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UnanimousCoward

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Posts posted by UnanimousCoward

  1. I'm interested in modifying the configs to apply real dates to a 2.5x KSRSS system, which has a 7.5-hour day. I guess the main value I need to modify is the "offsetTime" figure, which is currently "21600".

    Question: is the offset based on adding this number of seconds to the standard Kerbin day, i.e. adding 21600 seconds to the standard Kerbin day to make it match JNSQ's 12-hour day?

    If so, then to make it work with 2.5x KSRSS, I would change the "offsetTime" figure to 5400, right? (Add 5400 seconds to the standard Kerbin day to bring it up to 7.5 hours.)

     

    Edit: Actually, I see that I'm wrong about this and the offset time just changes the time that a new save starts at, right? So I should modify the value for offset time if the game doesn't start at dawn at KSC and I want it to start then.

  2. 6 hours ago, OldMold said:

    Wouldn't this blow away all of AVP's environmental effects on all bodies? I think the flickering is just with city lights on Kerbin, so you can just delete (or rename) this file: GameData\AstronomersVisualPack\AVP_Configs\Stock\CityLights.cfg

    Yeah, copy/paste error. It should have been "the folder GameData\AstronomersVisualPack\AVP_Configs\Textures\CityLights".

  3. 18 hours ago, Jovzin said:

    One  thing if I may ask.

    Do I need to download the Parallax Stock textures if I am using visual mod such as AVP ? 

    Yes, you'd need to use the Parallax Stock Textures, as AVP doesn't provide Parallax textures.

    One issue you'll encounter if you use both Parallax and AVP is a lot of texture flickering on Kerbin. This happens because they're both trying to apply textures at ground level on Kerbin - AVP is applying city lights textures, and Parallax has its ground textures. 

    You'll need to decide which effect you want to keep, the city lights or the Parallax textures, and make some modifications.

     

    To keep the Parallax textures for Kerbin and ditch the city lights: delete the folder GameData\AstronomersVisualPack\AVP_Configs\Textures\CityLights.

    To keep the city lights for Kerbin and ditch Parallax textures for Kerbin (while keeping Parallax active for other bodies): opening the file GameData\Parallax_StockTextures\ParallaxTerrain.cfg in a text editor and deleting the Kerbin section (lines 3-42) should take care of it.

  4. @linuxgurugamer  I modified the config to rotate the model. It looks like this:
    xcQp4MO.jpg?1

    mOZoSoS.jpg?2

     

    The balloons line up (just about) with the physical struts now. Personally I have an odd OCD about symmetry and rotation, and I actually prefer the look of the non-rotated version. But of course, you make the decisions for your own mods. If you prefer the rotated version, I can patch it myself.

     

    Updated version of the patch with the 45-degree rotation:

    Spoiler
    @PART[bluedog_Apollo_CrewPod,bluedog_Apollo_CrewPod_5crew]:NEEDS[ComfortableLanding]:AFTER[Bluedog_DB]
    {
    
    	!MODULE[ModuleAnimateGeneric]{}
    	MODULE
    	{
    		name = ModuleColorChanger
    		shaderProperty = _EmissiveColor
    		animRate = 0.8
    		animState = false
    		useRate = true
    		toggleInEditor = true
    		toggleInFlight = true
    		toggleInFlight = true
    		unfocusedRange = 5
    		toggleName = Toggle Lights
    		eventOnName = Lights On
    		eventOffName = Lights On
    		toggleAction = True
    		defaultActionGroup = Light
    		redCurve
    		{
    			key = 0 0 0 3
    			key = 1 1 0 0
    		}
    		greenCurve
    		{
    			key = 0 0 0 1
    			key = 1 1 1 0
    		}
    		blueCurve
    		{
    			key = 0 0 0 0
    			key = 1 0.7 1.5 0
    		}
    		alphaCurve
    		{
    			key = 0 1
    		}
    	}
    
