Jump to content

Kerbas_ad_astra

Members
  • Posts

    1,611
  • Joined

  • Last visited

Everything posted by Kerbas_ad_astra

  1. It looks like TechManager manages to have multiple non-conflicting tech trees by defining the whole tree. This tree editing tool might help you make one for this mod so that it plays nice with other trees.
  2. If I choose to use a different tech tree with TechManager (e.g. stock or Mod-Oriented), will everything be in the regular place?
  3. For some reason, I'm getting the purple square button that indicates a missing texture. The button itself works, the icon textures are in the right place, and your source code seems to be pointing the toolbar in the right place to get them, but there's still a break somewhere. I've tried going through the toolbar config file and deleting the old RealRoster.button buttons, and then deleting the config entirely, but that hasn't worked. Tomorrow, I'm going to see if putting the Enneract folder back in (with textures only) fixes this, and I'm also going to look for a way to make the toolbar mod refresh its icon locations (if it does do any caching or storing of those things).
  4. A text search of the config in question reveals that there are 161 open brackets and 160 closing brackets. I'll edit this post when I find the missing one. EDIT: it's "surfCanopy".
  5. The OP already describes % as editing a value or creating it if it doesn't exist (which I hadn't read in much detail before now -- why would I do a silly thing like that, when the wiki exists? ), but I've modified the wiki page accordingly.
  6. I think it's finally sinking in for me (if I understand correctly, ModuleManager is focused on modifying things line-by-line at the key-value scale, not so much at the node level). Thanks for being patient. However, in the documentation, % is explicitly said to mean "replace", which is the source of my confusion. Maybe "edit-or-create" would be a better term.
  7. I'm still not getting why that is the case. Couldn't a node get pruned and replaced just like a value within a node? I can see that there may be many nodes of the same type within a config node (e.g. MODULE), but there can be many values associated with the same key (e.g. all of the "default=whatever" lines in ScienceDefs.cfg), and ModuleManager provides syntax for selecting which one in particular should be modified.
  8. UAL002, are you taking more flags? Here is one I've made, with a bio. I'm also curious for feedback (from anyone, not just UAL002). The Republic of Keon is a union of several self-sufficient space colonies in the Kerbin system, mostly centered around the Mun and Minmus. Its founding was inspired by the philosophy of Keon Kerman, who argued that, while Kerbals should respect their home planet, they are destined to leave it, and that space colonies should be governed by the colonists themselves. Keon and his philosophy proved to be very popular among space colonists, especially those from more repressive nations, and the colony independence movement grew rapidly. War was averted when the various nations' treasuries reported that it would be cheaper to let self-sufficient colonies be independent than force them into compliance, and that allowing them to become peacefully independent could be spun into a PR victory, and so the Republic of Keon was formed. The nations of Kerbin are watching the Republic warily; Keon's health is fading, and some Kerbals jockeying to be his successor are suggesting that they can achieve Kerbalkind's destiny much more rapidly by taking control of the Kerbin system by force, or by rendering Kerbin uninhabitable... The bio and flag are based on the Republic of Zeon from Mobile Suit Gundam, with the silhouette of a Mk1-2 Command Pod instead of an O'Neill cylinder-type colony and with Kerbin, the Mun, and Minmus instead of three generic stars. I was going to make the silhouette depict a Hitchhiker pod, as it's a commonly-used stock space station part, but the Mk1-2 pod was easier and probably more iconic. The bit about some wanting to take control of the Kerbin system is a nod to the villainous Principality of Zeon that the Republic became before the show began. The roundel depicts a winged Kerbal rising from Kerbin, inspired by the winged figure used by the Newborn Neo Zeon movement in Char's Counterattack (who also inspired that last line about some wanting to render Kerbin uninhabitable).
  9. Thanks for the clarification. You've raised more questions in my mind, but they're related to ModuleManager so I've asked them in that thread.
  10. I asked a question of DMagic regarding some ModuleManager patches in his Orbital Science pack, and NathanKell's answer was helpful but raised more questions in my mind. Reading the ModuleManager Syntax documentation page again, I see that the Replace operator's behavior is explained in full detail at the very bottom of the page, but I'd never read that far because I figured that the "Replace" operator does exactly what it sounds like (I have added links from the list of operators to their sections, to make it clear that there is more to their behavior than the name suggests). Is there a reason that it only does the delete-and-create operation on key-value pairs and not on nodes?
