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Nils277

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Posts posted by Nils277

  1. @Fendrin The designers at K&K did not consider a Fuel-Cell converting hydrogen and oxygen into EC because they did not think anybody would be ready to turn the Electron and Fuel-Cell on and off depending on whether it is day or night to have a mixed cycle (they have not heard of any automatic way to do this until now). However, if provided with a good example of an existing version of a fuel-cell from another vendor that does have this ability, the designers at K&K are positive that they are able to work out a workaround for this shortcoming.

  2. Update to 1.3.6   ~Spaaaaaace~

    Quote

    Bug Fixes:

    • Fixed incorrect volume of parts with switchable resources
    • Fixed incompatibility issues with Simple Repaint 

    oYvtZpW.pngUVVt0OP.pnglMOxt2k.png

     

    @littlecaptian I have looked up the max height for hovering and it can be set by the paramater you have changed in the config file. What you are using for the hover height is the actual "offset" for the height which is meant for making the rover be horizontal while hovering when the engines are not all at the same height. You can change the actual height via the "i" key for higher and "k" key for lower.

  3. On 4/29/2022 at 2:27 AM, SkyFall2489 said:

    There is a way around it you can do. Just put this in a CFG file:

      Reveal hidden contents

    @PART[KKAOSS_drill,KKAOSS_MetalOreDrill,KKAOSS_LS_drill_water]:BEFORE[zzz_SimpleRepaint]

    {

    %SR_Ignore = true

    }

    This will blacklist the KPBS drill parts from SimpleRepaint.

    Thanks! Will add the blacklist to the next update. Are the any other parts known to have problems with SimpleRepaint?

    20 hours ago, gameskipper said:

    hmm, I seemed to have figured it out, for some odd reason, it was caused by the TAC Life Support mod

    Thanks for the report. I will take a look at this and see why the greenhouse disappears for TAC-LS. It should be moved to the live support category. Maybe something changed and this causes problems.
    Edit: @gameskipper I have checked it out and privided that ModuleManager, CCK and CRP are installed correctly too, the greenhouse appears in the "Life Support" main category in the VAB/SPH.

  4. On 5/1/2022 at 5:14 AM, SkyFall2489 said:

    In my opinion, it's better practice to not hard-code things. If, say, someone wanted to use your code to make some hover thing that could hover at 5KM, then they cant in the current setup. Also, maybe air density would be a better threshold? I don't know much about aerodynamics.

    I can understand that this might be something that someone would like to change in the settings. I will try to remember to make this possible for the next update. ;) 

  5. Update to 1.6.15

    Quote

    General:

    • Recompile for KSP 1.12.3
    • Updated KSPModFileLocalizer to version 0.2.3.8

    Mod Support:

    • Fixed/Updated mod support for Kerbalism. Thanks to @Grimmas
    • Fixed confused storage capacity of K&K Storage and K&K Storage (small), part in flight remain unchanged

    Bug Fixes:

    • Fixed garage adapter and garage cover not clickable in VAB/SPH

     

    oYvtZpW.pngUVVt0OP.pnglMOxt2k.png

     

    @Bit Fiddler and @DeadJohnThe problem with the garage cover has been fixed in this release.

    Also thank you for the suggestions,  However, since im currently just "maintaining" the mod to keep it running and fix bugs. I don't think there will be new featues added to KPBS in the in the foreseeable future.

    @The Credible Bulk and @SkyFall2489 the problem with SimpleRepaint has to come from this mod itself. None of the parts or configs have/had support for this mod. Best would be to report this to the creator of this mod. He/She can also contact me if there is something that is caused by KPBS (unlikely) contributing to this problem.

  6. On 4/18/2022 at 12:24 PM, littlecaptian said:

    DEAR NILS277

    this is a great mod , i almost can't play ksp with out this , however, i hope my craft can hover at a higher attitude. I had already change the maxHoverHeight in {MODULE  name = ModuleKerbetrotterEngine}, but i can still set the hover height max to 2 in game. how can i solute this problem?

