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shoe7ess

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Everything posted by shoe7ess

  1. Hey all, I'm back with another scenario. I use BDB (along with a plethora of other part mods like RN, etc) and I'm a little tired of duplicate experiments (or experiments that are virtually identical but have different IDs so only one type will work for a DMagic contract). I've been looking for a way to remove duplicate experiments from parts by only leaving one part with said experiment available (the rest I can clean up through Janitor's Closet or just remove outright I suppose). That being said, since I have many duplicate experiments (mag booms being a large culprit) I wanted to trim down duplicate experiments to make contract goals a little easier to attain (yes I have [x] science/experiment tracker installed, I usually go back and forth between the two) so the only way I thought of attaining this is by going through the list of experiments in the mod part or pack that contains the experimentID I wish to keep and remove the rest. I thought of a sloppy MM patch I have yet to throw on the test-bench install, but wondered if anyone here had any suggestions? My first pass follows the following structure (though I know I could probably use wildcards to make things easier, I'm not the greatest at working with arrays or the more advanced side of MM yet): @PART[*]:HAS[#experimentID[EXPERIMENTID HERE]]:NEEDS[!MOD(S) WITH EXPERIMENT I WANT TO KEEP] { -experimentID,* {} } I'm not sure if this is the best syntax, I'll have to play around with it a bit. I mainly want to keep BDB experiments (and possibly combine DMagic in with the NEEDS pass using an OR instruction), but this also means that I will need to go through and manually enter every experiment ID from said mods (unless of course they don't have a duplicate experiment type). I do find DMagic contracts kind of arduous, but they do fit well with the historical progression Venera (Eve Flyby) missions and so on. Thanks!
  2. That's perfectly understandable and I appreciate the response. I've almost pulled the trigger on Planning Node a few times now but the amount of clutter from my the 22Gb gamedata folder needs to get trimmed down, re-configured, or just removed, but I have the download folder ready to be copied over after I do a little config/cleaning the next time I play. On a side note I use both Astrogator and Smart Tanks, having just discovered them when jumping from 1.8 to 1.12, and those are two mods I really wish I found earlier (especially smart tanks, I really can't emphasize the time savings it's given me). I really look forward to seeing what's in store for KSP2!
  3. This mod has made my life so much easier. I love TWP but I honestly am not the best at actually setting up the maneuvers that get created when picking a transfer (chock it up to just a lack of education and knowing exactly how to get the ejection it shows on the map screen (I usually just end up using MJ to create the node since I just can't seem to figure out the best way to get the ejection angle that gets plotted). The only feature I'd love is a way to choose an "immediately" maneuver, instead of waiting for the best transfer window. Sometimes I have tons of extra dV and want to start my fly-by of Eve sooner than Astrogator offers. I still use it because I actually prefer the interface over adding a TWP plot to KAC. Is the ability to create a more immediate (but obviously less efficient) maneuver something that could possibly be added in the future? Thanks for your mod and making my life much easier while prepping for my missions
  4. Forgot I could just hyper-edit my way somewhere and do it that way. I'm basically trying to make a base that I don't plan to open until I've covered OPM with RT comms. I have GU installed so once I get to the later part of my career I plan on using the CBK T5 base I set up on one of the other planets/moons as a "jump off" point for setting up interstellar vehicles (as well as a few other mod related mechanics). I didn't even think about just throwing a group down on one of those planets via KKs in-game config. I had been down the .cfg/MM rabbit hole for like... 4 hours or so when I posted that so I think my original goal was to have a base set up that I could just unlock when the time came. I wanted to take advantage of some of the Alien Space Program mod to make a match but my mind was completely "out of game creating a config for a base on a pole somewhere and making my life as difficult as possible". Thanks for the reply/easier-solution, throwing down a group seems so obvious now... now to find a ladder
  5. I just noticed on my first EVA science collection that I have a lot of warnings in the log about "<scienceexperiment> is unknown, assuming a standard experiment". Most start with the suffix "bd" (maybe BDB?) and the other are from station science "rocketFuels" "advFuels" etc. I can not find the station science experiments, so I'm wondering if I should take out that contract pack and stick to the contracts from the mod, but it seems so cheaty that my EVA gives me like 17 experiments. The error log is: KSP.log I'm sure it's because the contract packs are old and the science experiments it's looking for don't exist, but I can't find any sciencedef file or something to remove or add the experiments. Any help is much appreciated. If there's another log I should post let me know.
