Jump to content

CaptKordite

Members
  • Posts

    211
  • Joined

  • Last visited

Everything posted by CaptKordite

  1. It's simple text editing and just adding some lines. The original CFG file has a line for each pod that will be allowed. It's like this: part = landerCabinSmall You just add another line just like it for the necessary pod. So, add some lines: part = Vostok_Crew_1 part = Soyuz_Crew_1 part = Soyuz_Crew_2 part = Soyuz_Habitation_1 part = Soyuz_Habitation_2 Look through the /Tantares/Parts folder for various modules. The ones that say Crew or Habitation. The Hamal crew module (Hamal_Habitation_1 in the Progress folder) doesn't have a hatch, so simply don't include it on the list. If you don't want to do that route, before the Pod Validator mod was released (and before I had the Klaw tech level), I would launch a rescue craft with a second docking port attached and use Kerbal Attachment System to attach the port to the craft. Then, once docked, I could transfer the crew.
  2. I already had craft in Jool's SOI so as soon as I added the recompiled dll the Monolith contract showed up. There was no error during startup so, thanks. That was it. Now I need to send "Discovery" out there.
  3. I'm having the opposite problem from LanderDude. Dang It! is working all too well. I migrated my career to 1.8 once all the mods I was using updated and have been suffering a string of failures. It was one thing to have a failure every couple of gameplay sessions but to have three in one session, two of them on a single vessel, and then to have several more when I played the next day, seems like something not quite right in the translation. Something weird in the randomizer perhaps? I've just decided to disable it for now. I may turn it back on to play a sandbox for a while to see if I can pin down an actual change or if this is just random chance and observation bias.
  4. I have updated KSP to 1.8 and have run across a new failure in Anomaly Surveyor. It throws a loading error "Mod(s) DLL that are not compatible with this version of KSP: AnomalySurveyor.dll." The loading bar goes all the way to the end but the game never completes launching. I have resolved the issue by simply deleting the AnomalySurveyor.dll. I suspect that the thing that is affected is the Jool Anomaly. I'm in a career playthrough and am just now getting missions to Jool and its moons so Ii'll still have to see if it's working. I read earlier in the thread some stuff about the dll, my guess is that it needs re-compiled for 1.8.
  5. Done. Eve now looks more the way I want. The clouds are thick and still have some texture to them. There are breaks in the clouds that are still a little too clear but, making them a little more cloudy also made the rest of the clouds less textured. Adjusted the high clouds to rotate at a different speed than the lower ones.
  6. Exactly what I needed. Thanks. Next to adjust Eve's clouds so they are opaque with occasional gaps instead of being more uniformly transparent.
  7. In the previous version I would modify CityLights.dds and export the file with DXT3 Compression and Generated Minmaps and it would work just fine. In the latest version they no longer work. I've tried it without compression and without minmaps and it still fails. When you are saving/exporting DDS files, what compression are you using?
  8. Just started playing with this mod and thought I would try to see if I could generate an actual reason to explore under water. I went to GameData/SquadExpansion?Serenity/Resources and edited the roscdef.cfg file to add the line Biome = Water underneath the entry for Giant Quartz. This causes crystals to be generated in the oceans in addition to the ones generated in the mountains. The thing is, the Water biome is all 700 meters or deeper. And the crush depth is between 300 and 400 meters. I can see those crystals below but can't get to them. Sure, I could also add the Shores biome to the CFG but then crystals would also be appearing on land, and that doesn't seem appropriate. I don't know enough about the coding to figure out how to get crystals under water but still above the crush depth.
  9. I am closing in on understanding how the recycling formula works, though it still doesn't seem to follow with the 3 ec/sec per kerbal claim, even with experience factored in. With level-5 pilots or scientists, the recycler consumed 36 ec/sec. It did not matter how many pilots or scientists were aboard, the recycler consumed 36 ec/sec and turned approximately 0.0006 soil/sec into 0.0002 snacks/sec. But, add a level-5 engineer and the recycler was consuming 59.40 ec/sec, almost but not quite twice as much electricity. For that extra electricity, it is turning 0.0009 soil/sec into 0.0004 snacks/s. Twice as many snacks for not quite twice as much electricity and only half-again-as-many snacks. And engineer is much more efficient in making snacks but you have to give him a lot more electricity to do it. That was relatively easy to work out because Sandbox mode makes everyone level-5. I have a Career mode ongoing and, near as I can tell, the level-3 engineer on my Minmus base is using 52.2 ec/sec to convert approximately 0.0005 soil/sec into 0.0002 snacks/sec. There does seem to be a progression but I still can't figure out a formula. Close enough, perhaps.
  10. Yes, my mileage is varying, but I don't understand the math. I have a single level-5 kerbal in a craft. How does that equate to 36 ec/sec?
  11. That's what I thought, except that I built a craft with one kerbal and the recycler in the hitchhiker is using 36 e/s.
  12. That did the trick! The modules are now consuming electricity as they should. The Lab converter is eating 30 e/s and the Recycler is using 36 e/s. Wasn't the recycler supposed to be using 3 e/s?
  13. I created a copy of my KSP folder. Deleted all the mods. Installed the latest version of Snacks clean. Same result. I loaded a number of previous versions of Snacks. Same result. I went back to my original install. Made a backup. Deleted everything from the Game Data folder, including the Squad and Squad Expansion folders. Had Steam Verify integrity and reinstall. Installed the latest version of Snacks. Same result. Curious.
  14. Nope. Everything else eats electricity as normal. Probes, drill-o-matics, the lab doing research, all normal. Only the snack recycling and processing.
