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IntoSpaceAgain

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Posts posted by IntoSpaceAgain

  1. 2 hours ago, Araym said:

    Stupid question (for sure/very probably):
    it is possible to set a 5x simmetry?
    If yes, how???

    I can kind-of-do-it by setting "angle snap" to 72° (360°/5), but obviously I have then to place part singulary. I would like to have the odd one in the simmetry selection......

    You can get 5x symmetry by using the hotkey (X by default).

  2. On 8/12/2021 at 5:31 PM, SpaceXEnthusiast said:

    EER isn't allowing me to go above 8 way symmetry like it says it should, :/.
    It only allows me to do 1R, 2R, 3R, 4R, 6R and 8R, I have tried everything I know how to do, but nothing seems be allowing me to get past way 8 way symmetry.
    Help would gladly be appreciated.
    I'm using KSP 1.10 and EER 3.4.2

    @linuxgurugamerI'm also experiencing this behaviour.

    Steps to reproduce:

    • Check EEX settings - Max symmetry set to 20.
    • Click save.
    • Click symmetry button in editor - button cycles from 1R to 8R.
    • Go into EEX settings - set Max symmetry to 4.
    • Click save.
    • Click symmetry button in editor - button still cycles from 1R to 8R.

    It appears that for some reason, the max symmetry setting is not being applied. Granted I've got a fairly well modded install and may be experiencing a mod interaction I've not spotted.

    KSP log: https://drive.google.com/drive/folders/1Yd0k2SCEHjr0mn-PXzlAmLf8S4z-Ce4K?usp=sharing

  3. 14 hours ago, Patriot9330 said:

    has anyone figured out how to run RealChute in 1.10?

    This is what @stupid_chris said earlier on this page:

    On 7/5/2020 at 5:11 AM, stupid_chris said:

    Unless you know how to compile a mod, no. The mod is intentionally disabled on new versions, and cannot be reenabled without a recompile. 1.10.0 has a lot of issues as of right now, so I'm waiting off for the first patch before updating, especially since it'll bring me a fix I want to implement.

    You can ask Steam to revert you back to 1.9, and you will most likely find backups of your save files in your saves folder that you can revert to, the game creates backups regularly.

     

  4. 11 hours ago, eM-Krow said:

    I'm trying to get all Mechjeb modules unlocked at the start but editing the CFG files to say start instead of whatever they were previously doesn't seem to actually unlock everything fully. I'm on dev build #1000 for 1.10. They were unlocked on previous versions but I wanted to use the dev build because apparently I wouldn't need to use the AR202 module anymore (at least without using something like Mechjeb and Engineer for All). But yeah it will say I'm missing some or after changing some of the values to "start", it will unlock only some or not at all. I feel like I could be doing something wrong but not sure.

    Nevermind, found out what was causing it. Apparently the way I edited it did unlock everything but the options that worked around using the maneuver planner were hidden regardless since they needed the maneuver planner to work. (Not sure if that's a dev build thing but maybe I just missed it). Was ripping my hair out over nothing lmao.

    There's an easier way of unlocking Mechjeb's modules. Simply create an empty folder in GameData called MechJebUnlocked. See: https://ksp.sarbian.com/jenkins/job/MechJeb2-Dev/884/changes

  5. 11 hours ago, Nicias said:

    Is there a way of adjusting the timing of a node by more than one orbit at a time? I would like to be able to move a node say, 10 orbits sooner in the Maneuver Node Editor.

    Yep. Take your orbital period in seconds multiply by the number of orbits you want to add or subtract. Put the result in the Maneuver Editor's time offset box and hit the plus or minus buttons, depending on which way you want to go.