  6. Hello all. I have searched the thread (and google) to find a way to HomeSwitch from Kerbin to one of the OPM planets (maybe even a moon, not sure yet) after I reach the point in my career that I need to start heading to the GU galaxies. I'd like to create a launch site without ELP which I believe is possible with KK (as well as using the Alien Space Program configs/textures as a jumping off point if needed), but not sure where to start. I see a homeworld setting on my KK launch sites through KSCExtended and KerbinSide (not sure if Tundra adds launch sites or just edits them, but I can't find any homeworld settings in the configs there so far), so I'd assume I'd just add an OPM planet/moon after I have RT control throughout the system. If anyone has a config/preset they could share that I'm just overlooking I'd appreciate it. If you'd prefer me to post this in the KK thread I can aim my questions there. My current idea is to duplicate one of the polar launchpads (maybe even KSC itself) and set the HomeWorld to "Neidon" for example, but I'm not sure if that would work or not? Does anybody happen to have any configs for OPM or somehing similar I could use as a template? Thanks!
  7. I will probably re-post this in the KK forum but figured at least somebody has tried this here. I have searched the thread (and google) to find a way to HomeSwitch from Kerbin to one of the OPM planets (maybe even a moon, not sure yet) after I reach the point in my career that I need to start heading to the GU galaxies. I'd like to create a launch site without ELP which I know is possible with KK (as well as using the Alien Space Program configs/textures as a jumping off point if needed), but not sure where to start. I see a homeworld setting on my KK launch sites through KSCExtended and KerbinSide (not sure if Tundra adds launch sites or just edits them, but I can't find any homeworld settings in the configs so far), so I'd assume I'd just add an OPM planet/moon after I have RT control throughout the system. If anyone has a config/preset they could share that I'm just overlooking I'd appreciate it. If you'd prefer me to post this in the KK thread I can aim my questions there. Thanks!
  8. Sorry to necro but I had a question concerning a mechanic that may or may not be available via CBK. I would like the tracking station to only be available (or at the very least unlock) after a certain science amount has been accumulated. I have a few levels added to my tracking station to increase the DSN levels to points where OPM will eventually be encompassed by a max level TS (I use GU as well, so I may add an insane unlock minimum in order to amplify my signal enough to reach the closest galaxy if possible or a set of relay satellites close to Pols orbit). Preferably, since I gimp my finances in career mode (or they increase much faster than I can use them), I would like to only allow certain TS upgrades unlock based off either a science level gate or just a sink for x amount of science to unlock the level. I haven't seen this implemented in other mods so I doubt this is possible, but figured I'd ask and maybe get some advice on alternatives to make the idea work (very open to suggestions). That said, I was wondering what the "DSNScienceCurve" key was about? I searched through the forum and on google but couldn't find much. Thanks all! *Edit* I was wondering that maybe it's possible to gate-keep the TS upgrade based on Research facility level? I thought maybe you could use an MM patch that "unlocks" the TS 4+ building upgrades after the Research building level has reached certain upgrade levels (like an MM patch where you'd place @CUSTOMBARNKIT[*]:HAS[@RESEARCH[levels > 3] or something like that that then adds in the @TRACKING MM patch pass)? The syntax is likely off since I'm typing this off the top of my head but don't know how much of the CBK patch can be edited.
  9. I went with something similar, just without CBK (increased the factor on level 3 through RTs configs) for now. Gives me enough of a challenge and necessity to make relays around a few planets if I want to make it out to Plock without completely making it over-powered (until I start going to the GU galaxies, at which point I'll figure something out). I am working on more high end antennae based on the method I mentioned earlier too, giving them a new pain job, scaling them up, and throwing them in a new tech node through CTT. I swear, I have spent 10x more time modding or tweaking mods for KSP than I have actually playing Thanks for the suggestion, been awhile since I've had an RO install, thought hadn't even crossed my mind!
  10. I've been working on some MM patches to help some of the other higher-end antennae available through RemoteTech and Stock so that they can each Plock (assuming relays have been set up at least up to Jool > Sarnus) but have been pretty lazy about it (using the spreadsheet, but just throwing enough zeros at it and then just using the +PART MM patch on the Giga2 and Comm88-88 with some rescaling. I tried looking online to see if there were any compatibility or configs created by other players but aside from some older (1.2/1.3 era) posts, I couldn't find much that wouldn't require me to just re-write the patches found since the updates to RT needed to be implemented so I thought I'd just ask here if anyone knows of a list of compatibility patches for OPM for RemoteTech (I'm also trying to get Station Science experiments created for OPM planets, but I've never spent much time creating experiment nodes and with a ~16 minute load time it's hard to debug if I miss a closing bracket or some other syntax error). I have a test bench as well, but with my mod folder reaching 10Gb it's hard to tell what other mods I should be testing along with it, but figured with this being one of the larger mods I may be overlooking either some folders that came with the mods in question (RT and Station Science), or some possible user/modder created configs on the forums. If anyone out there knows of any working or semi-working patches I'd greatly appreciate any feedback. I do understand it'd be easier to run a multiplier through the antenna strengths in a single MM patch that would likely catch all antennas, but I don't think the Apollo's high-gain antenna should be able to reach the edge of the galaxy Thanks in advance!