    	MODEL
    	{
    		model = ComfortableLanding/Models/BDapollo/AirBagBDapollo
       		scale = 1.0, 1.0, 1.0
    		rotation = 0.0, 45.0, 0.0
    		position = 0.0, 0.0, 0.0
    	}
    	MODULE
    	{
    		name = ModuleAnimateGeneric
    		animationName = CL_BDapollo
    		startEventGUIName = Deploy
    		endEventGUIName = Close
    		actionGUIName = Toggle
    		//restrictedNode = bottom
    		eventAvailableEditor = true
    		eventAvailableFlight = false
    		eventAvailableEVA = true
    	}
    	MODULE
    	{
    		name = CL_ControlTool
    	}
    	MODULE
    	{
    		name = CL_Buoy
    		buoyancyAfterInflated = 2.75
    		COBAfterInflated = 0.0, -0.3, 0.0
    		playSoundPath = ComfortableLanding/Sounds/Inflate_B
    		volume = 1.0
    		//animName = CL_BDapollo
    		//animLayer = 0
    	}
    }

     

     

  5. @linuxgurugamer

    Tested with the Kane-11-3 command pod. Deploys properly as expected, and the size seems correct:
    H0DrFF0.jpg

    There's one glitch, however. The balloons on the top aren't physically connected to anything:

    hzHbOok.jpg

    If they could be rotated by 45 degrees, they'd line up with the physical struts, but I guess that might be a pain to accomplish.

    eQUSd6P.jpg

     

    It's a minor visual glitch, and for myself, I'll happily live with it. 

    Thanks once again for maintaining this - and a million other mods. It's hugely appreciated.

  6. @DaOPCreeper - You should tag @linuxgurugamer to increase the chances of getting your wish.

     

    Here's an attempt at an MM patch for the latest Apollo capsules. I've just copied the MM patch for the old Bluedog Apollo capsules and changed the names of the parts it's targeting. 

    Spoiler
    @PART[bluedog_Apollo_CrewPod,bluedog_Apollo_CrewPod_5crew]:NEEDS[ComfortableLanding]:AFTER[Bluedog_DB]
    {
    
    	!MODULE[ModuleAnimateGeneric]{}
    	MODULE
    	{
    		name = ModuleColorChanger
    		shaderProperty = _EmissiveColor
    		animRate = 0.8
    		animState = false
    		useRate = true
    		toggleInEditor = true
    		toggleInFlight = true
    		toggleInFlight = true
    		unfocusedRange = 5
    		toggleName = Toggle Lights
    		eventOnName = Lights On
    		eventOffName = Lights On
    		toggleAction = True
    		defaultActionGroup = Light
    		redCurve
    		{
    			key = 0 0 0 3
    			key = 1 1 0 0
    		}
    		greenCurve
    		{
    			key = 0 0 0 1
    			key = 1 1 1 0
    		}
    		blueCurve
    		{
    			key = 0 0 0 0
    			key = 1 0.7 1.5 0
    		}
    		alphaCurve
    		{
    			key = 0 1
    		}
    	}
    
    	MODEL
    	{
    		model = ComfortableLanding/Models/BDapollo/AirBagBDapollo
       		scale = 1.0, 1.0, 1.0
    		rotation = 0.0, 0.0, 0.0
    		position = 0.0, 0.0, 0.0
    	}
    	MODULE
    	{
    		name = ModuleAnimateGeneric
    		animationName = CL_BDapollo
    		startEventGUIName = Deploy
    		endEventGUIName = Close
    		actionGUIName = Toggle
    		//restrictedNode = bottom
    		eventAvailableEditor = true
    		eventAvailableFlight = false
    		eventAvailableEVA = true
    	}
    	MODULE
    	{
    		name = CL_ControlTool
    	}
    	MODULE
    	{
    		name = CL_Buoy
    		buoyancyAfterInflated = 2.75
    		COBAfterInflated = 0.0, -0.3, 0.0
    		playSoundPath = ComfortableLanding/Sounds/Inflate_B
    		volume = 1.0
    		//animName = CL_BDapollo
    		//animLayer = 0
    	}
    }

     

    It's completely untested at the moment. If the size of the Bluedog capsule has changed, at least the rescale values will have to be modified.

    I'll check if it works at some point, but if you (or someone else) could test it, that would be helpful.

     

  7. 6 hours ago, jfjohnny5 said:

    Related to that, what happens if this is installed alongside Waterfall - Restock as-is? There's obviously some overlap, so which config's effects end up loading?

    Taking the Mainsail as an example, the Stock Waterfall Effects patch has "FOR[StockWaterfallEffects]", whereas Waterfall Restock has "FOR[WaterfallRestock]". As I understand it, this means that the patch from Waterfall Restock loads after the patch from Stock Waterfall Effects (due to alphabetical order).

