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drtarr1962

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Posts posted by drtarr1962

  1. 13 minutes ago, linuxgurugamer said:

    you know, it would really be useful if, instead of saying it doesn't work, you actually provide me with a log file.  There can be any number of reasons which would cause the problem.

    And while you are at it, why not save the game and send me the save file as well so I can attempt to reproduce your issue.

    I just went back through this entire thread, and NO ONE HAS POSTED A LOG FILE.

    So, stop complaining unless you are willing to provide me with what I need to help you.

    And yes, I'm annoyed.  I spend a lot of time doing all these mods, and, in this thread at least, no one is attempting to provide any significant information

    Sorry about that.  I didn't mean to annoy you, and I understand why any information you can get will be helpful trouble shooting it.  On to some good news though.  I think I figured out most of my problem.  The first problem was that for some reason my Modular Manager patch wasn't changing any values.  Which is probably some typo on my part.  So I edited the FTLDriveLarge.cfg file directly.  I reloaded KSP and now the new value was showing up when I right clicked on the part in VAB.  So I loaded up my test ship and boom again.  That's when it dawned on me that the old value was probably saved with the ship save.  So I swapped out the FTL drive, and it works perfectly.  Now time to find my typo in my MM patch.

    I can still send you a log file if you want, but this was purely user error on my part. 

  2. On ‎11‎/‎25‎/‎2016 at 9:26 AM, g_BonE said:

    Just compared 0.1.6 to 0.1.5 and i cant see any changes - are you sure you packed up the right files? As for more information - i tested the 650iN part with the following changed settings:

    
    	MODULE
    	{
    		name = FTLDriveModule
    		maxGeneratorForce = 75000
    		maxChargeTime = 20
    		requiredElectricalCharge = 49.5
    
    		animationNames = spin
    		animationRampSpeed = 0.005
    		customAnimationSpeed = 2
    	}	

    ...but it does not seem to make a difference from the default values in terms of generated gravity (force?) - the charge time seems to be higher tho. Thus i was thinking that the changed value might not actually get used in the DLL code?

    That's the way it use to work a while ago.  I can't remember if I tried this in KSP version 1.0 or not.  But changing maxGeneratorForce and maxChargeTime use to let you use it in lower orbits.  I just tried it my self, on the large drive, and the part spools up to default 2500 then boom.  lol  @linuxgurugamer This is from the cfg file for the part.

  3. On ‎10‎/‎13‎/‎2016 at 3:08 PM, Denko666 said:

    It should work, but the function is moved to the Warp Drive ring itself. So it's not a separate part anymore. EC usage of the develocitizer is as before (more dV to correct, more EC it needs but its not infinite). The code should work, the code for develocitizing is the same; it did not throw any errors in the compiler. But i haven't had the chance to create the right circumstances in a game to give it a field test. 

    So the pod formerly known as develocitizer is now a Survey Scanner. And the Warp Drive itself now has the brakes built-in :wink:

    Remember to shut down the Warp drive before you develocitize, or it won't have the desired effect.

    You're doing a great job keeping this mod going, and thank you for doing it.  Now I have a question.  How do you activate the develocitizer?  I've right clicked on the warp ring, and the secondary warp ring.  I've even right clicked on the survey scanner, but still don't see it.

  4. 14 hours ago, allista said:

    No, currently there's no way to type in the lat-lon coordinates for a waypoint. The only two ways to add a waypoint is to directly click on a surface (in map view or in flight) or select a target vessel and add it as a waypoint. I'll think about adding this feature.

    As for the cruise control, there's the Fly macro that does exactly the thing: you can type in the bearing in degrees and the needed speed in m/s. Aside from that, in cruise control mode the needed speed is controlled by pitching and direction by turning the nose of the vessel.

    I haven't played with the macro's yet, but that sounds like it will do what I want it too.  As far as the waypoints go, I can live with it like it is.

  5. First off I'd like to say I really like this mod a lot.  I have been testing the version 3 beta for about a week now, and the only problems I've had with it were mistakes made on my part.  I have a couple of questions / requests.  Is there a way to type in a course and speed for the cruise setting?  Also is there a way to type in the coordinates for a waypoint?  If not that would be my request. 

    Thank you for coding a very useful mod.

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