  11. I get the strangest bug with MLP on 1.12.3. Every single launchpad (seemingly anyway, I haven't counted all of them) loads in my VAB whenever I enter it, whether if I get there by editing a vehicle via KCT or if I just go in from the KSC. If I load a vehicle from KCT, the rocket shows up along with all of the MLP parts. The quick fix for me is just adding a part and clicking the new craft button (I believe this works on a load as well after the part is added). It acts as if the MLP parts are the supposed to be loaded by default. I don't know what mod conflict that may be causing this issue, aside from the Craft Manager. There was an Untitled Craft .craft file in my save game craft files but removing it didn't fix it. It only does this with the MLP parts. I can provide .log files if needed but figured I'd show a pic first and see if anyone has seen anything similar in their modded games? At first it did it with a premade launcher (not sure which one it was, it was before I invested much science in the MLP tree). Ignore the craft name in the screenshot, it just seems to keep the latest loaded craft as the name (with a different description). It occurs even without the MLP .craft files in the game, strangely enough. I'm almost tempted to launch it and see what happens lol My "Untitled Craft" VAB editor
  12. I noticed that within the TU textures compiled with this release there are "stringer" diffuse and mask textures, however they aren't configured in the TU config file. They look pretty good on the PParts but wondered if there was any reason they shouldn't be enabled (aside from the bloated additional texture options in game)? I created config files for them (I also converted the interstage texture with a few masks as well) and I think they look pretty cool!
  13. Alright, got the foundation in place: https://github.com/shoe7ess/KSP/releases/tag/RealChatterer I'll add in minor releases with optional configs as time allows but this rev includes latest Chatterer version (v0.9.99), so this should be installed alone (or over Chatterer if you already have it installed).
  14. Awesome! I believe I should be able to just compile this all (Real Chatterer with the updated configj) and host it here. I'd rather not adopt this mod since my ability to make any necessary changes is pretty unstable (definitely wouldn't have time to add to it at the very least), but I wouldn't mind throwing the Real Chatterer v0.5 mod together with the config change, and possible MM patch(es) to replace the default "beeps" with the ones found in this mod, though I'm not sure the best way to go about that particular obstacle (imo some of the default beeps fit the immersive side of the mod,) so I wouldn't want to touch that much, not to mention that I also feel like the in game GUI is actually easier for configuring the beep sound fx setups for (at least for me personally), though I can't speak for others. I do think, however, it wouldn't be difficult to to provide Russian/Soviet vs American mission only sound options (either optional overridable configs [us only, russian only, mission-based, etc] or via MM patching after I take a look at the feasibility of that (eg how frustrating it'd be to write versus just offering alternate .cfg files). I'm rambling that this point. Short story, I'll set up a legitimate .git repo for a "fork" and link it here (likely won't be until tomorrow). I'd really appreciate any input/opinions on how these alternate configs should be offered? Since @TheRealWiwaxia is still active, maybe he can provide some insight? I have found that some of the FX mixed with the beeps (particularly reverb effects) sound pretty amazing, so maybe I'll think about giving alternate sound packs a go eventually...
  15. That was my initial idea but i'm dual-wielding laptops at the moment (work and play, heyo!) so I don't have a nice branch to throw it on at the moment, so I'll post it to my KSP master for now here Alternatively, here's the .cfg zipped with the correct folder structure on my google drive.
  16. I hate to necro but I figured I'd see whether this is compatible with Chatterer 0.9.99 (KSP 1.11.x running on KSP 1.12.3) in case folks are interested in this mod (it still pops up the first few hits if you google ksp chatterer). By default it does not load the Real Chatterer sound folders. I believe this is due to the names in the plugins config file not being concatenated (folder names under the audiosets in the plugin_defaults.cfg has a space under each directory name). This is fixed by manually typing in the folder names in Chatterer via the in game menu (they can be found under Chatterer/Sounds/chatter) or just removing the spaces in the .cfg file. It also seems like the "beeps" haven't been set up in the config file either (none of the .ogg filenames are present). I'm going to work on updating the plugin_defaults.cfg and post the fixed file contents here (for copy/paste if anyone is interested). As far as the beeps are concerned they won't sound by default (need to turn on randomize or manually set them in the config). *Edit* See spoiler for updated plugin_defaults.cfg contents. This mod makes you feel like kerman.