    Waterfall Restock's patch removes the "EFFECTS" module and "ModuleWaterfallFX" module that were added by SWE and replaces them with its own.

    Assuming this holds true for all the parts, it seems that Waterfall Restock will take precedence over SWE. But SWE's effects will remain for any parts that aren't covered by Waterfall Restock. 

  8. 4 hours ago, chaos113 said:

    this mod causes module manager to stop loading and freezes the start up

    For me, this mod causes Module Manager to appear to stop loading at the stage when it's applying the Simple Repaint patches. It applies the patch individually to almost every part in the game. If you have a lot of added mod parts, it might have to apply thousands and thousands of patches. At least for me (with tons of extra part mods) it eventually gets going again and the game finishes loading. 

    An alternative is to change the settings so it applies the patches only to whitelisted parts and then choose which specific  parts to apply it to. Your  game should load a lot quicker then.

  9. On 3/31/2022 at 9:00 AM, LOFscooober said:

    Hello, I am having some trouble  with my Trajectories mod. I am having trouble in finding the latitude and longitude of a place. I used kerb net's  'target' coordinates for the following.

    I know how to set the KSC as target because there is a dedicated button for that, But if I want to land/touchdown/splashdown at a particular place then how do I get the right coordinates and how to enter them in Trajectories mod menu. I was in a polar orbit around 'Kerbin'   and wanted to land or touchdown on one of the poles to collect science.  I am playing in KSP version 1.12.3(career world) Thank you 

                                                    Best regards

                                                   LOFscooober

                                                                                

     

    SCANsat can help you do this, if you're using it. After you've scanned Kerbin, you can open the big SCANsat map and when you hover your mouse over it, it displays the latitude and longitude of where your mouse is.

  10. Well, looking at the part config, the only thing I can suggest is that it looks like Snacks isn't installed properly.

    The Snacks mod itself adds 400 units of the "Snacks" resource to that lab, as well as a "Snack Processor" module.

    Spoiler
    @PART[Large_Crewed_Lab]:FOR[Snacks]
    {
    
    [-snip-]
    
    	@RESOURCE[Snacks]
    	{
    		@amount = 400
    		@maxAmount = 400
    	}
    
    	MODULE
    	{
    		name = SnackProcessor
    		ConverterName = Snack Processor
    		StartActionName = Start Snack Processor
    		StopActionName = Stop Snack Processor
    		
    		[-snip-]
    	}
    }

     

    Those don't seem to have been added to the config you posted.

    Better Science Labs adds a "S.N.A.C.K. experiment":

    Spoiler
    @PART[Large_Crewed_Lab]:NEEDS[Snacks]
    {
    	MODULE
    	{
    		name = ModuleScienceExperiment
    
    		experimentID = bslSnack
    
    		experimentActionName = Deploy S.N.A.C.K.
    		resetActionName = Reset S.N.A.C.K. experiment
    
    		[-snip-]
    	}
    }

     

    This also hasn't been added to the part by Module Manager.

     

    According to the snippet you posted on Monday, Module Manager thinks that Snacks isn't installed - as evidenced by the "can't satisfy its needs" remark.

    Spoiler
    On 3/28/2022 at 6:15 PM, BrobDingnag said:

    Aha! It's a conflict between Better Science Labs, Snacks, and the MPL.  I, uh... I think.

    [LOG 15:51:29.989] Deleting root node in file BetterScienceLabsContinued/Resources/snackexperiment node: @PART[Large_Crewed_Lab]:NEEDS[Snacks] as it can't satisfy its NEEDS

     

     

    All the evidence suggests that Snacks isn't installed correctly, at least as far as Module Manager is concerned.

    You're sure that the GameData\WildBlueIndustries\Snacks folder is present?
    It should have a "ModuleManagerPatches" subfolder, which contains a file called "MM_Stock.cfg". This is the patch that adds the resources and processor to the lab. If that's present, then I'm stumped, tbh.

    I can't really say anything else without being able to see your logs. 

  11. I'm not sure what mod that "KSC" is, but it's not stock.

    One last question: Are you in career mode, or is it not showing up in a sandbox save as well? (The tech that unlocks it in career is a level 6 tech by default.)

