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Posts posted by Dominiquini
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I'm trying to write a MM patch for TAC-LS, merging all the containers in one single model, using B9PartSwitch to change the resource type. It worked for the cylindrical containers, but with the radial containers, the texture don't change!
What I'm doing wrong?
This is my patch:
Spoiler@PART[HexCanLifeSupport]:NEEDS[B9PartSwitch] { refVolume = 0 @refVolume += #$RESOURCE[Food]/maxAmount$ @refVolume += #$RESOURCE[Water]/maxAmount$ @refVolume += #$RESOURCE[Oxygen]/maxAmount$ MODULE { name = ModuleB9PartSwitch moduleID = Supply Type switcherDescription = Supply Type affectDragCubes = false affectFARVoxels = false switchInFlight = false baseVolume = #$../refVolume$ SUBTYPE { name = Supplies title = Supplies primaryColor = #39826b defaultSubtypePriority = 90 tankType = TAC_Supplies TEXTURE { currentTexture = HexCan000 texture = ThunderAerospace/TacLifeSupportHexCans/HexCanLifeSupport/Texture } } SUBTYPE { name = Food title = #autoLOC_TACLS_00016 // Food primaryColor = #b29368 defaultSubtypePriority = 60 tankType = TAC_Food TEXTURE { currentTexture = HexCan000 texture = ThunderAerospace/TacLifeSupportHexCans/HexCanFood/Texture } } SUBTYPE { name = Water title = #autoLOC_TACLS_00017 // Water primaryColor = #316178 defaultSubtypePriority = 50 tankType = TAC_Water TEXTURE { currentTexture = HexCan000 texture = ThunderAerospace/TacLifeSupportHexCans/HexCanDrinkingWater/Texture } } SUBTYPE { name = Oxygen title = #autoLOC_TACLS_00018 // Oxygen primaryColor = #94aebd defaultSubtypePriority = 40 tankType = TAC_Oxygen TEXTURE { currentTexture = HexCan000 texture = ThunderAerospace/TacLifeSupportHexCans/HexCanBreathingOxygen/Texture } } SUBTYPE { name = Waste title = #autoLOC_TACLS_00020 // Waste primaryColor = #1d1d1d defaultSubtypePriority = 10 tankType = TAC_Waste TEXTURE { currentTexture = HexCan000 texture = ThunderAerospace/TacLifeSupportHexCans/HexCanWaste/WasteTexture } } } -RESOURCE[Food] {} -RESOURCE[Water] {} -RESOURCE[Oxygen] {} } // Hide obsolete parts @PART[HexCanFood|HexCanDrinkingWater|HexCanOxygen|HexCanLifeSupportWaste]:NEEDS[B9PartSwitch] { %TechHidden = True @category = none @tags ^= :\s*cck-lifesupport:: }
This is the original parts:
MODEL { model = ThunderAerospace/TacLifeSupportHexCans/Models/HexCan position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = HexCan000, ThunderAerospace/TacLifeSupportHexCans/HexCanLifeSupport/Texture }
MODEL { model = ThunderAerospace/TacLifeSupportHexCans/Models/HexCan position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = HexCan000, ThunderAerospace/TacLifeSupportHexCans/HexCanFood/Texture }
MODEL { model = ThunderAerospace/TacLifeSupportHexCans/Models/HexCan position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = HexCan000, ThunderAerospace/TacLifeSupportHexCans/HexCanDrinkingWater/Texture }
MODEL { model = ThunderAerospace/TacLifeSupportHexCans/Models/HexCan position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = HexCan000, ThunderAerospace/TacLifeSupportHexCans/HexCanBreathingOxygen/Texture }
MODEL { model = ThunderAerospace/TacLifeSupportHexCans/Models/HexCan position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = HexCan000, ThunderAerospace/TacLifeSupportHexCans/HexCanWaste/WasteTexture }
* Only showing here the definition of the 'MODEL'!
The resources are changing correctly. Only the texture don't change! It keeps the texture of the original part that I'm editing!
I was able to do the same thing with the stackable (cylindrical) container, changing the resources and texture!