    I can use the rcs control to hover higher even into 700meters now ,but the vertical speed seem be lock to 2 m/s , Can i edit cfg to increse the vertical speed ? thank you very much.

    english is not my first language ,i'm sorry for any grammar mistakes. 

    Hi @littlecaptian sorry for the late reply. Having a higher hover height is not possible using configs. This was a design decision to not make the hover engines too overpowered. As a kind of physical explanation, the hover engines use the "ground effect" to hover efficiently, This would not work in higher altitudes.

  7. On 10/15/2021 at 8:43 PM, charliepryor said:

    Don't know if this has been mentioned yet. I don't see it mentioned after searching anyways, but this mod is NOT fully compatible with Kerbalism. I realize that's not necessarily either side's responsibility to do, but I thought I'd mention that There are AddResource processes that fail and spam NREs in the log like crazy if you try to use them. The Life support SabatierH2OPriority, WaterElectrolysisO2Priority, etc. are all spamming lots of NREs.

    You can see this by opening the log while in the VAB (console) and trying to add, for example, the K&K Planetary ISRU part (just clicking on it will be enough), as well as the Life Support Recycler. -- If you don't want a gargantuan amount of NRE spam in your logs, I don't recommend using any K&K part with Kerbalism that impacts or has anything to do with LS or ISRU related to Life support, until that's somehow patched, if it gets patched.
    Example image:  https://imgur.com/RUbheSa

    It's far worse with the ISRU.
    LOG: https://drive.google.com/file/d/1r2Fb7RlN9AOqK7_gQxZ4ow6stSF73gq6/view?usp=sharing 
     

    [LOG 14:13:47.187] [FAR v0.16.0.4]: Voxelization Time (ms): 424
    [LOG 14:13:48.563] KKAOSS.LS.container.sabatier added to ship - part count: 241
    [LOG 14:13:48.564] KKAOSS.LS.container.sabatier added to ship - part count: 242
    [LOG 14:13:48.565] KKAOSS.LS.container.sabatier added to ship - part count: 243
    [ERR 14:13:48.662] [Kerbalism] Lib.AddResource error while adding _SabatierH2OPriority: the resource doesn't exist
    
    [EXC 14:13:48.662] NullReferenceException: Object reference not set to an instance of an object
    	KERBALISM.ProcessController.Start () (at <508759cbee33445e8d50142044bd4b10>:0)
    	UnityEngine.DebugLogHandler:LogException(Exception, Object)
    	ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    	UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
    [ERR 14:13:48.662] [Kerbalism] Lib.AddResource error while adding _SabatierH2OPriority: the resource doesn't exist
    
    [EXC 14:13:48.663] NullReferenceException: Object reference not set to an instance of an object
    	KERBALISM.ProcessController.Start () (at <508759cbee33445e8d50142044bd4b10>:0)
    	UnityEngine.DebugLogHandler:LogException(Exception, Object)
    	ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    	UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
    [EXC 14:13:48.716] NullReferenceException: Object reference not set to an instance of an object
    	KERBALISM.ProcessController.Update () (at <508759cbee33445e8d50142044bd4b10>:0)
    	UnityEngine.DebugLogHandler:LogException(Exception, Object)
    	ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    	UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
    [EXC 14:13:48.717] NullReferenceException: Object reference not set to an instance of an object
    	KERBALISM.ProcessController.Update () (at <508759cbee33445e8d50142044bd4b10>:0)
    	UnityEngine.DebugLogHandler:LogException(Exception, Object)
    	ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    	UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
    [EXC 14:13:48.717] NullReferenceException: Object reference not set to an instance of an object
    	KERBALISM.ProcessController.Update () (at <508759cbee33445e8d50142044bd4b10>:0)
    	UnityEngine.DebugLogHandler:LogException(Exception, Object)
    	ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    	UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

    That'll continue on and on until you completely remove the part and fully trash it in the editor. It begins again when you select any part with such a process.

