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Everything posted by mikerl

  1. With the new part variants, is it possible to make all the Mk3 cargo bays into a single part and switch between them? Or the mk2 cargo bays?
  2. Ok, Now I went back and reviewed my code. Only a small portion of which is actually for IFS and most of it is for turning the Nerva into a dual-mode engine. It was never actually tied into engine mode, but it could change the mass of the engine based on a choice the player makes in the VAB. @blowfish, how would this code be written for B9? It starts with default mass for the "Liquid Fuel" variation, then changes the mass to the value Nertea changed it to which is 2.5t for the "Hydrogen" version. For IFS, I had it add a negative mass to reduce it. I wanted to maintain the default mass for any current ships, but be able to use the updated mass for new vessels. I think the upgrade system can also change mass, but I haven't looked into doing that.
  3. @Stratickus, When I made that patch, I tried to make it a multi-mode engine where i could switch the engine type to use different fuel types. The IFS tank switcher was to change the mass of the engine, since Nertea rebalanced masses of the engines as well. I had problems with effects not changing correctly. and eventually gave up on the project. The easier solution was to change the patches from "@PART" to "+PART" which creates duplicates that each have separate fuel and masses and does not change existing ships. Never did make it for B9 as that was starting to become popular at the time, so I was less familiar with it. The upgrade system did not exist then either. I posted the code knowing others might have the same problem and so others could help improve it. This is the second time this has been brought up, which makes me feel like trying to finish it, or at least collaborating to do so.
  4. I'm curious to what that little Spanish phrase means in English. I know a little so I'm thinking it means "clearer than water", but I could be wrong or missing some sort of context on that one.
  5. you could also check out Soylent, it uses solar powered greenhouse production for several life support systems
  6. I had a different problem with the meadowlark, I can't use the crew report. After putting a Kerbal in one of the seats, I selected crew report, but KSP tells me "not enough crew" to perform it. I think this is due to the external seat and the pod lacks an internal seat, unless someone knows how to make it work.
  7. Good to hear about a fix, I came by to post an error I found when searching the logs, but maybe too late now. [ERR 14:21:46.894] Exception handling event onVesselWasModified in class VesselStatsManager:System.InvalidCastException: Cannot cast from source type to destination type. at TrackResource.VesselStatsManager.Add (.Vessel v) [0x00000] in <filename unknown>:0 at TrackResource.VesselStatsManager.Reload (.Vessel v) [0x00000] in <filename unknown>:0 at EventData`1[Vessel].Fire (.Vessel data) [0x00000] in <filename unknown>:0 [EXC 14:21:46.900] InvalidCastException: Cannot cast from source type to destination type. TrackResource.VesselStatsManager.Add (.Vessel v) TrackResource.VesselStatsManager.Reload (.Vessel v) EventData`1[Vessel].Fire (.Vessel data) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(Vessel) Vessel:Initialize(Boolean) FlightEVA:onGoForEVA() FlightEVA:spawnEVA(ProtoCrewMember, Part, Transform, Boolean) FlightEVA:SpawnEVA(Kerbal) KSP.UI.Screens.Flight.KerbalPortrait:ClickEVA() UnityEngine.EventSystems.EventSystem:Update() and this one showed up later [ERR 14:21:51.377] Exception handling event onVesselWillDestroy in class VesselStatsManager:System.InvalidCastException: Cannot cast from source type to destination type. at TrackResource.VesselStatsManager.Remove (.Vessel v) [0x00000] in <filename unknown>:0 at EventData`1[Vessel].Fire (.Vessel data) [0x00000] in <filename unknown>:0 [EXC 14:21:51.382] InvalidCastException: Cannot cast from source type to destination type. TrackResource.VesselStatsManager.Remove (.Vessel v) EventData`1[Vessel].Fire (.Vessel data) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(Vessel) Vessel:Die() KerbalEVA:proceedAndBoard(Part) KerbalEVA:BoardPart(Part) KerbalEVA:<SetupFSM>m__58() KerbalFSM:RunEvent(KFSMEvent) KerbalFSM:updateFSM(KFSMUpdateMode) KerbalFSM:UpdateFSM() KerbalEVA:Update() and.. [ERR 