  15. In my game, neither the recycler in the Hitchhiker or the processor in the lab is consuming any electricity. Everything else is working, it's taking the ore or the soil and turning it into snacks, but it's not costing any electric charge. I've been running a single career for a year-plus (though the issue also affects my Sandbox save). I have used Snacks in the past and the recyclers and processors had been consuming electricity but it had been quite a while since I had used them for any missions, so there had been updates and the addition of Breaking Ground in the meantime and I didn't recognize when or with which version the issue began. I created a copy of my game folder and deleted all the mods and files from GameData, leaving only the Squad and SquadExpansions (both Making History and Breaking Ground). I installed only the Snacks mod with its latest version of Module Manager. I launched the game. Created a new Sandbox. Built a simple craft with a crew pod, a big battery, no solar panels, a Hitchhiker, a Lab, and an ore tank. I removed half the snacks, half filled the modules with soil, filled the ore tank, and launched it. Ore went down, soil went down, snacks went up, the charge in the battery stayed constant. I read through a lot of the thread but couldn't find another occurrence.
  16. I was having an issue with the update to 1.7.something. Wasn't loading. Just loaded it back into the system the other day with 1.7.3 and Braking Ground. Broke an antenna on the Mun just yesterday.
  17. Same problem as Aelipse. Averaging every 20 minutes I get a message about transmitted science of about 0.03 or 0.06 science. I have heard of people getting so many science spam messages that it crashed their career saves.
  18. Many of the city pictures taken from space have that golden glow, but that is because of the long exposure of the camera in a combination with the yellow/orange of high pressure sodium street lights. So, in AVP it looks like it would in a photograph but not quite what it would look like to your eyes. What I have done is edited /GameData/AstronomersVisualPack/EVE/Textures/CityLights/Night.dds by desaturating it (making it black and white) so that the lights look white. I also turned down the brightness just a touch so they weren't so bright. What I plan on doing is going back to the Night.dds image and either editing it or perhaps even recreating the entire cityscape altogether to better reflect what a city looks like at night. Rooftops tend to be black. The streets become ribbons of light instead of dark corridors. Something like that. Like EasyAce, I also didn't like that the city lights came right up to the KSC. The first thing I did was simply erase the city from the CityLights.dds file. But then I didn't like that there were only a few continents with cities at all (and apparently highly populated ones) while a lot of Kerbin was empty. I downloaded Stock Visual Enhancements and took their main.dds city file and renamed it to CityLights.dds. That gives AVP the cities of SVE. And, honestly, I'm not quite happy with that, either. I'm going to go in and modify that a bit as well to remove some cities and add a few in places I would think more likely to have a city.
  19. As to the city being too close to KSC, specifically overflying city on the approach to the runway, I plan on editing the EVE/Textures/CityLights/CityLights.dds file to erase the city west of KSC. I may try my hand at creating some other cities around Kerbin but I'll start with just clearing the c̶r̶a̶s̶h̶ landing zone. Another tweak I would like to make is with Eve's clouds. I like the BoulderCo clouds for Eve that are completely opaque. I like not being able to see any of the surface and, as a Venus analogue, I think that's as it should be. I haven't figured out quite how to do that yet. Is it as simple as changing the opacity of the eve1.dds and eve2.dds textures?
  20. >>> Does this mod work in 1.7 with the new DLC? My experience was that, after the update it did not work. But I removed it and reinstalled both KCT and Magicore and it was working again.
  21. I deleted the contract, accepted the contract for an investor tour, drove the investor around and completed that contract, then the Build a Casino contract showed up. I switched to the already completed casino and that completed the contract. Then back to Mission Control to see that, yes, there is now a contract to take tourists to the casino. Not sure why I didn't think of that but thanks, that was absolutely the correct answer.
  22. On completing a Casino, I found that one of the parameters, specifically the ability to house 100 kerbals, had "Failed". I believe the contract got confused because of the failure of a previous mission and had set the flag to "Failed" instead of letting it remain as "Incomplete". But once it was failed, tyhere seemed to be no way to complete it and so I went into the cheat menu and declared the contract complete. Except that it seems that, in doing it that way, some other flag didn't get set so that Contract Configurator doesn't know that the Casino is complete and is not generating tourism contracts to go to the Casino. I'm still sifting through the SFC and CFG files looking for the flag that I need to change but if someone could point me in the right direction I would appreciate it.
  23. I think I've figured out the eyeball. In a 1024x1024 texture, the "pupil" of the eye is the bottom of the texture and the rim of the eye is pretty much along the center of the texture. I haven't tried using an actual 1024x512 texture to see how that works. For the left eye, the top of the eye is 3/4 of the way horizontally. I think the right eye is mirrored. The 1024x512 texture holds all the detail when mapped, even though you can't see it in this picture. The pupil is tougher to figure out. I created a checkerboard texture of alternating black and white squares but when it gets mapped to the pupil it comes out as black and almost black squares. I suspect it's mapped much like the eyeball but I haven't quite figured it out yet.
  24. What are the sizes of the eye textures? I was doing some testing with 1024x1024 textures and it seems that only 1024x512 (the bottom half of a 1024x1024 square) gets mapped to the eyeball. Haven't quite figures out how the pupil works yet but it seems to use an even smaller piece of the texture.
×
×
  • Create New...