  11. Looks nifty. Should this folder go under GameData/Enneract or GameData?
  12. Youen explained that Trajectories didn't use PatchedConicRenderer at all, and clearly you've experienced this bug without that mod being installed. I had wondered if maybe SCANsat was using it to draw orbit tracks on the big map, but a search of their source code shows only that they use patchedConicSolver (presumably to get the data which is then transformed to handle the rotation of the parent body and then drawn on the map).
  13. Dmagic, Is there a reason that your NewScienceDefs.cfg file uses "%RESULTS" insteald of "@RESULTS"? It seems to me that it ought to be adding new results instead of replacing the results blocks (though it doesn't seem to be removing the science results that come in stock or in Crowdsourced Science Logs -- so maybe there's some aspect of ModuleManager that I don't fully understand).
  14. You can "save as .txt" (I would go with the moderated one, since the unmoderated one looks like it might have been broken in the meantime -- stuff like mismatched brackets, etc.) from the Google Docs menu, and then rename it as needed. You can replace ScienceDefs.cfg with it, or if you tweak the file a bit, you can turn it into a ModuleManager patch (I call mine "CrowdsourcedScienceDefs.cfg") and not have to overwrite anything. Basically, replace everything between EXPERIMENT_DEFINITION and RESULTS (for each experiment) with a block like this (updating the #id value accordingly): @EXPERIMENT_DEFINITION [*]:HAS[#id[crewReport]] { @RESULTS { What this does is enter the EXPERIMENT_DEFINITION block whose id value is "crewReport" and add all of the new values to the RESULTS block. I might go ahead and make these changes to the unmoderated version so that later users don't have to do this themselves.
  15. TaranisElsu, I noticed in your calculations document that you were wondering about cost and mass balance of the recyclers, so I decided to crunch the numbers myself. The short version of my results is that, using both the oxygen extractor and water recycler, a mission that is running the recyclers at maximum capacity will make back the recyclers' cost in about ten (Kerbal Solar System) years. They are mass-effective a bit earlier, at six years. I say this in years and not Kerbal-years because each set of recyclers can only support so many Kerbals (which puts the large recyclers the slightest bit ahead of small ones, because they can service 12.5% more Kerbals for 8.5% more funds). For a round-trip mission to Duna, it's best to just slap a few big life-support stockpiles onto the stack and be done with it, but recyclers start to become the better option for large round-trip missions to the outer planets, and they really get to shine for permanent installations like cyclers, space stations, and bases (especially where water is available to replace losses). I also did a similar calculation for MKS/OKS, assuming that there are enough Kerbals involved that we can pay attention only to the per-Kerbal costs of additional habitation and agriculture modules, and got that they become mass- and cost-effective within a few years. I have only done this analysis for "stock TAC-LS" and even then only for the Carbon Extrator and Water Purifier, because they have straightforward efficiency multipliers. I haven't touched the Water Splitter, Sabatier Recycler, or any of the third-party greenhouses (e.g. Munseeker Mk1) besides MKS/OKS, because calculating their efficiency is somewhat harder (though I bet if I made a transition matrix out of the whole system and, I don't know, took the inverse of the determinant, I could come up with a reasonable estimate). I doubt they would push recycling to be cost- and mass-effective too much earlier. On the one hand, they would have a multiplying effect on food -- even with a factor of 10 multiplication on water and 7.6 on oxygen, the new optimum point for the modular container didn't even double the number of Kerbal-days per container compared to the starting point. However, they would also increase the start-up cost to be overcome. Still, it would be interesting to see if recyclers become cost-effective as well as mass-effective for missions to Jool, so I'll work some on that in my spare time going forward. My calculations are in a modification of your spreadsheet (starting at J240 and then to the right and down): https://github.com/Kerbas-ad-astra/Misc-KSP-files/raw/master/Life support resource amounts with Kerbas_ad_astra's recycler calculations.ods
  16. Orbits in rotating reference frames just look weird to us. Here are some funky orbits in the barycentric corotating reference frame of the Kerbin-Mun system (i.e. the frame of reference centered on the center of mass of the Kerbin-Mun system, rotating so that Kerbin and the Mun appear to stay still), computed using a prototype N-body gravity simulator: http://forum.kerbalspaceprogram.com/threads/68502-WIP-Principia-N-Body-Gravitation-and-Better-Integrators-for-Kerbal-Space-Program?p=1527888&viewfull=1#post1527888 A free return trajectory around the Earth and Moon in our barycentric corotating reference frame looks like a figure-8: https://en.wikipedia.org/wiki/Free_return_trajectory A geosynchronous satellite will appear to describe an analemma when seen from the Earth (geostationary orbits look like single points), such as QZSS: https://en.wikipedia.org/wiki/Quasi-Zenith_Satellite_System
  17. The window closes because CKAN is done. You need to run CKAN from a command line so that its output stays visible after it's done (i.e. because it's not "CKAN"'s window anymore, it will stay open and wait for your next command).
