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AlonzoTG

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Everything posted by AlonzoTG

  1. Here are my crumby screenshots.... Kerbal makes epic screenshots too eezee!
  2. =\ Had to do major rennovations on my ship as you changed most of the hull pieces I was using.... I don't know what you're talking about spinny thing on my mast... My ship already has a radar scanner on it's mast, and it is spinning!!! =P (LLL). Anyway, my ship isn't really needed on laythe like I thought it would be, right now I'm sailing it towards that really long snaky river on the far side of Kerbin. I know the stupid river is blocked in a half dozen places, but well... =\
  3. Yozers, I'm trying to retrofit a rover I have but my workshop, which I have used before has "status: locked" and will not show the GUI, ...? I've used the workshop on this ship before, to produce several fitments to teh base and to fix some design flaws on same ship. =P
  4. 'hey again, I'm using AV-t1 winglets as my keels, and the ship performs quite satisfactorally... Here's the picture: I've sailed over 250 km, and parked it in a harbor with a narrow entrance. The thing only went 23km under fuel, after that I had to cheat. =|
  5. Problem: I want to build a base on lathe, naturally it will be at the equator. However, the only source of MetalOre I can find is at the poles.... So I load up two 5M Kontainers between your pieces. (strangely, the joints on your stuff don't seem to be holding). I have the kontainers at maybe 1/5 capacity, and I have 15 of your bouyancy thingies under it. The main hull is a standard 1:8, beam:length, three masts, I have the outriggers too. At its current load, the deck is barely 2mm above the waterline... I wanted the best fiziks I could get so I have better Bouyancy and Ferram installed. also: IT NEEDS A KEEL!!!! K E E L !!!! Otherwise steering the damn thing is hopeless. =P
  6. I found the problem with Base Construction, it was a leftover fragment of Remote Tech (a handful of parts I still needed). Anyway, here's the exception it wants me to report: [WRN 18:25:46.398] ContractConfigurator.ConfiguredContract: Error loading contract for contract type 'KerbinStationCore'. The contract type either failed to load or was uninstalled. [WRN 18:25:46.399] ContractConfigurator.ConfiguredContract: Error loading contract for contract type 'KerbinStationCore'. The contract type either failed to load or was uninstalled. [EXC 18:25:46.408] ArgumentException: Missing required value 'biome'. ContractConfigurator.ConfigNodeUtil.ParseValue[string] (.ConfigNode configNode, System.String key, Boolean allowExpression) ContractConfigurator.Parameters.ReachState.OnParameterLoad (.ConfigNode node) ContractConfigurator.Parameters.ContractConfiguratorParameter.OnLoad (.ConfigNode node) UnityEngine.Debug:LogException(Exception) ContractConfigurator.LoggingUtil:LogException(Exception) ContractConfigurator.Parameters.ContractConfiguratorParameter:OnLoad(ConfigNode) Contracts.ContractParameter:Load(ConfigNode) Contracts.ContractParameter:Load(ConfigNode) Contracts.Contract:Load(Contract, ConfigNode) Contracts.ContractSystem:LoadContract(ConfigNode) Contracts. :MoveNext() [LOG 18:25:46.425] Contracts Loaded [LOG 18:25:46.426] PARAM { name = PartRequestParameter state = Incomplete values = 0,0,0,0,0 title = Have a research lab at the station partNames = Large_Crewed_Lab,StnSciLab,StnSciZoo moduleNames = ModuleScienceLab } [LOG 18:25:46.427] PARAM Large_Crewed_Lab,StnSciLab,StnSciZoo [LOG 18:25:46.427] PARAM { name = PartRequestParameter state = Incomplete values = 0,0,0,0,0 title = Have a viewing cupola at the station partNames = cupola moduleNames = } [LOG 18:25:46.427] PARAM cupola [LOG 18:26:01.603] [sCANsat] Height Map Of [Kerbin] Completed... ###### AND ##### [EXC 18:29:37.005] NullReferenceException: Object reference not set to an instance of an object ContractConfigurator.Parameters.ReachState.OnParameterSave (.ConfigNode node) ContractConfigurator.Parameters.ContractConfiguratorParameter.OnSave (.ConfigNode node) UnityEngine.Debug:LogException(Exception) ContractConfigurator.LoggingUtil:LogException(Exception) ContractConfigurator.Parameters.ContractConfiguratorParameter:OnSave(ConfigNode) Contracts.ContractParameter:Save(ConfigNode) Contracts.ContractParameter:Save(ConfigNode) Contracts.Contract:Save(ConfigNode) ContractConfigurator.ContractPreLoader:OnSave(ConfigNode) ScenarioModule:Save(ConfigNode) ProtoScenarioModule:.ctor(ScenarioModule) ScenarioRunner:GetUpdatedProtoModules() Game:Updated() GamePersistence:SaveGame(String, String, SaveMode) SpaceTracking:BoardVessel(Vessel) SpaceTracking:flySelectedVessel() ScreenSafeUIButton:OnMouseUp(Boolean) ScreenSafeUIButton:OnMouseUp() SSUICamera:DoMouseEvents() SSUICamera:Update() [LOG 18:29:37.864] Game State Saved to saves/AlonzoTG/persistent
  7. y0zers. I discovered CC's secret menu and it told me that it couldn't load your base construction pack. There were some trivial deprecation warnings about "add" and "remove" becoming "unlockCriteria" and "lockCriteria" But, more seriously, there were hard errors because i don't have RemoteTech installed and it was barfing. Maybe have moduleManager toggle parts of your configs based on existence of RemoteTech? hmm, maybe it's my fault because I had a few remnants of RemoteTech but not the entire package...