    I'm afraid I can't really tell anything else without looking at the ModuleManager.cache file or your logs. If you can host them somewhere and post a link, I can look.

    If you can't do that, you could post the config for that part from the ModuleManager.cache file here, and we can see if there's anything immediately obvious.

    The part of the file we're looking for is below. Post everything from  "UrlConfig" down to the matching closing braces. But if you do that, put that part of your post inside spoiler tags, or else your post will be huge and everyone will rightfully hate both of us.

    UrlConfig
    {
    	parentUrl = Squad/Parts/Science/LargeCrewedLab/largeCrewedLab.cfg
    	PART
    	{
    		name = Large_Crewed_Lab
    		module = Part
    
    [-snip-]
    
    	}
    }

     

  12. CKAN normally installs stuff correctly. I was going to suggest using it if you'd installed by hand.

    If you use "AFTER", then "NEEDS" is redundant. I checked some other patches for Snacks, and they all use "NEEDS:[Snacks]" as well, so I don't think the syntax is the issue.

    What about the other parts that Better Science Labs adds - are they present? E.g. the MPL-CC-2, MPL-MK2-2, etc. And have you tried searching for them in the VAB or in the tech tree? I've sometimes been able to find parts I can't track down by searching for them in the VAB.

    Can you host your ModuleManager.cache file somewhere (Dropbox, Google Drive) and post a link? I'll take a look.

    Actually, might as well post your ModuleManager.log  and your Player.log as well (on Windows it's in C:\Windows\Users\[username]\AppData\LocalLow\Squad\Kerbal Space Program). Zip them all up together and I'll have a peek at them.

    Edit: actually, just make sure that Snacks is installed in the right folder as well. It should be in GameData\WildBlueIndustries\Snacks. 

  13. 13 hours ago, BrobDingnag said:

    Snacks (plus another mod) causes the stock science bay (MPL-LG-2) to disappear in 1.12.3. This took two loveing hours for me to diagnose thanks to the way KSP handles file loading. I've confirmed that all other mods from all other sources are perfectly fine, but adding Snacks to the list causes it to disappear. Removing all mods except Snacks makes it show up, which means it's an interplay error that affects only this one part, out of all the hundreds added by however many mods I have. How do I diagnose this?

    In your root KSP folder, there's a folder called "Logs", and inside that there's a "ModuleManager" folder.  Open the file "ModuleManager.log" and search through it for every instance of "Large_Crewed_Lab".

    If the line starts with "Applying update", then that's a ModuleManager patch being applied. You should be able to work out which mod is applying each update.

    In your GameData folder, there's a file called "ModuleManager.cache". Open that in a text editor, and search for "Large_Crewed_Lab" until you find this line:

    name = Large_Crewed_Lab

    This is the final part config after all patches are applied. If there's no such part, then something is deleting it.

    If the lines "TechRequired",  "category",  and "subcategory" are anything like "none" or "hidden", then something is hiding that part.

  14. Which parts are you referring to? All the "smart controller" parts (the ones in orange boxes) and the fuel valves are physicsless parts, so they have no actual drag of their own, and they contribute very little mass to your vessel and practically no drag at all.

    They have these standard part parameters:

    PhysicsSignificance = 1 
    mass = 0.05
    dragModelType = default
    maximum_drag = 0.0001
    minimum_drag = 0.0001
    angularDrag = 0.0005

    I've been using Smart Parts for ages and have never noticed any drag issues with these parts. If any of these parts are causing the issue, I think you might have something wrong with your setup.

    (Actually, if my failing memory serves, back in the distant past they might have been a bit draggy, but that was before linuxgurugamer took over their maintenance.)

    The fuel flow breaker parts also look to have fairly standard drag figures. 

  15. On 3/19/2022 at 9:47 PM, Stratickus said:

    @Coldrifting is busy with school as I understand it, so perhaps a temporary community fix?

    I've tried messing around with the Tiny Modular Parachutes using Module Manager, but have been unsuccessful.

    - snip -

     

    This might be relevant:

    There's a post there that says the values that need to be modified are only the ModuleDragModifier values, and another that says you need to delete PartDatabase.cfg in KSP's root folder if you modify chute values to force KSP to recreate it.

    I don't know if it applies in this case, and I don't know if it's still valid, as it's from 2015, but it's worth a try, I guess.

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