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eightiesboi

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Everything posted by eightiesboi

  1. Hey all, I don't know if anyone pays much attention to the old patches in this thread, but if so, I could use some assistance. Two of the tweaks in the OP don't seem to function for me. Note: I am not getting any errors, it just doesn't seem as if they are doing what they should be. Swap crew report and EVA report biome-dependence in space low. // Swap Crew report and EVA report biome-dependence in space low // Author: pwhk @EXPERIMENT_DEFINITION[*]:HAS[#id[crewReport]]:FINAL { @biomeMask = 23 } @EXPERIMENT_DEFINITION[*]:HAS[#id[evaReport]]:FINAL { @biomeMask = 7 } I suspect the problem here has to do with biome masks, but at least in munar orbit, I have EVA science to do in every biome, and only Crew report once. Delayed Action Sepratron // Add a delayed action sepatron // Author: Enceos +PART[sepMotor1]:Final { @name = delayedRetro @title = Sepratron I-D @description = Same as the Sepratron I but with a delayed fuse. @MODULE[ModuleEngine*] { %useThrustCurve = true %thrustCurve { key = 0.00 0.01 key = 0.05 1.00 0 0 key = 0.93 1.00 0 0 key = 0.98 0.10 0 0 key = 1.00 0.10 } } } The part certainly exists. I assume that it is supposed to work by holding the thrust curve to 0.01 for 5 seconds and then accelerating, but if so, it seems to accelerate directly to 100% thrust. Nearly any suggestions would be welcome.
  2. Can anyone tell me why the title creates an error that stops the contract from generating in this section: DATA { type = double dayLength = @targetBody.RotationalPeriod() seventeenDays = @dayLength * 17 title = 17 Days or @seventeenDays days } Removing "@seventeenDays" from the title allows the title to generate normally. What did I do wrong?
  3. Got it. You'd think he'd at least want a party and a gold watch. Thanks for checking that for me. I must have simply missed the message. It's too bad there's no category for inactive but non-dead Kerbals. @vardicd, in my save file, the FF items for Jeb still showed, but since he was deleted from the game, he didn't show up in the in-game FF interface. I know very little about modding, but I suspect it would *not* be trivial to add a new status that FF or other mods would automatically pick up. @severedsolo, I am so sorry, but I have a couple of follow-up questions. I actually went through and manually edited the persistent save to return Jeb as he was in the previous save. I also turned off retirement so that he wouldn't be quickly retired again. I noted that in the Astronaut Complex, while the retirement dates no longer show, they are still in the persistent save under the CREW_MANAGER. I would love to reenable retirement, because I like the concept. 1. If I reenable retirement, will it retire everyone who's expiration date has past? If so, is there a way around this beyond editing each Kerbal manually in the save file? 2. If the answer to #1 is "no", will the mod reconfigure new dates based on my new settings for retirement? 3. If the answer to #2 is "no", would I have to edit each Kerbal in the save to give them new dates? Thanks!
  4. My game settings are the standard 6-hour days, 426-(or whatever)-day years. I uploaded two files to OneDrive and renamed them in a way that should make it apparent which is which. You can find them here: https://1drv.ms/u/s!AoyHZiRU1jT-zpgTEAHHGG8gHeCoFw?e=T6Om4n. Thanks for looking into this. I am reverting to the previous save, and I didn't lose too much, but I need my Jeb! (I am okay with Jeb dying a fiery death of flaming, um, flames, but in the words of Switch, "Not like this... not like this.") For what it's worth, I like the idea of retirement, and I will likely use it if you spin it into an independent mod, but I think I will probably change the settings for it. I was leaning towards a minimum service of 3, maximum of 7 to reflect the average civil service career in the real world OR making the mission retirement extension factor slightly greater than 1 but leaving the min/max alone, to reflect that the Kerbals who spend more time on missions are more likely to stay in the program. Again, thank you.