  8. While, I'm reluctant to report an issue due to your every ten millisecond release schedule. =O I accidentally discovered the contract configurator master control panel and I discovered that it only loaded 28 of 75 contracts, the major failures were Advanced Progression and Base Construction. I think I figured out how to read these debug logs, it looks like the contract is configured correctly and "Kerbin World-Firsts Record-Keeping Society" is a stock agency, but it is not being parsed. =\
  9. HEY!!! I finally found an answer to aligning EVA and IVA views, I finished the first round of overhauls on that lab module and now everything is lined up! want a copy?
  10. yo, I've been messing with a cool, orphaned mod called Stanford Torruses. The creator had an amazing knack for coming up with cool concepts but was a little inexperienced when he did his parts. Anyway, one of my favorites from that pack was a 10M-class laboratory module. After much agony, I found an explanation about why I couldn't get the IVAs to work, the coordinant systems are different for EVA, IVA and kerbals!!!! Anyway, I finally resolved the issue. I use a feature of RPM to make the IVA view visible from EVA. I would like to make each of the screens in the thing display a relevant RPM screen. Anyway, I hope that you might consider adopting the part, and perhaps some other selections from that pack. It really is cool! My version of the part has many cleanups that would take a long time to apply to an older version of the part. I'll provide it if you are interested. I have done some testing on one of my older launchers, now converted to BAE parts instead of tweakscaled KW parts...
  11. !!! that must have been it, I must have forgotten to equip the power-wrench tool. It would have been helpful if it had a message "tool required" or something, it just didn't occur to me. =\
  12. hey, my flight plan for recovering junk from the surface of a planet is kinda broken: 1. Land a 5M class ship with huge-ass cargo bay and KAS winch. 2. Hook a connector to the module and draw it into the bay. -> PROBLEM: I can't find a way to grab connectors and carry them with the kerbal like in the olden days so I have to land the ship practically right on top of the thing to recover. 3. drag the thing into orbit, I can't really secure it with KAS. 4. release the part and remove the connector port. 5. Scrap the nosecone of the ship. 6. KIS-weld the part to recover to the 2.5m attach node where the nose was. PROBLEM: the latest version can't seem to use the top node with KIS, gonna launch a new version of the ship with a virgin top node and see what happens. 7. fly home.
  13. Okay, I've been flying a few missions with the "2.5m" ring. Why is the warp drive tied to the integrated conventional xenon thrusters? I have found that the amount of xenon on board determines the range -> I'm carrying 3 tons of xenon =P. I'm flying to a planetary system around the star Nemesis, it takes 2.5 jumps to get out there... Kinda annoying, especially because I can't just turn it on and walk away because I have to manually shut it down before running out of my E.M. I've been trying to deploy an orbital scanner. My first one didn't work because my comms dish was interfering with my scanning dish... This time I added a qbic octagonal strut under the comms dish so I thought that would fix it, but it still didn't work even though there were no clearance issues when I checked it in the editor. =\ More seriously though, there is a major issue with the colliders for your ring models here and in FTT. Just implementing the collider as a disk seems like a quick fix but it breaks aerodynamics, especially under FAR, it also creates some very odd situations where you can surface-attach parts to hard vacuum and can't send an EVA on a shourt-cut through the ring to get to the other end of the ship to do go investigate issues such as the one mentioned above.
