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Everything posted by Inqie

  1. Thanks for the update! I just got a much better computer and my first save on it will be with this installed I have a question though: Is this compatible with, or replace the functionality of, the Engine Lighting [Relit] mod (atleast for stock)?
  2. Am I misunderstanding this? Are the SystemHeat extras the cause or fix of this problem? I have all the extras installed (via CKAN) and can confirm they are in GameData, yet I am still getting a similar problem: https://pastebin.com/xMRVjPea
  3. Well, I imagine the kerbal would immediately disappear as soon as you activate the hatch, which is what normally happens. And if there's another object in front of it, the hatch will be inaccessible anyway (or tagged as obstructed).
  4. Sorry for not clearly explaining earlier ^^; I did mean closest in the part tree. Distance wouldn't make sense. I suggested it because placing the kerbal into a random seat on the vessel may bypass structural parts that would otherwise not be traversable, which could totally ignore CLS standards. However it couldn't be done with *just* a part tree check. If there's no seat between the port and a non-traversable area, the port shouldn't be enterable. And you would have to check every part tree direction (and send to seat with the least nodes between) to avoid being sent to one end of a long craft if there's a seat one node over in the other direction. The checks would also have to work if the part tree changes mid-flight (docking or decoupling). Maybe someone can make a radially-attached door with an opening animation that happens when a kerbal exits (or enters) a craft right next to it. The open door could just have a black texture on the inside to imitate an opening, and the hinge could be the only hitbox so kerbals could still enter without obstruction.
  5. If you could find a way to make it choose the closest empty crew cabin to the port, rather than random, that'd be even more awesome! (For people with Connected Living Space or the like)
  6. I don't mean to be too much of a bother but this is the final sequence of the contract I'm working on. Destroying the target is optional and nets bonus funds, and if the player decides to do it, they'll have to do it in 15s. However with my current code, when the TargetDestroyed parameter (and thus the Any) completes, it sometimes appears in the UI as failed, and whether or not it visually shows as failed, it must internally fail because the timer does not stop (which it should as Any contains disableOnStateChange = true) and the contract does not complete immediately. Weirdly though, you immediately get the bonus funds when TargetDestroyed completes, suggesting it in fact hasn't failed. Anyone know whats going on here? Full contract (above code near bottom): https://pastebin.com/1i00y2XU
  7. Unfortunately for me, putting it all in a VesselParameterGroup hasn't affected when the check occurs. I honestly don't know if I'll have to resort to just giving the player a 10sec timer telling them to do it manually and just hoping they do it.
  8. Thank you for the suggestion @Grigetio . Can I ask if you know where I can find documentation of the syntax which FILTER / VALIDATE_ALL / NONE etc. nodes are a part of? Apart from that, the solution you presented works, with a slight edit in code, if your ship matches at launch: FILTER { partModule = USI_ModuleWarpEngine } VALIDATE_ALL { MODULE { isEnabled = True IsDeployed = True } } But unfortunately, once a validation check fails once (ie. at launch), it won't detect a change in it mid-flight, even with "disableOnStateChange = false". Another problem is that using operators like < <= => > instead of = cause the contract to just ignore the argument, immediately causing the parameter to succeed. Edit: I forgot to mention "completeInSequence = true" doesn't affect when the validation occurs (it will still happen at launch) I hope someone or yourself can clear things up.
  9. @nightingale I'm trying to use extended PartValidation - and as I've seen in a previous post, I've put MODULE {} behind a FILTER {} node. However neither hidden nor hideChildren seem to hide anything when placed anywhere in the above nodes, so the result in the contract menu in-game ends up: (Note the change in the module name) Rather than just: Activate your warp-capable engine: Incomplete EDIT: Even putting all of the code inside of an All clause and putting hidden or hideChildren in that doesn't work. !!EDIT: It doesn't seem like the MODULE node is detecting changes in the parts until I enter the physics load distance of another craft - and when it does, it returns incorrectly (ie. displays "Is Deployed" as failed when the part is clearly deployed) Can someone give me advice on how to properly set this up? Entire relevant part of the script here:
  10. I just wanted to note here that MOARdV has decided to stop official development of RPM (at support for KSP 1.6.1) to focus on MOARdV's Avionics Systems, however RPM should still work unless there are major changes to IVA modules in 1.7 and above. @Stone Blue I'm interested, are you still attempting to create an IVA or have you decided to moved on?