Thanks.
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I found this in my log file:
... [LOG 20:59:15.612] [AddonLoader]: Instantiating addon 'AtmosphereFixer' from assembly 'Kopernicus' [LOG 20:59:15.612] [AddonLoader]: Instantiating addon 'RuntimeUtility' from assembly 'Kopernicus' [WRN 20:59:15.613] OnLevelWasLoaded was found on RuntimeUtility This message has been deprecated and will be removed in a later version of Unity. Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed [ERR 20:59:15.613] Script error: OnLevelWasLoaded This message parameter has to be of type: int The message will be ignored. ...
Thanks.
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Other day I was trying to dock my vessel using the 'Docking Autopilot' and it not worked well. My ship has 2 docking ports, one in the front of the ship, and other on the side! I was able to dock with the front docking port, but if I try to dock using the side docking port, MechJeb fail! It not throws any error or nothing. It keep trying, spending monopropellant, but don't getting anywhere. One moment I gave up and docked myself!
* I disable the build-in MechJeb on command pods. I use the MJ2_AR202 attached on my vessel!
I don't have any log, video or screenshot, but I can provide the craft file, if it helps!
Thanks.
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Suggestion:
Disable the stock rotation to avoid conflicting with this mod!
Thanks.
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I found another bug, this time make my game crash:
KSP.log: https://www.dropbox.com/s/qnu5dqrpm1092a6/KSP(ReStock).log?dl=0
Player.log: https://www.dropbox.com/s/vtwufosngbes96k/Player(ReStock).log?dl=0
The game crash when I was putting RCS thruster on the vessel. The log says that is some error calculating something in a ReStock model!
Thanks.
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I was building a space station and see that the Cupola (ReStock version) have a bug:
The light that I was trying to attach on top of the Cupola keeps floating. This happens with anything that I try to put in that same place!
I testes with the stock version and works fine!
Thanks.
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14 minutes ago, OhioBob said:
If you want the Stomper back, delete the this file... GameData/BetterSRBs/Configs/MissingHistory.cfg
I hide it because I didn't want it, and I made this mod to suit my own personal needs and desires.
But this will not left an unbalanced engine? All other mods have specific customizations in the thrust, thrustCurve, cost, mass, etc...
Thanks for responding!
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Why this mod hides the "RT-25 "Stomper" Solid Fuel Booster" (solidBooster_1p5) from Missing History?
It don't appear to overlap what this mod offers!
Thanks.
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I made a small MM patch to remove duplicate engines that ReStock+ provides:
// Remove ReStock+ duplicates @PART[liquidEngine303]:NEEDS[ReStock]:FOR[MissingHistory] { %TechHidden = True @category = none @TechRequired = none } @PART[liquidEngineT15]:NEEDS[ReStock]:FOR[MissingHistory] { %TechHidden = True @category = none @TechRequired = none }
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On 7/19/2021 at 9:46 PM, Zeggpold said:
Yes, I see that as well. The volumetric clouds appear (around 2500m) and disappear (around 10000m) abruptly. I found this so immersion-breaking I stopped using AVP. (But did re-install with CKAN to test with 1.12.1.) I'm on Linux, not other visual mods installed.
I'm trying to find out if this is my own problem or is it a bug in this mod!
Thanks.
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2 hours ago, peridoot said:
no problemo!
im always happy to help anyone in anyway i can
snd looking through the modlist i cant find anything that i think would cause it so i mae have been a one ff glitch in the focus code.
I even thought it might be caused by the 'EVAEnhancementsContinued' I had recently installed and removed it. But then the problem happened again and I concluded that he was not the culprit and installed it again...
Anyway, thanks for taking a look.
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46 minutes ago, peridoot said:
screenshots?
mod list?
logs?
