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Skalou

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Everything posted by Skalou

  1. Here is the KSP.log and output_log.txt (not easy to find this one , https://docs.unity3d.com/Manual/LogFiles.html) : https://www.dropbox.com/sh/otqbr58bg58lsb9/AACeQdDVNFX2K9iFq7uGiFCAa?dl=0 I also included a minimod to test this things easily, available in the GameData of the dropbox link. @Jenyaza, thank you, it could be a workaround, i will probably have to deal with how to delete everything except the RESOURCE nodes.
  2. I agree, even the stock balance is hum... weird, and there is limitations anyway (part's drag not occluding others when surface attached ,etc...)
  3. really good news! here is something that could help you, an old mod including comets too: more pics: http://imgur.com/a/H0mZC hope the best for KerbalKomets!
  4. hi, i will need your help again guys, i would like to copy all the RESOURCE nodes from a Part1 to a Part2 like this, Example of Part1: Part1 //I don't know how many resource node it has. { ... RESOURCE { name = resource1 ... } RESOURCE { name = resource2 ... } RESOURCE { name = resource3 ... } ... } I expected this to copy all the resource nodes, i tried each of this syntax: @PART[Part2] { #@PART[Part1]/RESOURCE[*]{} //copy only the 1st resource #@PART[Part1]/RESOURCE[*],*{} //copy only the 1st resource #@PART[Part1]/RESOURCE,*{} //copy only the 1st resource } unfortunately, it only copy the 1st node I also tried a workaround, by writing enough of this lines: @PART[Part2] { #@PART[Part1]/RESOURCE,0{} #@PART[Part1]/RESOURCE,1{} #@PART[Part1]/RESOURCE,2{} #@PART[Part1]/RESOURCE,3{} #@PART[Part1]/RESOURCE,4{} #@PART[Part1]/RESOURCE,5{} ... } but it copy the last resource as many times as the rest, with my example above of 3 resources in Part1 and 6 lines of copy it will give: Part2 { ... RESOURCE { name = resource1 ... } RESOURCE { name = resource2 ... } RESOURCE { name = resource3 ... } RESOURCE { name = resource3 ... } RESOURCE { name = resource3 ... } RESOURCE { name = resource3 ... } ... } Did i missed something? thank's Edit: i have no KSP.log here, i will do and post it tomorrow... sorry
  5. It's not currently planned, maybe one day
  6. Updated to v0.2.0, Online Changelog thank's @Marcelo Silveira
  7. Ablative-Airbrake More images: http://imgur.com/a/Gaj10 This "Ablative-Airbrake" mod adds a derived stockalike airbrake coated with ablator. A dark version is now available via the part variant feature. This part is now localized, Translators are welcome for untranslated languages ! Gameplay infos: - Part available in the "Thermal" category. - Part unlockable in the tech-tree in the Hypersonic Flight node. KSP compatibility versions: Ablative-Airbrake version KSP version 1.0.3 min: 1.4.0 ; max: check here or the forum thread 1.0.2 min: 1.4.0 ; max: 1.11.0 1.0.1 min: 1.4.0 ; max: 1.9.1 1.0.0 min: 1.4.0 ; max: 1.9.1 0.3.0 min: 1.2.2 ; max: 1.9.1 0.2.0 min: 1.2.2 ; max: 1.3.1 0.1.0 min: 1.2.2 ; max: 1.3. This mod is really simple, it uses only stock features, and should work with many future KSP versions. Check this forum thread end to know or report a new KSP version compatibility. Compatibility: - KSP-AVC - TweakScale, thanks @Marcelo Silveira - Realism Overhaul and RP-0, thank's @Gordon Dry - ReStock, thank's @Gordon Dry Installation: - No Dependency mods. - On update remove any existing older version. - Copy/paste the folder "Ablative-Airbrake" in your "Kerbal Space Program/GameData" directory. - Enjoy! It uses the "KSP Add-on Version Checker" mod if you have it installed (not included) to check its version by using a connection on my GitHub page given below, read the "KSP-AVC Add-on Version Checker" page for more details. Download on Spacedock Available on CKAN Changelog GitHub page License P.S: let me know about the balance or suggestion.
  8. Are you sure? https://github.com/KSP-CKAN/NetKAN/blob/master/NetKAN/CorrectCoL.netkan I'm not sur to totally unstand this, but i guess it only checks the game version on spacedock. KSPAVC will check the CorrectCoL.version (in each mod folder) and compare it with the online CorrectCoL_KSP-AVC file to konow if an update is available, or check the compatibility version etc...
  9. i already sent a PR with everything needed, but actually the release don't include them, so people will never be warned of an update via KSP-AVC (and CKAN) @Kobymaru so what to do? 1)Update with a correct KSP version(1.2.2) and include the CorrectCoL.version (this one go in each mod install) in a new release in github and spacedock with it (don't forget to update KSP compatible version on spacedock too). 2) when there will be the next KSP releases , you can only update the CorrectCoL_KSP-AVC (this one stay on github) and update KSP version in spacedock too without reuploading a new release. CKAN is checking spacedock Game Version in my mod ( which is a perfect example of this situation) even if i have an outdated KSP version inside the mod.version
  10. hi @blizzy78, i notice a bug on KSP 1.2.2 with precise node: - when i switch to a ship when an already set maneuver node, and try to modify it in map view with precise node: with the keyboard's shortcuts or the windows, - it throws exceptions continuously, there is a workaround to stop exception spam for players: - delete the manoeuvre nodes - or just click on the node to open the handles, then click away. it is maybe related to this? Bug #13711: ManeuverNode.OnGizmoUpdated throws an exception http://bugs.kerbalspaceprogram.com/issues/13711 Tell me if you need more infos or if i can help more
  11. hi @Dizor This mod also adds some markers on the navball and don't conflict with trajectories, maybe it can help you?