  18. It would probably help to put that information in the OP under "Addon Support" -- I've got no problem with FAR being active in all of my saves, but I imagine others would rather not be surprised to find that they're "stuck" with it.
  19. What is the impact of Kerbal experience? Do Kerbals that have spent more time on missions improve their efficiency? If I build an MKS "academy" on Kerbin and leave a dozen Kerbals in it for a year, will they become better at building rockets?
  20. I'm using about 110 mods with OpenGL and have not encountered problems with any of them (though I haven't put all of them through their full paces, e.g. MKS/OKS or the career-based mods). Assembly-CSharp v1.0.0.0 ModuleManager.2.5.1 v2.5.1.0 aaa_Toolbar v1.0.0.0 DynamicTanks v1.0.0.0 USITools v1.0.0.0 USI_Converter v1.0.0.0 ActiveTextureManagement v1.0.0.0 AlignedCurrencyIndicator v1.2.0.0 ASETPropsIdentifier v0.0.0.1 AviationLights v0.0.0.0 BDAnimationModules v0.0.0.0 Chatterer v0.7.1.86 MiniAVC v1.0.2.4 CITUtil v1.0.0.0 KERT v1.0.0.0 CLSInterfaces v1.0.0.0 ConnectedLivingSpace v1.0.11.0 ContractsWindow v1.0.2.2 CrossFeedEnabler v0.3.5393.40022 CustomAsteroids v1.1.0.0 CustomBiomes v1.0.0.0 DeadlyReentry v6.1.5401.38651 DistantObject v0.0.0.0 DMagic v0.8.6.1 EditorExtensions v1.4.5396.32603 EnhancedNavBall v1.3.3.0 RealRoster v1.0.0.0 CityLights v1.0.0.0 Clouds v1.0.0.0 Geometry v1.0.0.0 OverlayMgr v1.0.0.0 Terrain v1.0.0.0 KSPAPIExtensions v1.7.1.2 Launchpad v4.4.0.0 FerramAerospaceResearch v0.14.3.1 ferramGraph v1.3.0.0 FinePrint v0.59.0.0 Firespitter v7.0.5398.27328 FMRS v0.3.0.0 Fusebox v0.0.0.0 HaystackContinued v0.3.2.0 HlTest v1.0.0.0 HullCamera v0.3.0.0 MechJeb2 v2.3.0.0 RasterPropMonitor v0.17.0.0 MechJebRPM v0.17.0.0 KAS v1.0.5394.34415 KerbalEngineer v1.0.11.3 KerbalJointReinforcement v2.4.4.0 KerbalStats v1.0.0.0 KSP-AVC v1.1.5.0 KSPLua v1.0.0.0 NLua v1.3.1.0 InfernalRobotics v0.19.0.0 Scale_Redist v1.0.0.0 MechJebFARExt v1.0.0.0 MissionControllerEC v1.8.2.0 modularFuelTanks v5.2.3.0 ModuleRCSFX v0.3.5354.4271 NavBallDockingAlignmentIndicator v0.0.0.0 DockingPortAlignment v1.0.0.0 ModuleDockingNodeNamed v1.0.0.0 NBody v1.0.0.0 NearFutureSolar v1.0.0.0 FinalFrontier v1.0.0.0 NRAP v1.5.5327.41937 ORSX v1.0.0.0 DeepFreeze v1.0.0.0 PartAngleDisplay v0.2.4.1 PartCatalog v3.0.0.0 PlanetShine v1.0.5406.35751 PreciseNode v1.0.0.0 ProbeControlRoom v1.0.5151.15088 ProbeControlRoomToolbar v1.0.5151.15118 pWings v0.9.1.0 ProceduralFairings v0.0.0.0 ProceduralParts v0.9.19.0 RCSBuildAid v0.5.2.15701 RCSBuildAidToolbar v0.5.2.15702 RcsSounds v4.2.0.0 ResearchThemAll v1.2.0.0 ResourceOverview v1.0.1.1 RoverScience v1.0.5207.28594 SaneStrategies v1.0.0.0 SCANsat v1.0.8.0 SelectRoot v0.0.0.0 ShipManifest v0.3.3.1 StationScience v1.0.0.0 AnchoredDecouplerFix v1.0.0.0 ChuteQuickloadFixer v1.0.0.0 StripSymmetry v1.4.0.0 TacFuelBalancer v2.4.1.0 TechManager v1.3.0.0 TextureReplacer v1.9.2.32128 TacLifeSupport v0.10.1.0 TimeControl v13.2.0.0 ToadicusTools v0.0.0.0 Trajectories v0.4.1.0 KerbalAlarmClock v3.0.4.0 KSPAlternateResourcePanel v2.6.1.0 TransferWindowPlanner v1.1.2.0 TweakableAnimateGeneric v1.5.5405.25485 TweakableDecouplers v1.5.5405.25482 TweakableDockingNode v1.5.5405.25482 TweakableEngineFairings v1.5.5405.25485 TweakableEVA v1.4.5405.25486 TweakableGimbals