  5. Hey @severedsolo! First, thank you for this. I was skeptical that a replacement for Monthly Budgets would surpass it, but this does the trick. A question: How does retirement work, as far as what happens to the retired Kerbal. I went to launch a mission and Jeb had disappeared from my game. The log didn't show anything unusual as far as Jeb was concerned, so I looked at the persistent.sfs. Jeb was not in the roster, although he was referenced by various mods (like Final Frontier). Fortunately, I use a backup save system, and I found a game from last night that still had him. Now, it is entirely possible his retirement date had past--the RNG gods had him set to expire before all others. But if so, I missed any messages that showed it, and as far as my current save is concerned, he done gone. Do retired Kerbals show anywhere in game? Again, I don't have a log for this, as the disappearance apparently happened between 12 and 24 hours ago, and I have restarted a few times since, so the log has been overwritten many times. I do have the save files if you would find that helpful, but mostly I am just looking for information as to whether this could have been a retirement event or if it's not likely to be related to Bureacracy. Thanks!
  6. That could be it. I thought I had added additional weight to the bottom (heatshield) end, but it looks like the ablator mass getting, well, ablated, may be it. Don't know why I couldn't see it myself--I think I was fixated on the sideward motion and not thinking enough about stability. Thanks!
  7. Hey fellow kerbanauts!! Can I get some quick input here? On I have an inline stack consisting of an OCTO core, a docking hatch, a command pod, a habitation module, and a heatshield (and a few surface attached items set to either x4 or x2 symmetry) CoM is inside the habitation module. RCS build aid shows no torque on a straight line force. However, on reentry, the decelerating module will suddenly swerve to one side and hold that swerve. It doesn't matter how I am holding attitude, and it doesn't matter what side of my stack is facing up; I've tried hatch up, hatch down, and hatch to the side. Video linked here: https://onedrive.live.com/embed?cid=FE34D6542466878C&resid=FE34D6542466878C!1281022&authkey=AI3uMqjN4R0SNK0, screenshot attached. I'd love some input.
  8. Oh @sarbian, Purveyor of Nyan Cat and King of Cheaters, please accept my humble request. (What can I say, it's early where I am!) The modules page on the Wiki is a bit out of date. Even modules that have been around for a while are a bit behind. Would it be possible for them to get some TLC? I would offer to do it (and I am happy to help), but I was there specifically because I was looking for more information regarding the functions of the RCS Balancer and SmartRCS, so I am probably not the best idio... candidate to inform others. If it's not in your queue, no worries. MJ works, and Jeb rarely RTFM anyways. Thanks for all you do! You keep many a rocket from crashing spectacularly. Kramax Autopilot does something like this. I don't know if it would meet your needs, and MechJeb enhancements are always wonderful, but in the interim you might want to check this out.
  9. What is the criteria for repairing parts? It seems whenever I try to repair a part, I receive a message that the part is "beyond repair", regardless of the part or malfunction. I am using Level 1 engineers to try to effect repairs; do they need to be higher level? Is this something adjustable? Do I need another drink? Update: Yesterday I successfully repaired a failed antenna. So it is working, but I'm still curious as to the criteria. Is it totally random, and is it dependent on my engineer level?
  10. Well, that would explain it. I wasn't going to use KER this time as MJ has everything but the thermal data--or so I thought! Thanks for confirming that my memory was correct! @Streetwindand @AHHans, it was KER and senility combined.
  11. Hey all, I swear I used to be able to see the mass of individual parts within the VAB PAW. Am I crazy? (Well, yes, but am I mistaken?) If I am not, did something change in an update or have I forgotten to set something correctly in my fairly new 1.10.1 install? Thanks!
  12. You are missed, my friend.