  14. hmm, the main VAB node for the bridge part (apparently 6.5M) doesn't match any of the main size nodes: #4 = 5M #5 = 6.25m * #6 = 7.5m #7 = 8.75m * #8 = 10M Where the nodes marked with stars aren't really recommended... also, shouldn't the windows be on the top of the thing? Use the window position on the mark 1 pod as the standard for which direction is top. The nodes on that reaction wheel are too close in to allow it to be used in a 7.5m stack.
  15. ... I tried to launch my station, so I was like "what orbit should I use..." I consider everything below 2,800km to be LKO, so I was like "hey, the ISS is at 400km, so I'll launch to there".. So I send it up and I don't get the win... I looked at the data files and I'm like ...?!?!?!... =\ 249km max?!?!?! That's like scraping the atmo...
  16. Yeah, this mod really covers some major holes at the top end of the scale slider... BUG: The agent configuration crashes the agent loader (see exception in log file), so the only agents you will see in your mcc are any agents loaded before the BAE agent is loaded.
  17. awesome to see this mod getting some updates, I have been trying to update a few examples from Stanford Toruses for my own use with mixed results, any help would be appreciated, I can share my WIP files, though I really don't know what I'm doing... =\
  18. Okay, I've made two more attempts to assemble my ship. (I adjusted the config to make it possible to work with parts on this scale) The current problem is that instead of joining two subassemblies, what it does is remove the adaptor ring from the cargo frame and attach it to the fuel tank. This puts me back into the situation I was in before because I had added a small structural element to accept the necessary surface attach parts so it's pretty much where I was before, the parts are clipping into each other like crazy... not much else to do here, my reentry pod breaks up and FAILS because I get stuck in the engine debris and can't switch to the pod which might still be saveable... but then that's a different problem...
  19. 'ey, I had gotten it into my head that I could construct a 7.5m class starship using KIS to link the sections. I used KAS cables to move the subassemblies into proximity and now want to complete the assembly. Any thoughts?
  20. y0, this is an amazing mod, in terms of quality it is the gold standard I use to tell people how a mod should be done. That said, I just noticed that your 3m on-orbit engine is not even as powerful as the 2.5m stock engine. I would suggest a thrust of about 750 for that part... =/ It's just not thrusty enough at it's current specs. I had put it under a 130 ton vehicle a few times and wondered why I couldn't get anywhere...
  21. Yeah, I'm detecting some testing defficiency disorder here. =\ The 3M heavy launcher, for example, has absolutely atrocious TWR, even when the payload is comparatively negligable, the thing will only climb about three klicks until the engines overheat, this overheating is inevitable because it is impossible to maintain TWR over unity and not overheat. I had some russian tr-170 engines from another mod that I set to wikipedia numbers and the rocket performs as well as it looks like it should... =|
  22. Hmm, I thought I had made a post here a few days ago but my history log seems to say Ididn't. Anyway, I am looking for updated/expanded/improved tutorials about how to setup RPM surfaces/transforms/??? and making them work. The existing part .cfgs are extremely terse and seem to just activate hard-coded functionality. I need to know how to slap arbitrary RPM screens on given surfaces. Also, I'm trying to go crazy with JSITransparentPod. I have had mixed luck. I got Bargain Rockets to work. I have also tried it on a few parts from StanfordToruses, the EVA view is perfect but the furnature is rotated 90 degrees in IVA view but the kerbs are perfect... Any guidance on how to deal with this would help, thanx.
  23. Kopernicus is still immature. =| Furthermore, there is a vast quantity of content still in existence for Planet Factory. Until: A. Kopenrnicus/kittopia tech reaches feature parity/superiority on ALL fronts. B. Enough information about the new system is made publicly available that I can write a tool to translate __ALL__ existing PF planets automatically.. I really must continue to hope that PF is eventually updated. =(
  24. Hey, yo, I need to update my craftz... Some of my designs are fairly popular. =0 Anyway, some of them are just direct updates, others were fixed by means of manually patching the various part mods... This means that the ship works again but can only be edited on my own computer which has the necessary patch. =\ But anyway, I can't find a way to update specific craft files. =\
  25. yay! Let me know how I can help. I stripped all IVA from EVA and all EVA from IVA models and then stitched them back together using a hidden feature of Raster Prop Monitor. I couldn't get the geometry transforms to work, but I got everything else tweaked pretty good.
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