Mod List:
13/07/2021 11:43 <DIR> 000_ClickThroughBlocker 01/07/2021 15:09 <DIR> 000_UICore 13/07/2021 12:59 <DIR> 001_ToolbarControl 07/07/2021 23:19 <DIR> 002_CommunityPartsTitles 16/07/2021 18:28 <DIR> ABCORS 19/06/2021 09:53 <DIR> Ablative-Airbrake 13/07/2021 13:38 <DIR> AdjustableModPanel 15/07/2021 18:17 <DIR> AntennaSleep 15/07/2021 20:39 <DIR> AstronomersVisualPack 18/07/2021 13:50 <DIR> AtmosphereAutopilot 15/07/2021 18:17 <DIR> AttitudeAdjuster 17/12/2020 21:53 <DIR> AutoAGL 15/07/2021 18:24 <DIR> B9PartSwitch 19/07/2021 12:41 <DIR> BAM 01/07/2021 15:34 <DIR> Benjee10_X-37B 04/07/2021 20:45 <DIR> BetterBurnTime 01/07/2021 01:22 <DIR> BetterSRBs 19/07/2021 16:36 <DIR> BetterTimeWarp 08/07/2021 17:14 <DIR> BonVoyage 14/07/2021 03:07 <DIR> Chatterer 14/06/2021 20:58 <DIR> CModuleLinkedMeshFix 30/06/2021 21:37 <DIR> CommNetAntennasConsumptor 30/06/2021 03:09 <DIR> CommNetAntennasExtension 22/06/2021 11:26 <DIR> CommNetAntennasInfo 16/06/2021 14:49 <DIR> CommunityCategoryKit 16/06/2021 14:49 <DIR> CommunityResourcePack 03/07/2021 13:18 <DIR> CommunityTechTree 09/07/2021 04:44 <DIR> ContractConfigurator 09/07/2021 01:48 <DIR> CTTP 27/06/2021 14:22 <DIR> CustomBulkheadProfiles 11/07/2021 23:35 <DIR> DecouplerShroud 26/06/2021 21:44 <DIR> DefaultActionGroups 13/07/2021 03:26 <DIR> DeployableBatteries 17/06/2021 03:18 <DIR> DistantObject 20/07/2021 22:44 <DIR> DockingCamKURS 16/06/2021 23:02 <DIR> DraggableAltimeter 16/06/2021 23:02 <DIR> DraggableNavball 02/07/2021 03:37 <DIR> EasyVesselSwitch 12/07/2021 13:27 <DIR> EditorExtensionsRedux 08/07/2021 17:58 <DIR> EngineLightRelit 08/07/2021 17:14 <DIR> EnvironmentalVisualEnhancements 20/07/2021 20:30 <DIR> EVAEnhancementsContinued 23/06/2021 23:04 <DIR> FlightPlan 21/07/2021 00:13 <DIR> HaystackContinued 16/06/2021 14:51 <DIR> HideEmptyTechTreeNodes 01/07/2021 15:09 <DIR> ImprovedChaseCamera 21/07/2021 00:14 <DIR> JanitorsCloset 18/12/2020 16:58 <DIR> JX2Antenna 03/07/2021 14:01 <DIR> KAS 23/06/2021 21:59 <DIR> KeepItStraight 21/07/2021 21:29 <DIR> KerbalEngineer 02/07/2021 04:04 <DIR> Kerbaltek 09/07/2021 02:02 <DIR> Kopernicus 17/06/2021 23:24 <DIR> KRASH 13/07/2021 14:05 <DIR> ksp-advanced-flybywire 20/03/2021 04:14 <DIR> KSPRescueContractFix 11/07/2021 12:09 <DIR> KSP_PartVolume 01/07/2021 15:09 <DIR> LightsOut 12/07/2021 13:48 <DIR> ManeuverNodeEvolved 05/07/2021 09:37 <DIR> masTerTorch 11/07/2021 18:53 <DIR> MechJeb2 20/07/2021 21:05 <DIR> MissingHistory 19/06/2021 09:53 <DIR> MK1CabinHatch 21/07/2021 02:28 <DIR> ModRocketSys 09/07/2021 01:48 <DIR> ModularFlightIntegrator 25/06/2021 05:04 <DIR> MouseAimFlight 17/06/2021 21:17 <DIR> MSP3000-A 20/06/2021 14:33 <DIR> NavBallDockingAlignmentIndicatorCE 06/07/2021 09:13 <DIR> NavHud 10/07/2021 19:08 <DIR> NavyFish 06/07/2021 00:12 <DIR> NCRC 09/07/2021 02:02 <DIR> OPM 