  12. I confirm, the 2 bugs are solved with this new version. Thank you very much!
  13. Hi, Some news, there is a bug actualy with the mod Crew light (hatch retract and kerbal can be killed when going to EVA) for now you should NOT use crew light version 1.3 or 1.2, but you can use the version 1.1 (check the link above). Edit: Bugs solved with the new Crew light version 1.4. Thank you @Li0n
  14. I tried the last release 1.3,but sadly I have 2 bugs with my mod: 1) With the default config, when i go to EVA from the mk1 crew cabin with the last kerbal, the mod is toggling off the light as expected but also the animation for adding the top hatch, when doing this in space the kerbal is killed in a smoky cloud! , a bit embarrassing for the space program... it does this in reverse too, when i go back from EVA, it turns On the lights and the hatch animation. 2) when the part is fully crewed by 2 kerbals, when i go in EVA with 1, your mod is toggling off the lights (+ bug 1)), it shouldn't because there is 1 kerbal left in the part. if i swith vessel from the kerbal in EVA to focus on the ship, it update and turn lights on. before: 2 crews, lights and hatch. During the "exit in EVA": lights turns off (here 1 crew remains in the part), hatch retract, kerbal try to grab the ladder... tell me if i can do something else to help to catch this bug, need more infos? etc...
  15. you did it: or you could have kept x , solve it, then find d=m*x Maybe not now, but later when with multiple relay? how far should i put this relay to get a minimum of 50% signal strength for my rover ,etc... For the Dev actually, so we could compare accurately the game things vs. your mod. @Poodmund, it will always give a complex number to calculate, there is a √[ (y-1)y] and because 0 < y < 1 (y-1)y<0 ( i don't know too if unity can do complex)
  16. I think it's not to the nearest, but to the next above, because when 99,23 it seems to gives 100%.
  17. Tell me if you need more help for the maths, but there is everything here: http://www.1728.org/cubic2.htm ,it seems to me that the solutions will always be x3= L * (M - N) + P (in the chapter: ALL 3 Roots Are Real), so you need to calculte i, j, etc... to get them, i hope there is a way to get arcsinus number with unity... On an other side, i don't think there is really a range for the 100% Signal Strenght, i made a few tests to know more: I think the display on the top left side is rounded to the superior number, when it is 99,xxx it will display 100%, when 34,xxx it will be 35%, etc... i also looked in game at when does it change: It's changing from signal strenght 100% to 99% in the corner (red arrow), when the vessel is nearly to 20.8Mm away from the DSN station (orange arrow, not precise enough to know it more accurately): 1 communotron 16 vs a lvl3 DSN, Range and DSN modifiers=1. I also looked at the numbers from this Sheet calculator, it seems to match ( don't forget to adjust the difficulty settings: Range and DSN modifiers), thanks @Poodmund So when it displays 100%, it could be in fact, 99.xxx%, and the only way to get a real 100% could be to sit at 0m from the DSN. can you display the numbers more accurately in flight? (calling the dark force) this could also help you: An answer from @RoverDude, one of the authors of this feature
  18. Great, probably an other must have mod! I think you will have to solve this kind of stuff: f(x)=ax3+bx2+cx+d=0 ( for example: -2x³ + 3x²-0.75=0 to know x (= Distance away from 'Link Point' / Max Range of Antenna Link) at witch the Signal Strength is 75%?) It's called 3rd degree equation, cubic equation, ... there is probably things already done in programming to solve this. ( so i can't help you more) http://www.1728.org/cubic.htm (with A=-2 ; B= 3 ; C=0 ; D= -0.75 in the example above, then check and grab the solution x between 0 and 1, there should be one and only one respecting this among the 3 real values in all case with wathever D= - Signal Strength)
  19. hi @RoverDude, i've added a compatibility patch for the lovely akita seat to my mod: Please let me know if you change something in this part that need an update
  20. An update 0.2.0 is available (still in beta for now): You can check the Changelog for more info
  21. I just got the same problem, deleting the Parttools.cfg inside the Unity-project solved it. Edit: it just removed the windows, but didn't solved the problem, I then deleted all the partools files ans reinstalled the PartTools_AssetBundles.unitypackage, and now it seems OK, i can export the part.mu again. @dboi88
  22. Hi, I'm looking to revive some parts of this mod (the Kerbalized ariane 5 especially), the license is CC-BY-NC 3.0, so i think it's OK ( let me know if it's not). so, poking you @Kartoffelkuchen @Fr3aKyHDx @Thomas P. , if you have any tips or info to share, the original 3D model maybe? or want to contribute. here is your github: https://github.com/GermanModProject/GSA
  23. what i would like, is to be the most accurate as possible from the simulation: if i hit the retrograde (or whatever angle) in trajectories, i want to know which frame (orbital or surface relative) i should use in flight on my navball to be the closest from the prediction, i think it as nothing related to how is displayed the trajectory (i can follow the surface retrograde while displaying the trajectory in the orbital reference frame). there is a small difference in direction between the surface and orbital directions ( specially at low speed).
  24. thank you , yes internaly probably ( when i select retrograde prediction, what should i use in game: surface mode from what i understand with your answer)
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