v1.5.5405.25484 TweakableIntakes v1.5.5405.25487 TweakableRCS v1.5.5405.25484 TweakableReactionWheels v1.5.5405.25483 TweakableSolarPanels v1.5.5405.25483 TweakableStaging v1.5.5405.25481 Scale v1.44.0.0 TweakScale_ModularFuelTanks v0.0.0.0 Karbonite v1.0.0.0 KarbPlus v1.0.0.0 KolonyTools v0.16.0.0 AirbagTools v1.0.0.0 Lifeboat v0.1.2.0 AdvancedAnimator v1.0.5205.2310 VesselView v1.0.0.0 VesselViewPlugin v1.0.0.0 VesselViewRPM v1.0.0.0 VVDiscoDisplay v1.0.0.0 VVPartSelector v1.0.0.0 FrementGUILib v1.0.0.0 VanguardTechnologies v0.7.5112.36481 WernherChecker v0.3.1.0 WheelSounds v0.4.0.0 WildBlueTools v1.0.0.0 MCMUtils v1.0.0.0 bounce v1.0.0.0 [x] Science! v4.0.5409.41876 Non-DLL mods added: ART FuelWings TweakableEverything AES FTT HERP KarbonitePlus MKS OKS PackRat SrvPack Mods by directory (sub directories of GameData): 000_Toolbar 000_USITools ASET BahaSP BoulderCo CargoTransferBags CIT CoherentContracts CommunityResourcePack DMagic Orbital Science Enneract EnvironmentalVisualEnhancements ExtraplanetaryLaunchpads HooliganLabs HullCameraVDS JSI KASA KashCorp MagicSmokeIndustries MunSeeker NASAmission NavyFish NearFutureConstruction NearFutureProps Nereid NothkeSerCom PaladinLabs ProceduralDynamics RadialEngineMountsPPI RLA_Stockalike SeriousBusiness Squad StarwasterSciencePatches StationPartsExpansion StockBugFixModules Strategem SurfaceLights ThunderAerospace TriggerTech TweakScale UmbraSpaceIndustries UniversalStorage VNG WildBlueIndustries WombatConversions WorldCup2014 ZZZ_Flags I have not used RealChutes or Kethane in OpenGL. (There are probably thousands of mods that I haven't used with OpenGL, but those two are quite popular, which is why I'm mentioning them.)
  21. I haven't tested this in career mode, but do be aware that the download comes with an old version of ModuleManager. This doesn't cause any direct conflicts (I remember reading somewhere that, if multiple versions are included, they'll talk among themselves and only execute the one which is most up-to-date), but it will display the number of patches to be applied and parts to be hidden before ModuleManager actually starts doing those things, which will obscure the messages being displayed during the loading process. Removing that dll ends this "issue".
  22. You may also find it helpful to make an account at KerbalStuff and "follow" all of the mods hosted there. Between that, KSP-AVC, and subscribing to dev and release threads on this forum, I'm pretty confident about staying on top of mod updates. (I've also made a Github account and have considered hunting down and following all of the mod repos hosted there, but haven't felt the need to go that far yet.)
  23. "-popupwindow" is the command you want to get borderless window mode. Steam, Properties, Set Launch Options.
  24. If you're using FAR, I think you could put the omni under a shroud or inside a cargo bay. FAR will protect such parts from wind forces (and also prevent them from interfering with stability calculations), and it seems (looking in the source code) that if FAR is present, RemoteTech will not break antennas if FAR says they're shielded. I don't run RT2 (not until it can be enabled per-save, because most of my probes in my sandbox save don't have antennas), so I can't verify this, but it should work.
×
×
  • Create New...