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Everything posted by Mythos

  1. The only reason I can think of, why this might not work, is crew. But I think you excluded that by using probes only. And then no reason comes to my mind, why this shouldn't work.
  2. I think you are talking about save / persistence files here, not about craft files. If you talk about making a split, you probably just did an exact copy of your save? And then maybe deleted some vessels in one or the other version?
  3. I don't run all of your mods, so I probably don't fully understand your problems and their need for solutions It's open source. Feel free to use it. You're probably right about me not wanting too mod-specific stuff in a general KSP save editor. If you have certain aspects that the general audience might benefit from, and you manage to break down your work into smaller pieces, pull requests are welcome. Well, that sounds annoying. The save file structure clearly wants any additional data to a vessel to reside as a subnode (some MODULE) within the VESSEL. As such it should be deleted with it. If there is a "Vessel_data" next to the VESSELs, or somewhere completely different, that's really bad design. I have seen at least "uid", "vesselID", "partID", "pid", "persistentID", "launchID", and no idea what those could be "cid" and "mid". From looking at those you get the idea that different features have been implemented by different teams, not talking to each other. One feature (e.g. type of contract) uses that naming sceme to refer to each other, the other one, by no reason, invented a new name for the same idea, using different numbers of course. So, good luck with that But yes, messed up IDs is a thing. And when I personally got annoyed by non-functioning contracts, I implemented a check in KML for at least that small part of the mess, that I could make sense of. I also remember someone mentioning messed up IDs in craft files. But since craft file support is a rather neglected feature in KML, I never got deeper into that
  4. When you change the kerbals to "Assigned" in the roster, you also have to go to the flightstate, your vessel, and then the part where they should be in. You need to have one enty "crew = Jebediah Kerman" and a separate additional "crew = Bill Kerman" for each one.
  5. I submitted the KML_Windows_v0.9.1.zip to the Defender support. They updated the signatures and when you do this, it should work now: Submission details (9fa2c800-9d1d-44d7-b04e-a07d33290f48) - Microsoft Security Intelligence
  6. In some of the posts I read that you can observe this strange behaviour: Download the release zip to your standard download folder, see false positive warning, file gets deleted Create a new folder and set up Defender to exclude that Download the release zip to new excluded folder, obviously no warning and it remains. But now the fun part: Copy the zip from excluded folder to standard download folder, call a Defender check there, also no warning, file remains
  7. Yes, I can reproduce this warning again. But for me it is same Trojan:Script/Wacatac.B!ml I did try yesterday after I updated the release zip, and there was no warning on my download. Does GitHub touch that zip somehow? This is very annoying Other GitHub releases seems to have / have had this issue as well: Trojan:Win32/Wacatac.B!ml in Blender Launcher · Issue #43 · DotBow/Blender-Launcher (github.com) Why is Trojan in release zip? · Issue #7 · EndlessMISAKA/AtelierMisaka (github.com) Windows Warns of a Trojan since the latest update 19-8-21 · Issue #261 · Nnoggie/MythicDungeonTools (github.com) Windows Defender flags wacatac.B!ml in v0.53.0 as a trojan · Issue #7725 · nwjs/nw.js (github.com) windows 10 reports trojan in process hacker · Issue #454 · processhacker/processhacker (github.com) Seems this pops up and might go away with updated signatures.
  8. Oh no, not such nonsense again. I can reproduce it, if I download the windows zip from github I get the same warning. Sadly I cleaned up and don't have the exact same zip local. If I check the KML.exe there is no warning, also not if I zip it again and check that zip. I can't say wether github somehow changes that zip or not. But here I checked the zip from URL with an online scanner, don't know how long that report remains available: https://www.virustotal.com/gui/url/3d53a8eae950b9728eef1523f06aef55e006e15eec187f665ae5943f6779a915/detection It's fine to them. Finally, I zipped again with another compression rate and updated the release on github. Now it seems fine to my Defender, please check again.
  9. Released 0.9.1, see OP. Included. I now decided to show all 4 known values of discovery status and went with that naming scheme: NewDiscovery (1), Tracking (29), StoppedTracking (21) and Visited (-1) I first decided against CamelCase, since that aren't internal persistence file terms, but then reversed my decision because CamelCase makes it easier to use in CLI, see below. While I don't want to clutter the GUI for some unnecessary or redundant feature, the CLI is much more forgiving and easy to change. In the vessel view '-v' you can now select by type or discovery state, but need to type the full entry then. As before, you can combine that with multiselect '-m'. So you now can purge debris or asteroids stopped tracking with this: $ ./KML.exe saves/test/persistent.sfs -vm=Debris --delete $ ./KML.exe saves/test/persistent.sfs -vm=StoppedTracking --delete Keep in mind that this would also match your precious "Debris Collector Ship", since names only need to match at the start. So don't forget to check the output before you include the '--delete'. Having this cleanup in an in-game mod is the proper approach. Consider the new KML version as a workaround. Since there is an existing debris cleanup mod, you have something your new project can be based on. Good luck with that!