10/07/2021 12:59 <DIR> Parallax 10/07/2021 12:59 <DIR> Parallax_StockTextures 17/06/2021 20:37 <DIR> PartCommanderContinued 19/07/2021 02:27 <DIR> PartWizard 26/06/2021 04:54 <DIR> PAWRangeBuff 23/06/2021 04:37 <DIR> PersistentRotation 14/06/2021 02:35 <DIR> PreciseEditor 26/06/2021 14:26 <DIR> PreciseManeuver 07/07/2021 02:44 <DIR> RCSBuildAid 30/12/2020 13:47 <DIR> ReCoupler 30/06/2021 01:44 <DIR> RemoteTechRedev 16/06/2021 23:10 <DIR> REPOSoftTech 21/07/2021 17:56 <DIR> ReStock 21/07/2021 17:56 <DIR> ReStockPlus 21/07/2021 17:57 <DIR> RestockRigidLegs 21/07/2021 03:52 <DIR> RLA_Reborn 07/07/2021 13:26 <DIR> scatterer 21/07/2021 00:09 <DIR> ScienceAlert 20/07/2021 02:00 <DIR> ScienceLabInfo 20/06/2021 18:44 <DIR> ShowFPS 14/06/2021 17:54 <DIR> SimpleFuelSwitch 06/07/2021 09:13 <DIR> SituationModuleInfo 20/06/2021 15:07 <DIR> SmartDockingAid 17/06/2021 23:37 <DIR> SmartParts 26/06/2021 02:08 <DIR> SmartStage 17/06/2021 20:37 <DIR> SpaceTuxLibrary 10/07/2021 15:29 <DIR> SpeedUnitAnnex 24/06/2021 14:11 <DIR> Squad 02/06/2019 20:35 <DIR> SquadExpansion 12/07/2021 15:58 <DIR> StageRecovery 15/07/2021 18:17 <DIR> SteeringTweaker 03/07/2021 12:40 <DIR> SurfaceLights 09/07/2021 01:48 <DIR> TextureReplacer 06/07/2021 09:14 <DIR> ThroughTheEyes 08/07/2021 16:31 <DIR> ThunderAerospace 30/06/2021 16:14 <DIR> TooManyOrbits 14/06/2021 20:09 <DIR> TrackingLights 12/07/2021 13:48 <DIR> TrackingStationEvolved 27/06/2021 13:53 <DIR> Trajectories 25/06/2021 12:33 <DIR> TrimIndicators 16/06/2021 21:27 <DIR> UtilityWeight 17/12/2020 21:53 <DIR> VABReorienter 17/12/2020 21:53 <DIR> VariantPersist 23/06/2021 13:03 <DIR> VentralDrill 25/06/2021 04:24 <DIR> WasdEditorCamera 21/07/2021 20:00 <DIR> Waterfall 21/07/2021 20:00 <DIR> WaterfallRestock 01/07/2021 13:23 <DIR> WaypointManager 08/07/2021 17:14 <DIR> WhoAmI 24/06/2021 12:21 <DIR> WorldStabilizer 21/06/2021 15:03 <DIR> XyphosAerospace 18/07/2021 19:40 <DIR> ZeroMiniAVC 21/07/2021 18:19 <DIR> ZZZ_CustomMMPatches 13/07/2021 21:56 <DIR> [x]_Science!
Unfortunately I didn't get any screenshots or logs.
I remember I solved the problem by switching focus back to the ship and disabling RCS and SAS! But maybe I didn't have to do that and just changing focus would have solved the problem...Thanks.
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Suggestion:
Change the Onboard Camera from Control to Science!
Thanks.
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I don't know if it's bug caused by some mod or not, it happens intermittently....
Sometimes I've done EVA, when I'm in control of my kerbal, the vessel it came out of starts to respond to the same controls that I pass to the Kerbal I'm controlling... This make the ship start spinning weirdly! Both times it happened I was in EVA construction mode!Has anyone had this problem?