  17. I think you're right. I'm working on a new testbench, going to try and get a nice simple log to provide Linux. Thanks for your help Star, learned (and am continuing to learn) a lot from this little experience!
  18. You're right, the attach nodes are not being altered at all. I only found 3 parts that didn't follow 1,1,1,1,0, and they were engine adapters from BDB. I don't get it. I can attach the part from the top or bottom node to any other part other than itself (so no daisy chaining multiples unless I over-ride with NH). I may try one last attempt with just adding an extra top/bottom stack node, but if somehow the attachment rules are getting changed (I'm wondering if at this point it's in the VAB editor or something post-launch, since all signs say it should work. The result may be the same but who knows, can't make things any worse at this point. Thanks for the help!
  19. Oh your right, the part.cfg uses those attachrules defined in the primary mod, I must have confused it with another part. I've gone through the MM and KSP logs, and the only MM patches I can find editing parts that include the DSM logistics part are from docking camera KURS, USI for cargo modules, etc, aside from the ones I created for the part itself. Is there any way to guarantee that a patch is loaded last, after all the :FINAL passes? I have to be missing something simple.
  20. Hey all. The examples thread is all but dead but I have created a plethora of MM patches over the years, but I am having trouble with one that is probably the simplest you will ever see. All it does it set the attachment rules so that every part has surface/stack/etc attach (everything but collision). It has worked for me perfectly well for years but for whatever reason I can not get it to work with a specific part from Davon Supply Mod (well, the only part from the mod really). I have created some patches to add in most of the B9 stock fuels and cryo-fuels with some patches as well as created a variant for the part, but even if I set the actual part config attach rules to 1,1,1,1,0 as well as throw it in every part of the mod loading process, I can not get the part to take the rule update. I am able to get around it with Node Helper but that is only temporary. It's a pretty straightforward code, boiled down without although the modifiers it's just basically: @PART[*]:FINAL { @attachRules = 1,1,1,1,0 } I've used almost every kind of sequence I can think of (LAST, AFTER, BEFORE, etc) to get this work, but :FINAL really should do the trick, especially since the part.cfg has already been re-written in this case. What would be the easiest way to see if and why this part is getting over-ridden by a different MM patch? I've tried scouring the logs but can't seem to find it, and the specific "SurfAttach4All.cfg" patch I made works on every single part I've tried, just not that one. Let me know if there is some further information/logs I can provide. The part itself does not have any specific modules that should conflict with that behavior change, so it's just kind of odd. Thanks all! I really do have a ton of MM patches I've made, some of them a few thousand lines long for USILS overhauls and the like that I may start posting if I can find a decent repo to post them for others (I've got them on a .git but I need to do some spring-cleaning on that project first).
  21. Thats... awesome! I've been playing forever and never knew that. My newest testbench game is a copy-paste of my main 1.12.3 game folder, just stripped of the mods, so I'm thinking it must have been saved in the settings. So weird. I must have turned it off in my main game when clicking the pin again and not noticed. Wish I knew about this sooner, this could have really been useful in some of my RSS-RO/RF-Stock builds, thanks for letting me know!
  22. Thanks for taking the time to reply. I'm not sure if I know the right wording so I'll attach a screenshot. The only overhaul mods of the stock system I use are FFT/NFT, USI, and Deepfreeze so I thought maybe one of them had some sort of integration brought on by RR, so I put it in my Testbench game by itself and just MM installed and it does the same thing, and when removed from my modded game it went back to normal so I don't know. I'll attach a screenshot of what I'm seeing in game, maybe someone has an idea?
  23. I didn't exactly know how to word this in order to search before asking, but I was wondering if the conversion of resource numbers from a sliding scale to integers is something that could be modified via something like module manager? I really like the addition with resources, but with PParts (and to a lesser extent PFairings) it makes shaping the parts take quick awhile in some cases (more-so with probes, between the battery, monoprop, heatshield, decoupler, etc) and saw that the slider was in earlier builds so I'm assuming that it's hard-coded into the mod, but figured I'd ask. Again, I'm sorry if this has been asked. I'll spend some time going through this forum and see if I can find the answer myself but in the event that I can't I'd appreciate any help anyone can lend me.
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