  11. Hi, I was just wondering, has anyone has made a User Defined Language for Contract Configurator yet? A .xml file you can import into a program like Notepad++ to highlight keywords. I attempted to make one myself, here is the link to it (it will be updated as I refine it): https://www.dropbox.com/s/od8sku0wkpceh79/contractcfg.xml?dl=0 +Edit: I added a Lite version which supports folding/collapsing, but text may be highlighted out of place: https://www.dropbox.com/s/uueo4pykr2cqmar/contractcfg_lite.xml?dl=0 It has a couple of problems, like some brackets and/or comments directly after DATA or PARAMETER nodes don't get coloured, and Code Folding is messy, but that's the sacrifice I had to make to be able to colour expressions ie. HomeWorld() or type = PartUnlocked without them being highlighted outside of their correct positions (ie. if you named something that included an expression or node title). If you would like to help fix the problems with it, I've been sorting out the initial issues on the Notepad++ forum: https://notepad-plus-plus.org/community/topic/17019/how-to-setup-udl-keyword-style-overwrites
  12. This is the unfortunate result of part module edits. The same problem occurs if you attempt to open a craft built with 'Mechjeb and Engineer for All' or 'RemoteTech' without having the mod installed.
  13. +1 for a CKAN release c; But it's too good, so I'm still downloading it manually. BTW KottabosGames reviewed this if you want to link the video.
  14. I was only just debating installing the original mod yesterday, so thank you for this! I hope you continue to develop it into a stable state with the same features enabled as the original.
  15. Hi, could I get my name changed to "Inqie", or if that's not available "Inqiery"? Thanks.
  16. Supposedly RPM v0.30.3 (released) accounts for the anti-aliasing issues for Dx9/Dx12. Edit: RPM v0.30.4 (released) seems to do that for Dx11 too.
  17. I don't have the time today to test the current build unfortunately. Atleast we know that the issue is actively being worked on. The Dx11 issue is probably on RPM side as neither of the updates to fix the MFDs mentioned Dx11. Its possible the next update will.
  18. Yes it has been released. In fact v0.30.2 was released which added: Hopefully we won't encounter that problem anymore.
  19. Just an update that RPM v0.30.1 (12/05/18) changelog indicates:
  20. Been playing around with my custom rings, and I can't say it hasn't been interesting. I have a couple questions though. Only the second value of the InnerRadiusMultiplier key seems to be having an effect (size multiplier) on either 2d or 3d rings. I'm not sure in what form, exactly, the ring is supposed to deform with the degree value. The other question I have is, will we be seeing the dust and fading mentioned in January/February in a release? Thanks for such a fun mod to play around with.
  21. Sorry for maybe not being as clear as I could have: I'm asking what part of the .dll actually needs a rewrite to function? I opened the source in VS, and to my (admittedly untrained) eye I could not find anything obvious to be rewritten to work with MAS. I would assume, as it's just another mods prop, that it would just be referenced in the config file/s. Is there something else that needs plugin rewriting for 1.4.x that is unrelated to RPM/MAS? I honestly understand not wanting to spend a lot of time focusing on fixing this mod, as you clearly have a lot of other mods to handle, being the great eater of all poor abandoned modlets. But if this can be updated without a major .dll rewrite then I would like to see where I or others can take it.
  22. If the main problem with updating this is that it needs a new IVA to incorporate MAS, I'm currently trying to create a 'more accurate to KSP cinematics' alternate internal space for this mod. If I'm able to provide that with MAS in mind (though no promises), would that be all that's needed for a 1.4.x update? What changes on the plugin-side would need to be made - Was RPM not optional for this?
  23. What a mod name. Good job on that one. Also possibly quite helpful for the end user.
  24. That is actually quite useful. I would replace 'bug' with 'limitation' though in the github descriptions, unless the 25km limit was unintended by devs. And even though it's a small modlet, a proper release is always useful to expose it to anyone who hasn't found a solution elsewhere (rather than it being on p124 of another mod >.>). Also, still no example cases for InnerRadiusMultiplier and OuterRadiusMultiplier from 1.4.2-1? I've been testing for hours and can't seem to find the proper syntax required.
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