH_LOOP { } in the ConfigCache, but no modul ModuleFuelTanks.