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iFlyAllTheTime

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Everything posted by iFlyAllTheTime

  1. I'm using 1.2.2.1 of the mod, which is the correct version for my KSP 1.2.2 save (I know. I'll occasionally play 1.9, but I'm deep into a save game on 1.2.2 and never got around to migrating it over to the newer ones). I know it's an old and probably obsolete addon at this point. But I'd appreciate if someone could point me in a direction to be able to troubleshoot this. Here are the contents of the mod folder:
  2. I had two major events in my space program: 1. I launched two large-ish relay satellites (still connected to the insertion stage) in a Kerbol orbit with a 2/3 resonance with Kerbin. I plan to insert those satellites in the same orbit as Kerbin, but 120 deg apart. I'm hoping this should take care of my long-term need to provide commnet access on far reaches of the system. Took me a fair few attempts to get it right. and 2. I launched, perhaps the trickiest payload in my playthrough of KSP. Behold this monstrosity that is my newest Mun Base + Skycrane, on its way to Mun. Pictured here with the OMS stage still attached. The offset mass of the payload was really tricky to manage, but after multiple attempts, I finally worked it out.
  3. Yeah... I went down the rabbit hole on "how to create plugins" in the forums and installed a couple of IDE. I thought I'd teach myself C++ and see how far I can get, but boy it seems like a herculean task! It has made me realise how much time and effort people like you put in. I have new found respect for all the modders for making and then supporting my all time favourite game with astonishing gameplay improvements through mods. I'll try to learn as much as I can, but I'll wait until I'm ready to move on from that old save to a newer version, before I use this mod!
  4. Hypothetically, if one desired to modify this mod to work with a prior version of KSP (1.2.2 to be exact), how difficult would that be? What would be required to be able to modify and where would one even begin? Asking for a friend. I'm willing to give it my best shot to learn, I mean my friend will, and put in the time and effort that might be needed.
  5. That is glorious! I can't wait to launch the network and the rover! Thank you for screenshot Yay! I was able to! Maybe it was just the browser... anywho... Thanks.
  6. Okay. I don't know why but I was incorrectly thinking the range calculation only ever takes into account your current vessel and another one, which needs to be a relay. So I didn't think that that relay would be able to connect to a third relay, which then connects to Kerbin. Thank you Edit: On a side-note, any idea why I cannot hit the "Like" button on posts?
  7. I'm away on business for a couple of weeks so I can't test this out on my PC but I've been thinking of a mission outline that relies on proper usage of Commnet. Let's say I have: a rover on Ike with a Communotron 16 (Ike surface facing away from Duna, but in LoS of Ike relay), a 2 satellite highly elliptical relay with HG-5 around Ike (no LoS to Kerbin but LoS to Duna relay) , and a 3 satellite equatorial relay with RA-15 or RA-100 around Duna (LoS to Ike relay and Kerbin) Does the default Commnet allow the rover on Ike to be controlled on the surface, with the signal bouncing from Kerbin-->Duna relay-->Ike relay-->Ike rover? Or do I need to have a relay in Ike orbit capable of reaching Kerbin? Here's what I quickly threw together to illustrate my question: On a side note, would Remotetech allow this connection (signal from point A to B to C and then finally to D, or even further to E), given the appropriate omni and dish antennae?
  8. I'm running KSP 1.2.2 and with a bit of progress under my belt (Duna and Eve flyby missions, but gearing up for scanning, rover and manned missions) I'm starting to dislike Commnet and feel that Remotetech is far more intuitive and fun to use than the stock option. (used it back in KSP 0.25 and been away from the game for a while) My question is: Would I be able to install the appropriate version of Remotetech on my current save or would I have to start a new career game for it to work? I know that some of my probes would be rendered useless due to lack of antennae on them, but if I can, I'd like to make a change now before I increase my reach into the Kerbol system.
  9. Yay! Success. If you care to know, here's how I got it to work: After looking closely at the part files for other ion and argon engines from NFPropulsion, and picking Nertea's brains, I found a solution! There were two things I had to do: 1. In Squads cfg file there was an entry powerEffectName = IonPlume in the ModuleEnginesFX. I had to change that to the powerEffectName = run_hipep (same name as the plume) 2. I then had to replace exhaust with run_hipep in the EFFECTS just before AUDIO and MODEL_MULTI_PARTICLE: The sound file IonXenonLoop01 is still not running while the engine is thrusting, but that's a relatively small problem I can completely live with. It was insufficient testing on my part. I was testing it on the launchpad deep inside the atmosphere. Testing it in vacuum returns 100% satisfactory results. Thanks again for all your help and imparting some of the essential knowledge that helped me get to the root of the issue.