Thanks.
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4 hours ago, linuxgurugamer said:
New release, 1.3.8.2
- Fixed OnboardCamera to work in orbit
- Added Assemblyfileversion
- Updated project info
Is working now!
Thanks.
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The 'OX-10C Photovoltaic Panels' became broken after I installed ReStock! Their works fine if I build a new ship with then, but not in existents vessels... It became clipped inside the part that was attached, appearing to be upside down!
Thanks.
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3 hours ago, RyanRising said:
@linuxgurugamer I've been playing with this mod, and I noticed a consistency issue that wasn't present in the original version as far as I can tell. The Prograde and Retrograde tracking in warp appear to function differently than the earlier-implemented "Stability Assist" SAS mode. That one will track to your set body, as do the others as far as I can tell, but only if your rotation speed is low enough. If you're spinning quite quickly, the attempt to hold attitude will fail and you'll continue to spin. This appears to be consistent with the mod's goal of making momentum and rotation more realistic, as stopping that rotation would require significant resources*. However, the Prograde and Retrograde hold do not conform to this standard - they instantly fix your craft to that vector upon entering warp, killing rotation for free in the same way stock timewarp does. This will persist upon exiting timewarp if you do so still set to that vector. Is there a way to make these modes more consistent with the premise of the mod?
I disabled this feature because of this!
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3 hours ago, theJesuit said:
You can do that now in the mod.
I didn't found this hotkey!
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30 minutes ago, rmaine said:
And me, well with KSP 1.12.1 and the dev version of the mod. BTW, I always use bi-impulsive xfer for low Kerbin orbit to the Mun. (From Kerbin itself, I start with something else to get into orbit, but I presume you mean from Kerbin orbit instead of from Kerbin itself. As a retired engineer, I'm trained to state things more precisely because sometimes a sloppy statement actually gets misinterpreted. There's a lesson about that in a "musical road" near me. There are grooves in a segment of the road that result in your tires playing a tune when you drive over them. But the tune is a little "off". Turns out that sloppy wording of the construction specs was the reason. The specs described the distance "between the grooves". What was intended was the distance center to center. As the grooves have finite width, that's not the same thing. It's close enough that the tune is recognizable - just a bit sour, particularly on the higher notes. :-))
From Kerbin orbit to Mun encounter!
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1 hour ago, Lisias said:
Considering including it on KSP-Recall, if I manage to really understand it!
But this KSP-Recall is not only for some bugfixes?
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2 hours ago, Morse said:
I never launched 1.12, so no idea how this works there. Also, I'm not sure I'll have time for an update in the next ~couple of months. But I can look into logs, maybe there is something simple there.
@Morse If you have the time and will, I have some suggestions:
* Integrate this mod with the stock alarm clock. Or at least remove the 'Alarm' button if the user don't have the KAC installed
* Add shortcuts to the feature 'snap maneuver node to the previous/next orbit'
Thanks.
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I prefer this mod too, for almost the same reasons!
But I think that Precise Node let you snap the maneuver node on Ap/Pe. I think is hidden and need to be activate in the options! And it also have keyboard shortcuts that helps a lot! But for all I know, it don't have the circularize button, the change inclination button, the ability to use the big gizmo on a separate window, or keep changing the values while I was holding the +/- buttons (I don't need to keep clicking!)...
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4 hours ago, Lisias said:
There's two years since I looked on that code, but you may be right - looking on it again, it appears to be only applied when the craft is made before or on 1.8.0, when then the 1.8.0 upgrade script would be kicked in.
That hack of yours (editing the craft file to appears to be made on 1.8.0) throwed some light on this equation!
Nice!
Are you working on this mod? -
I have done some more tests and I found out that the camera stop working as soon I enter orbit. I don't need to enter the MapView!
* Only the OnboardCamera. The DockingCamera works well!
Thanks
[1.12.3] Restock - Revamping KSP's art (Feb 25)
in KSP1 Mod Releases
Posted
I can confirm this!