  10. Technically an asteroid is a vessel itself and thus must contain at least one part. That's what this "PotatoRoid" part is about. I just implemented that SpaceObjects show "Tracking" (29) and "Stopped Tracking" (21, full trust in you, didn't start the game to confirm that). And anything else (1, -1, ...) won't have any text. I'll just give my brain some time to come up with corrections, and then when I remember what to do for a release, this will be in version 0.9.1.
  11. I think I can do this. I can confirm the state = 1 and 29. I couldn't find a state = 21 in my current save (I think I haven't dealed with asteroids so far) but also not in my old 1.3.1 save (definitely messed with asteroids quite a lot). In that old one I also have state = -1. What would that be? Is that the ones I grabbed and let loose again? I had quite a lot in circular shells around Kerbin I remember that we discussed purging debris before and it was pointed out that there are in-game mods for this, which is a much more convenient and clean solution. Maybe some mod can be extended or cloned to do the asteroid cleanup as well? I've never done in-game mods for KSP, maybe you kindly ask in the developer section and someone might grab that up.
  12. So maybe that is the kind of precise information you could do a bug report with. Maybe someone still cares
  13. Very nice to have this confirmed. And yes, since something weird did happen to your claw, it seems to have its state changed. So I would have guessed it did attach and that bug is just visual.
  14. When docking multiple ports, there is stilll only one in the proper state "Docked", defining the tree structure. Others might be docked as well, and thus holding things together, but there is a special state "Docked (same vessel)" for that. I have seen many docking/grappling problems, but I'm also not sure if grappling hooks do have a state "Grappled (same vessel)". Maybe there is, but it might be very difficult to achieve, because there is no magnetic force helping to align and have multiple attach at the same time with sufficient force.
  15. I loved messing around with those. Now I realize that I haven't done asparagus for quite a while and just went into the game to test some. And I have to tell you, that this lovely little ducts are a relic of the past. You can just enable crossfeed on your decouplers and the fuel flow priority will be arranged and updated according to your staging (you don't even have to have advanced tweakables on and mess with the priorities yourself). Edit: Well in that case all engines stay on because fuel feed goes both ways, and you have to watch the fuel levels to know when to stage, but it's the same principle.
  16. That's not bug, that's a feature. The flag selection in the VAB is meant to change the flag for this mission only. If you want to change your company flag and hence the default flag to show up in VAB every time, go outside and click on that large flag pole on your campus
  17. I only can add, that this is a known bug since 1.11. I also can't say anything about 1.12 yet.
  18. From my experience, if you manage to load a quicksave type of file instead of your main persistent file, it will not take you to the flight in progress, But the flight should be available to switch to from the tracking station (unless doing those few clicks takes long enough to have your craft without control being considered as crashed). If I want to load a specific quicksave then I would launch the game with any normal persistent file, no matter the content, and then load the quicksave from there. I have to confess that I'm quite an oldschool KSP player and only use the one persistent file and the one quicksave and rather rely on my OS to backup and restore via renaming those two. I think I never used a named save from within KSP, so my advise lacks some experience on this part of your question
  19. Some guys might recommend to run KSP as admin. Don't do that. If you have a second drive or partition, install it there. I would always recommend to separate your system files from data and not-so-system-installs. If not, then go for something like "C:\Games\KSP". In case of Steam, set the library to something like "C:\Games\SteamLibrary". Those folders then are not under special treatment from windows.
  20. I'm getting out of ideas now... Well, you did quite a lot between correcting the ID with KML and then figuring out how to construct... Maybe KSP has lost the ID again?
  21. Usually you can attach any specific part of that type, so the ID of the part to be attached does not matter. Can you provide some more information, the full contract text? Maybe this a "repair part" contract? In that case it might want you to use a repair kit to fix a specific part (and then it makes sense to have a part ID in the contract) and not to attach a new one. There are other "repair vessel" contracts (I remember rovers, not sure about satellites), where you are meant to attach new parts. They do not really check about the construction. It usually wants you to prove the vessels functionality by moving to somewhere. If it can do, you probably have repaired it, and get the reward.
  22. This is the M4 Kerman. It does fit into a 5m Service Bay (Tweak Scale), where since 1.11 some ramps can be attached and retracted by an engineer. I have not yet planned a mission to move that garage around
  23. This seems to be a case of figuring out how the construction works, then. I think attaching batteries should be possible. If there were no nodes, you could also surface-attach them. Usually contracts offer plenty of time (well, there is/was also another bug about impossible deadlines), maybe you should try again
  24. Actually I don't know, but asteroids are class A to E. And according to this, that seems to be correct:
  25. Well, asteroid and comets are different things. It's not that one turns into a comet when it is close enough. It needs to be a comet to begin with.
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