  10. Woahhhhh! I learnt two completely new things!! (applying patch to a patch and checking whether or not the changes were applied.) Like I said, regardless of the result here, this back and forth has been informative for me and I appreciate that! In KSP 1.2.2 (same as 1.6) Squad's Ion Engine has: a very faint plume effect the exact same sound when Activating it, like any other engine in the game and no sound while that engine is "burning"/"electrifying"/"thrusting"... hey, even Scott Manley struggles to find an appropriate verb for what Ion engines do, okay?! NF Propulsion's Ion engines have this awesome bright Ion Plume, a cool sound with some bass when the engine is activated and another sound when it is running. Here's the original comment I'd posted seeking help from someone who had some experience with this: That is quite alright if you can't. You might have given me just enough tools to troubleshoot and work this problem out. I've just looked at the ModuleManager.ConfigCache in a text program for a few minutes. I think it will go a long way in helping me narrow down where I'm making a mistake.
  11. Oh, I see. I feel like an idiot for not mentioning this prior, but THAT is indeed the file I was tinkering with. I'd been making additions to that cfg file, since it only changed the cost & mass, and nerfed the performance of the stock ion engine without adding the sounds and plume effects. I've pasted the contents of the unaltered NFPropulsionIonEngine.cfg, as extracted from the zip file. So, from my limited understanding, the files involved should be the stock Squad Ion Engine cfg and the NF Propulsion's patch for it, which I've made edits to. I doubt it has anything to do with the order in which it is loading the patches, but I'm finding this exercise thoroughly intriguing, regardless of what the outcome turns out to be!
  12. WoaH! I didn't expect an entire patch written out from somebody! Thank you very much, stranger. I tinkered and tried out a few different things with the file and applied the modifier "!" for the effects after reading the handbook (from the link you provided :)) I had used the modifier "FOR" instead of "NEEDS", but on your suggestion, I've changed that as well. The result is unfortunately still the same. Seems like my patch is conflicting with something from the config file from SQUAD. Here's the entire patch file to alter the ion engine: For reference, here's the default cfg file for the ion engine from SQUAD: I have a niggling feeling that the module "ModuleEnginesFX" and the entry "powerEffectName = IonPlume" may be the reason for the conflict. After all, in the default cfg, under "EFFECTS", the first entry is "Ion Plume". I'm wondering if I should be writing something in the patch to edit and/or remove it.
  13. Thanks for the reply. That handbook will take some time to go through but is exactly what I was looking for! I'll give it a shot and report back.
  14. Thanks! Yeah. I think back when I tried this for KSP 0.25, the ion engine didn't have any EFFECTS, but now for 1.2.2 it does. I need to work out how to make the SQUAD ones not appear. wrt the PROTIP, seeing that I've already provided a new one, how do I make MM remove the one I don't want?
  15. Hi there, As it says in the title, I'm trying to replace an effect on the stock ion engine with something that I was inspired by the Near Future Propulsion pack. I'd like the following bit from the default part config file: to be completely replaced by new effects and sounds as follows: I know the sign "@" plays a role in replacing what is included in the default part file (e.g. I've seen the part cost and mass edited that way) but I have no clue how I should be using it to replace the effects P.S.: I've already posted this here, but I asking this in the Technical Support section as well for higher visibility and increased chances of getting a reply.
  16. I'm wondering if anyone could lend me a helping hand here: I tried to edit the patch that comes with NF Propulsion for the Squad Ion engine "Dawn". What I was really trying to do is add the awesome sound and the plumeFX from NFPropulsion to the default ion engine in the game. I sort of succeeded but with a tiny bit of problem. You see, the effects are now visible even before I turn the engines ON. Here's what it looks like: Here's what the patch file looks like when I download it: and here's what it looks like after I added sound and plume to it: Could anyone please point out what I did wrong here? btw, here's the default part cfg file for Dawn from Squad (if anyone wants to compare that with the patch I made above: Also, does anyone know why the HT16 'Noon' Gridded Ion Engine Cluster and the HT3 S-IE Twin Ion Engine was "Unresearchable" in 0.8.7 (KSP 1.2.2) of this mod? No big deal...I was able to change the config file for them to make them available for use again. I found the post where someone mentioned this already over here. Just looking at the two config files, I think I have somehow made a mistake by not using "@" sign for the effects? Although, I don't know where I should be adding that sign
  17. Thanks for the quick reply @Spica. I probed around a bit more and I see the Standard and Compact variants for those thrusters Holy excrements @ the sound the pulsed inductive thrusters make. That was eargasm!
  18. Back in 0.25, for the sake of simplicity, I ignored the Argon and Hydrogen parts from the Near Future Propulsion pack and simply kept the Xenon tanks and Ion engines in the NF Propulsion folder. I was blown away by the sound and the emissive effects on the different ion thrusters this pack had and really enjoyed using it in my game. I'm trying to do the same now for a 1.2.2 save I have going on, but I see that "B9 Part Switch" and "Community Resource Pack" are listed as required dependencies. Could someone tell me what do the two required dependencies do? Just like before, I plan on only using the Xenon and Ion parts only, steering clear of the Argon and Lithium ones. Would I still need those dependencies? I don't care about mining Xenon. I just want to be able to launch probes with the Ion engines from this pack with that awesome sound and FX. I have tried loading up the mod in a separate clean install just to pick the stuff I like for my actual save game and I can't quite tell exactly what those 2 dependencies do. @Nertea As always, thank you for the amazing work you do. I have enjoyed this game orders of magnitude more because of modders like you.