    Hey, sorry for the alte reply. As the log mentiones, the Exception comes originally from a Kerbalism module because one of the used resources in KPBS are not known to Kerbalism. The fault seemt to be at both sides here, the module from Kerbalism should handle such cases more gracefully and just ignore the unknown resource instead of crashing all the time. Since Kerbalism tends to change constantly and i'm currently far from actively keeping track of the changes, the support for Kerbalism is probably outdated (as in the resource was once used be Kerbalism but is not anymore)

    On 11/1/2021 at 9:58 PM, Fulgora said:

    After taking a break from building bases due to computer / game restrictions (5 FPS was not fun when driving rovers around bases in 1.3.1) I am back to base-building with the ground anchor and a beefier computer :)

    @Nils277 Could you give an indication on how you would solve the issue with the swapped `K&K Storage` parts?
    There are a few possible approaches:

    • Keep models as is, update the name and buff the current "small" storage with the large model to 18000L -> This would not break any savegames but be a bit unbalanced compared to the stock storage parts
    • Keep models as is but update the name and change the storage capacity for each to match the model -> This might break savegames as existing containers with the small module could contain more than the maximum allows after the update
    • Deprecate the old models / parts (similar to the ScanSat legacy parts) so they cannot be used anymore in VAB / SPH but continue to work in existing savegames. Then introducing the same parts with new IDs and correct models would work and they can be re-balanced
    • Update the models (effectively apply the patch from @Steigleder to the mod) -> This would break savegames as pointed out above

    Personally I'd favor the ScanSat approach but either way would work for me as I will wait with my deployment of the storage modules / bases.

    Any info on if/how this will be addressed would be much appreciated.

    Hey, i would probably go with deprecating the original parts and creating new ones with the correct configuration, this seems to be the best solution that does not break anything

  8. On 6/29/2021 at 5:16 AM, BeethovenFM said:
    Need help translating to Brazilian Portuguese yet? I saw where the files are, how do they usually work on it? 

    Hi, thank you for the offer :rolleyes: and sorry for the late reply.
    I'm currently on vacation and have no direct access to my modding files. At the moment there are 17 texts not translated into brazilian portuguese in the file:
    https://github.com/Nils277/KerbalPlanetaryBaseSystems/blob/master/FOR_RELEASE/GameData/PlanetaryBaseInc/Localization/pt-br.cfg

    I will write you a PM once im back to discuss the translation process.

    @VTOL Frog Thanks, yes, they are kinda swapped, will fix this in the next update.

  9. @Lisias I can understand your concerns, but the CC license expressly defines NonCommercial as;

    Quote

    “NonCommercial means not primarily intended for or directed towards commercial advantage or monetary compensation.”
    ...
    The inclusion of “primarily” in the definition recognizes that no activity is completely disconnected from commercial activity; it is only the primary purpose of the reuse that needs to be considered.

    and furthermore, explicidly invalidating the problem about who can use  material with the CC-NC:

    Quote

    NonCommercial turns on the use, not the identity of the reuser.
    The definition of NonCommercial depends on the primary purpose for which the work is used, not on the category or class of reuser.
    ....
    A reuser that is not obviously noncommercial in nature may use NC-licensed content if its use is NonCommercial in accordance with the definition. The context and purpose of the use is relevant when making the determination, but no class of reuser is per se permitted or excluded from using an NC-licensed work.

    https://wiki.creativecommons.org/wiki/NonCommercial_interpretation

     

    20 hours ago, Lisias said:

    ...
    Additionally, you cannot ask for patronage neither, as it is also considered a Commercial Activity on USA.

    It is a commercial activity, yes, but it is still not primarily intended for commercial use, which is the key point of the NC clause.
    In fact the Forum Rules 2.2i already prohibits posts (and therefore also post about mods) that are done primarily  for monetary compensation. Therefore any Mod that is not removed because it violates the forum rules should also be in accordance with the NC clause of the CC license.

    Furthermore, the interpretation of such licenses is not based on the legislative of the country it is used in. The Creative Commons organization is based in the USA, it would make absolutely no sense defining a part  of the NC clause when the legislation of the very same country the organization is based in causes the interpretation of the clause to be null and void. 

    If the official interpretation of a copyright license term can be invalidated individually by each countries legislation, there would be absolute chaos. Just imagine what would happen  if a country just would decide that there is no such thing as a copyright?  Or way worse, that all copyright licenses are invalid and the term "all rights reserved " applies requiring everyone to have an explicid written permit from the original creator?