    To make sure that's clear, the formula is:

    Time to Offset = Orbital period in seconds * Number of Orbits

     

  6. 12 hours ago, 5thHorseman said:

    KSP v1.8.1

    You don't list Clickthroughblocker and ToolbarControl as dependencies, though I think they are. At least, one of them is :)

    With them installed along with nothing else (except modulemanager but no configs) I get a white box instead of an icon, and when I click it I get a window titled "Gravity Turn V 1.8.0" with buttons I can click but nothing does anything. I can't put focus in the text boxes and clicking the buttons makes them animate but they don't do anything. In particular, "Launch" doesn't launch.

    Here's my log that ends on the launch pad after clicking launch a few times, I'm pretty sure though the problem is this, which is repeated thousands of times:

    [LOG 04:56:43.492] GravityTurn : could not load lock_on icon!

    http://pulpaudio.com/ksp/ksp_gravityturn.zip

     

     

    8 hours ago, linuxgurugamer said:

    Make sure you have the latest version (1.8.0.1), that fixes the white box.

    And thanks for the hint about dependencies.  FYI, it needs both the ToolbarController and the ClickThroughBlocker.

    Please retry your test after updating to the latest version, thanks

    Hi @linuxgurugamer, I'm having the same problem as @5thHorseman, although with KSP 1.9.1. I have version 1.8.0.1 of GravityTurn, as well as both dependencies. Log: https://www.dropbox.com/s/hbeocv7k5c5ezif/KSP.log?dl=0 

    I also noticed that the GT window ingame is titled "Gravity Turn V 1.8.0" and I'm wondering if there was an upload issue to Github, since the zipfile is named "GravityTurn-1.8.0-1.8.0.1.zip".

     

  7. 18 hours ago, fhmiv said:

    This is excellent news to me; I've frozen my installation to 1.7.3 waiting on just one or two more mods. Where did you learn about this, and how does it work? Thanks!

    There's a config file in MechJeb2\Parts that adds MJ to command pods. If you want all MJ tech unlocked at the start, you can add an empty folder to GameData named "MechJebUnlocked", as detailed here.

  8. With the latest dev versions, simply add an empty folder to GameData named "MechJebUnlocked"

    See:

    On 6/10/2019 at 5:14 AM, Jim DiGriz said:

    Just created a new dev build #884:

    https://ksp.sarbian.com/jenkins/job/MechJeb2-Dev/884/

    It has an update to that MM config file:

    https://github.com/MuMech/MechJeb2/pull/1164

    You all should be able to:

    1.  make an empty folder in GameData named MechJebUnlocked

    2.  delete the ModuleManager.ConfigCache file to force MM to reupdate

    3.  restart KSP

    4.  gloriously cheat your way to orbit

     

  9. @Devixon you appear to have two different versions of ScienceAlert installed. From your logfile:

    Mod DLLs found:
    Stock assembly: Assembly-CSharp v0.0.0.0
    ScienceAlert v1.9.0.1
    MiniAVC v1.2.0.6
    ClickThroughBlocker v0.1.7.1 / v1.0.0.0
    MiniAVC v1.2.0.6
    ToolbarControl v0.1.6.20 / v1.0.0.0
    ScienceAlert v1.9.6.2
    Stock assembly: KSPSteamCtrlr v0.0.1.35

    Try downloading and reinstalling. ScienceAlert is working fine for me in 1.7 along with around 100 mods.

  10. Just a heads up for anyone having trouble getting CKAN to update this mod:

    I found that I had to uninstall the previous version of SXTContinued via CKAN and then reinstall to get the latest version. Not ideal but at least it worked.

  11. 12 hours ago, dlrk said:

    Is there a way to have MJ simultaneously circularize and change inclination together?

     

    2 hours ago, rmaine said:

    Look at the very nice precise maneuver mod. (The mod author has computer issues that have kept him from updating the compatibility test, so it poodlees about not being compatible with 1.5.1, but it really is). Create the circularization mods with MJ; then the precise maneuver node editor will open up and allow you to easily add a plane change.

    MJ's Manoeuver Node Editor will allow you to do the same, although the GUI isn't quite as pretty as Precise Manoeuver.

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