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wreckreation

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Posts posted by wreckreation

  1. Same bug (I think).

    Pic here.  It's a big rocket, with a fairing and four of the biggest solid rocket boosters.  That's the tip of the fairing poking out of the VAB floor.

    Possible steps to reproduce, or at least, here's what I did:

    • built a rocket (call it Odin)
    • flew it to orbit
    • reverted to VAB
    • made some changes
    • saved it
    • loaded a different craft from same workspace (not merged)
    • reloaded Odin rocket (not merged)

    only to find the rocket now disassembled and mostly buried under the VAB floor.  Unrecoverable.  An hour and a half effort wasted.  Grrrrrrr.  :(

    And while I'm complaining, I might as well mention, I hate the current VAB camera control scheme.  Middle mouse button is unreliable on my mouse, so using it to try to reposition the camera sucks, big time.  And what about people who don't have a middle mouse button?  Please, please give us WASD control of the camera in VAB.

  2. 5 hours ago, Starwaster said:

    But if it causes any, that's on you to deal with.

    Of course.  

    Though I feel I should point out that any misbehavior is far more likely to come from the decision to use a mod on a version of ksp the author has not verified it works on, and that the mod itself explicitly warns against.  :D

  3. PSA: with a hex editor, you can get rid of the incompatibility warning that pops up when used with ksp 1.12.x.  I wouldn't normally presume to do this, but the author is, and has been for some time, otherwise engaged, and I think this is permitted by the license (if not, let me know).

    When it first starts up, the mod invokes a function called CompatibilityChecker, which compares the current ksp version against some hard-coded values.  It expects the minor version to be no less than 8, and no more than 9 (i.e. ksp v1.8-1.9).  We simply replace the hard coded value for the upper bound.

    In modularFuelTanks.dll, at address 0x273, replace 0x09 with 0x0C.

    Voila.  No more popup, and the mod continues to works as it has in 1.12.x.

  4. On 2/21/2023 at 9:21 AM, Joker58th said:

    some sort of simulation capabilities

    Amen to that.  In ksp1 I have a whole seperate save (named "simulator", naturally) that I use to build and test craft, and mission plans, before moving them to my main save.  Would be so nice if the game itself had some such mechanic.  Perhaps the devs can add that to their already ungodly long list of things to do.

  5. I'm excited for multiplayer!  I know it's a ways off, but when it does arrive.. I can't wait to collaborate on exploring, and building out a (hopefully) shared vision for kerbalkind's future.  Or one such of many, anyway.  

    And better wheel physics!  Wheel physics have been the bane of my existence in ksp1; hopefully rebuilding ksp from the ground up will cure this ill, and I can finally make good on some of the things I dreamed about doing.

  6.  

    Ah.. I read "The sub and boat have a ballast system." in the OP and for some reason thought you were referring to the ship and not the rubber dinghy.  My bad.

     

    7 hours ago, Caerfinon said:

    scatter water interactions

    0_o  ...  I assume you're talking about the various oceanCraftWaveInteractions* settings in the Scatterer config file?  I had no idea. 

    I've tried exactly one watercraft in KSP before, a large aircraft carrier that was way too big for my needs but did cut through the waves pretty nicely.. so I had no reason to even suspect Scatterer did this.  I wouldn't have thought to look there for a solution.  TIL, thank you!

    7 hours ago, Caerfinon said:

    you could write an MM patch to add ore as a resource to the ship

    I'll give that a go.  For whatever (probably not logical) reason, I'd rather try to tune the ship than turn off wave interactions altogether, so I'll try this first.  

     

    7 hours ago, Caerfinon said:

    Sunkworks

    Yes!  I've been downloading the releases since v0.2.5 but somehow have never gotten around to installing them.  Looks like this is the goad I needed to do that.

    I think between the three possibilities you've given me, this little problem is solved. Thanks again!

  7. Awesome work!

    Taking the Belafonte out for a test.. drive? / float? / excursion?  She bounces like a bronco.  I'm thinking if I add more ballast she'll settle down, but for the life of me I can't find where to adjust that.  How do you take on / release ballast?

  8. LOVE this mod!  Really brings the planets to life.  

    FYI, probably inconsequential, but thought you'd like to know: getting warnings from module manager regarding the Lifeless Eve config:  

    Quote

    [WRN 00:18:26.425] more than one pass specifier detected, ignoring all but the first: ParallaxLifelessEve/_Scatters/Configs/Eve/!ParallaxScatters:HAS[#body[Eve]]:FOR[ParallaxLifelessEve]:AFTER[ParallaxStock]
    [WRN 00:18:26.425] more than one pass specifier detected, ignoring all but the first: ParallaxLifelessEve/_Scatters/Configs/Eve/+ParallaxScatters:HAS[#body[Dres]]:FOR[ParallaxLifelessEve]:AFTER[ParallaxStock]

    Seems to work fine, at least on Kerbin, so ¯\_(ツ)_/¯

    Keep it up!  Looks amazing!

  9. 2 hours ago, Caerfinon said:

    Method 1: Edit the group and map decal config files

    There are two files in the mod's folder;

    • KK_GroupCenter_Kerbin_KSCOutpost.cfg

    • KK_MapDecal_KK_Outpost_Tavern.cfg 

    In the first one you need to change the RefLatitude and RefLongitude values to the new location you want to have it at.  In the second file you want to change the Latitude and Longitude (you may also need to adjust the  AbsolutOffset for height). The vaules for the first file and second file coordinatest should be very close to identical.

    Method 2: Use the KK function in a flight scene to manually move the Group and Map Decal locations.

    • send a kerbal out on the runway. hit CTL-K
    • edit the Group KSC:Outpost and move it where you want it (the buildings should follow).
    • edit the Map Decal KK_Outpost_Tavern and move it very close to where you moved the group.

     

     

     

     

    Excellent!  Jeb will be quaffing a few before the weekend is out!  :)

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