  10. This is indeed a quite important information that has  come up in some threads discussing licenses and also resulted in the following thread:

    Here it is stated that...

    Quote

    At this point, it becomes important whether you're licensing software or some other work like art assets. The Creative Commons licenses aren't recommended for software, and some licenses are specialized for software. If your addon consists of both art and software, you should probably license them separately.

    So yes, you are correct that the CC license is not recommended for software. On the other side e.g. the Apache Licence 2.0 is primarily intended for software. For my mods i followed the suggestion and licenced the art assets under the CC-BY-NC, while using the Apache License 2.0 for the source code. I think this solution works pretty good.

     

    Question is: What happens if someone did use the CC license for the source code? Is this license invalid and would make adaptions/continuations inpossible since then "All rights reserved" would be applied?
    Not using the CC license for software is rather a recommendation from the creators of the CC license since the license was not developed with software in mind. That could mean that it may grant more (or less) rights to others than the autor originally intendet. However, i do not think that using a CC license for source code would invalidate said license resulting in "All rights reserverd".

    The Legal Code of e.g. the CC-BY license does not explicidly exclude software. Therefore it should still be valid.

    Disclaimer: I'm not a laywer nor have i any expertise in law. This is just my personal assesment of the matter.

     

    Ps. Following stickied thread also links to the License Selection Guide:

     

  11. 13 hours ago, luisitoISS said:

    Yes, I already know how the flexible tubes work, the question is, does KPBS have them? And if, yes, how can I activate it (apart from having KAS installed), because it doesn't appear to me.

    Yes, KPBS does have the flexible tubes that are automatically added when KAS is installed.  You should find it in the "Structural" category. The part is called "K&K Flexible Corridor" and looks pretty much like a doubled docking port. To connect them place one of them one each target and use the standard KAS way to connect them.
     

  12. On 5/30/2021 at 4:09 PM, MacGregor said:

    Just installed this mod the other day. It's awesome! However, it is causing some weird issues. Whenever I have a rover loaded I can no longer save, quick save, switch between crafts, or revert flights. Any idea why this might be? 

     

    Edit: The strangeness continues. I can save now, but I can't return to Space Center or Tracking Station. Also, on the Mun once I exited the rover, my Kerbal can plant a flag but afterwards he just sits there and can't be moved. The flag also doesn't trigger the mission objective for some reason. 

    This indeed sounds strange! Are there any messages or similar when you try to save/ switch/etc? None of this should be interfered with by the rover. It does not even remotely change any behaviour in that regard. There really must be a severe error that cause trouble all over the place.

    What version of this Mod and KSP are you using?

    Can you please upload the KSP.log file and link it here after you tried the actions that did not work? The log file should contain information that can give a clue what is going wrong.

    Do you have any other mods installed that might interfere with this mod? 

    Edit: After you saved the KSP.log file you can try to remove the temporary files created by KSP and ModuleManager and also delete and reinstall FUR. Maybe some of the files was corrupted and causes problems.

  13. Update to 1.6.14
    It looks like my changes to add inventories to the crewed parts and let smaller parts be constructed/moved with the new KSP inventory and construction got lost somewhere during the release. This time they are really added for full support for the new features.

    Changelog:

    Quote

    Enhancements:

    • Added support for inventory and construction features from KSP 1.11 (this time really)

    Download:

    oYvtZpW.pngUVVt0OP.pnglMOxt2k.png

  14. Update to 1.3.3 ~Pretty Fly (For a Green Guy)~
    Well...another day another update. I just discovered a rather critical bug with resource switching, where the maximal amount was not calculated correctly and was therefore (way) too high.
    Hopefully this will be the last update until KSP 1.12 comes around.

    Changelog:

    Quote

    Mod Support:

    • Adjusted window color TexturesUnlimited

    Bug Fixes:

    • Fixed resource amount not being calculated correctly
    • Added missing support of the Cargo Part for TexturesUnlimited

    Download:

    oYvtZpW.pngUVVt0OP.pnglMOxt2k.png

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