    1. Souptime

      Souptime

      where'd he go

    2. eightiesboi

      eightiesboi

      I don't know, and after the events of the past year continuing into this one, I'm afraid to speculate. I'm just hoping that ZedK's absence is either by choice or at least the reason isn't as bad as I imagine it may be. 

    3. Spaceman.Spiff
  13. I am using Chatterer and Chatterer Extended without problems in 1.10.1. It may not be working in your game at the moment, but I can assure you it does work. I am happy to help you figure out what's going on, but again, logs.
  14. @nightingale(or anyone) I am having a problem with a rather simple contract. A probe gets built, goes to the Mun, crashes. Contract should be completed. Instead, what happens is that the contract elements individually show complete (see screenshot here: https://1drv.ms/u/s!AoyHZiRU1jT-zpZrcR5Yt0TCkIPZXg?e=klI75X), but the contract itself never completes. Logs here: https://1drv.ms/u/s!AoyHZiRU1jT-zpZs1fleZqhNKbTuVQ?e=ZaYYjL (sorry for the two logs, but the second one contains the crash). CC Debug turned on. Stock KSP plus CC. Applicable code below: What am I doing wrong? And yes, it was a new vessel built after I accepted the contract. I noted that there was some conversation about problems with "VesselDestroyed" a few years back, but it seemed as if they were remedied, so I am assuming that I am screwing something up.
  15. Hey all, I am trying to do something that is either blazingly simple or clearly impossible, and I quite clearly can't figure out which it is. I want my title (and other) strings to output in km instead of m. I know I can do the conversion outside of the string and then use a variable to report it in the string, but since I am already using a variable in the string, I'd rather represent it once instead of twice. This is either not possible or I am simply too tired / stupid / drunk to figure it out. Example: Thanks for any help. Or a good whisky. I'll take either.
  16. Hey @linuxgurugamer @severedsolo had a very simple version of Orbital Decay included previously in Kessler Syndrome. It was a shadow of what Orbital Decay did, as that's obviously not the real purpose of KS, but might I recommend that if you haven't given up entirely on ODU, perhaps simpler (although less accurate) may be better? IIRC, the KS functionality decremented SMA at PE when In Space Low around bodies with atmospheres. It defaulted to just affecting Debris and could be set to work on all objects, but (in-lieu of stationkeeping), I believe severedsolo was going to allow exclusions based on vessel-type. Anyways, whether you decide to throw the towel in on this one mod or not doesn't change the fact that the community owes a lot to the number of mods that you have made, adopted, and / or maintain. Thank you!
  17. Hey! If you have a 1.10.1 installation, and no compatibility settings for older KSP versions set in CKAN, then KCT won't appear as compatible, as MagiCore and Toolbar Controller don't show compatibility (again, according to CKAN) with 1.10.1. You can of course override this either per mod or globally, but those discussions are better for the CKAN topic. However, as you may have gathered from the postings here, KCT is working just fine in KSP.
  18. Awesome, and thank you! I will likely pick your brain later. And for the record, in my current play, I am using your contract pack and having a blast! You do good work.
  19. First, @Morphisor, thank you. I have used both @Whitecat106's Historic Missions and @pap1723's Historical Progression and enjoyed them. The amount of work you have done to make these packs must have been enormous and was well appreciated. Second, an observation (not a criticism) regarding the biggest difference that I noted between those other two contract packs and this one: the other authors' missions, as a general rule, had parameters that I would describe as based on the intent of the original (real world) mission planners, and your pack's parameters seems more closely tied to the outcome of those missions. As an example; in Historical Progression and History of Spaceflight, both packs note the importance of Sputnik as the first artificial satellite in orbit. However, Historical Progression is satisfied by simply achieving orbit, whereas History of Spaceflight requires the user match a particular orbit (presumably the one that Sputnik ended up in). Again; I am not criticizing this difference, merely pointing out that there appears to be a difference in philosophy. For the record, I think that both approaches have merit. Which brings me to my point. With permission, I had slowly been working on a revamp of pap1723's Historical Progression. I took a long break from KSP and literally started playing again just this weekend. I would like permission to blend the two packs together; specifically, I would like to use the current coding that you have on relevant missions with the parameters from Historical Progression. I am aware that your license allows me to do exactly that without explicit permission, but I would rather pay you due respect first and ask. Obviously, if you want to discuss this at length, feel free to DM me. You've done amazing work and the community is better for it.
  20. Nope. Only one installed to GameData/000_ClickThroughBlocker. And please don't make this a priority. I can survive the attack of the many buttons.
  21. Hi @linuxgurugamer! I am having a problem with the buttons for Click Through Blocker. They are duplicating in my flight scene. They don't want to respect the settings in the Toolbar Controller, and even though I've hidden them with Janitor's Closet, they still come back. If this were October, I'd insert a haunting reference here. Clean reinstall but heavily modded. If you have some suggestions or would like me to do anything to figure out what may be causing this, let me know. Thanks! Log here: https://1drv.ms/u/s!AoyHZiRU1jT-zol32PXWg_M6NmWvcg?e=4fDiIh
  22. I peeked at the code on Github. It looks like between 2.5 and 7 EC per animation, with 5 being the mode (average). Based on my knowledge of coding, which is slightly higher than my ability to read ancient Sumerian, I would guess that animated parts affected by this code would not function with EC.
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