  19. As per the wiki, the "big" drill doesn't have the 6 hour time period requirement. Even for the small drill, if I just have to leave the drill alone for six hours and it shows up that it drilled for all of those six hours after six hours, I don't think it affects the gameplay a lot.
  20. Whaaa?! This is awesome news! I was starting to get annoyed by the seemingly arbitrary limit, but what you said makes sense. I went back and checked the wiki and it doesn't use the word delay, but I wish it was a little clearer like your reply.
  21. I've tried searching for the answer on forums without any success. For the 'Drill-O-Matic Junior' Mining Excavator the Practical Details section on the wiki says as follows: To have the drill run "in the background" (so you don't need to watch it produce ore), you need to leave it alone for more than 6 hours. If you switch focus back to the craft with the drill before 6 hours have passed, the drill will retroactively stop. Does anyone know of a way to change or remove that value by editing some config file somewhere? I'm running 1.2.2 if that makes any difference. I just don't understand why there's a delay in the first place! Not sure if this should've been posted in the Gameplay Questions or over here...
  22. @SpannerMonkey(smce) Thank you for the example! I get it now.
  23. Fantastic! I hope you don't mind if I pick your brain a little more... The following is the part cfg file //// Near Future Spacecraft 0.5.4 // Shielded 5-Way RCS Block PART { // --- general parameters --- name = rcsblock-aero-5way-1 module = Part author = ChrisAdderley // --- asset parameters --- MODEL { model = NearFutureSpacecraft/Parts/RCS/rcsblock-aero/rcsblock-aero-5way-1 position = 0.0, 0.0, 0.0 scale = 1,1,1 rotation = 0, 0, 0 } scale = 1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_attach = 0.00, -0.0, -0.00, 1.0, 0.0, 0.0 // --- editor parameters --- TechRequired = specializedControl entryCost = 4000 cost = 650 category = Control subcategory = 0 title = RV-105x5 RCS Thruster Block manufacturer = STEADLER Engineering Corps description = This aerodynamically shielded thruster block has a fifth nozzle for improved maneuvering. This comes at the cost of slightly lower total thrusts. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,0,0 // --- standard part parameters --- mass = 0.07 dragModelType = default maximum_drag = 0.001 minimum_drag = 0.001 angularDrag = 2 crashTolerance = 15 maxTemp = 2300 bulkheadProfiles = srf tags = cluster control dock maneuver manoeuvre react rendezvous rotate stab steer translate shielded nearfuture // --- rcs module parameters --- EFFECTS { running { AUDIO_MULTI_POOL { channel = Ship transformName = thrustVector clip = sound_rocket_mini volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.025 volume = 1.0 0.1 pitch = 0.0 0.75 pitch = 1.0 1.5 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/Monoprop_small transformName = thrustVector emission = 0.0 0.0 emission = 0.1 0.0 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 localRotation = -90, 0, 0 } } } MODULE { name = ModuleRCSFX thrusterTransformName = thrustVector thrusterPower = 0.9 tagingEnabled = False resourceFlowMode = STAGE_PRIORITY_FLOW resourceName = MonoPropellant runningEffectName = running atmosphereCurve { key = 0 240 key = 1 100 } } } If I understand this correctly, I need to paste everything after "url = NearFutureSpacecraft...." all the way to the very last value "... 0.3859" inside of the "PART {..........................}" in the text file?
  24. Hi, Sorry to revive this old thread, but it's directly related to your post. This might be something I'm looking for. But I want to make sure I understand and implement this properly. Here's what I'm trying to do: I running 1.2.2 (yeah, I don't see any reason to abandon that save and restart in a newer version) and I need to change the drag on the part below: PART { url = NearFutureSpacecraft/Parts/RCS/rcsblock-aero/rcsblock-aero-5way-1/rcsblock-aero-5way-1 DRAG_CUBE { cube = Default, 0.114,0.9575,0.1246, 0.114,0.7514,0.2121, 0.03761,0.6311,0.3331, 0.03761,0.6303,0.3377, 0.03762,0.6281,0.3331, 0.03762,0.6307,0.3377, -0.04475,0.0001625,2.205E-09, 0.1381,0.3859,0.3859 } It's an RCS thruster block that I use on my spaceplane—I want to reduce the drag created by it to about half its original value. I found the above values from the PartDatabase.cfg from my game directory, and after copying them into your calculator and setting the "Drag Percentage Modifier" to 50%, I am presented with the "Calculations" and "New Drag Cube" values. If I understand it right, I just need to place these values and the drag created by this part will be reduced. Where do I place these values? Which cfg file are you referring to? The PartDatabase.cfg or the actual part cfg file from the Gamedata folder? Appreciate your work and any help you are willing to dispense.
  25. Is there a version of this mod for 1.2.2? I page searched "1.2.2" on the previous pages with no result.
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