15:01:22.867] Exception handling event onTimeWarpRateChanged in class VesselStatsManager:System.InvalidOperationException: out of sync at System.Collections.Generic.Dictionary`2+Enumerator[Vessel,TrackResource.ResourceStats].VerifyState () [0x00000] in <filename unknown>:0 at System.Collections.Generic.Dictionary`2+Enumerator[Vessel,TrackResource.ResourceStats].MoveNext () [0x00000] in <filename unknown>:0 at TrackResource.VesselStatsManager.Check () [0x00000] in <filename unknown>:0 at EventVoid.Fire () [0x00000] in <filename unknown>:0 [EXC 15:01:22.874] InvalidOperationException: out of sync System.Collections.Generic.Dictionary`2+Enumerator[Vessel,TrackResource.ResourceStats].VerifyState () System.Collections.Generic.Dictionary`2+Enumerator[Vessel,TrackResource.ResourceStats].MoveNext () TrackResource.VesselStatsManager.Check () EventVoid.Fire () UnityEngine.Debug:LogException(Exception) EventVoid:Fire() TimeWarp:assumeWarpRate(Single, Boolean, Boolean) TimeWarp:setRate(Int32, Boolean, Boolean, Boolean, Boolean) TimeWarp:FixedUpdate() then.. [EXC 15:34:02.555] ArgumentNullException: Argument cannot be null. Parameter name: key System.Collections.Generic.Dictionary`2[Vessel,TrackResource.ResourceStats].TryGetValue (.Vessel key, TrackResource.ResourceStats& value) TrackResource.VesselStatsManager.Get (.Vessel v) Ratzap.FuseBox_Core.updateAmValues () Ratzap.Fusebox_Editor.OnGUI () The only other errors i found were known errors from Ground Construction.
  8. Had this happen to me yesterday, the dead probe thing, anyway I had a mission on return from Eeloo rendezvous with a ship just launched from Kerbin. The Eeloo ship was launched prior to installing this mod and the dead probe occured within physics range after undocking both landers to dock with the other vessel containing the parachutes for a safe landing. Upon switching back, the probe was dead the action window showed "Not enough Electrical charge" for both the probe command status and the probe's reaction wheel. The probe core in this case is the large 2.5 m stack probe core, while the batteries were absolutely full from the RTG. MechJeb could control the vehicle, but i could not change targets or make other inputs (like controlling debris). Here is some more info on the situation when it ocurred. -- It was the only ship with an active extended antenna (HG-5) while in LKO (100x100Km) -- It was the only stock probe core in the scene, the others were from MRS and SpaceY -- docking another probe core allowed control of the vessel, but made no difference to the error about EC -- I recovered other ships from eeloo using the same probe core with no problems I wasn't sure what caused it but was able to recover the mission critical elements form that particular ship (Jeb, Bill, Bob, and Val), but not the affected part. That probe core controls a tug which acts as the engines for that mission and can be undocked if the need arises. Not sure if this info will help with this, but i tried to remember all relevant information during the event.
  9. Overshooting should happen if the vessel loses drag, such as jettisoning the inflatable heatshield or airbrakes being destroyed or undeployed. Anything that would cause the vessel to be smaller can cause this. Undershooting is the main problem i have, that's what happens when drag isn't correctly factored in such as inflating the inflatable heatshield.
  10. I mostly just lurk on the forums, but I'll give my thoughts after reading this thread (and this might summarize what's already been said). Anyone putting a bunch of mods together without respecting licences: bad. Mod author packaging many mods made and/or maintained by themself: good. In short a "modpack" should 1) have permission to redistribute and 2) provide support for problems arising from use of the mods together. I think anyone who takes the time to test and ensure compatibility between multiple mods as well as provide support for problems should be allowed to do so. Of course, such authors should have permission to distribute all mods included. Making a list of mods: good. Anyone not willing to provide support should merely provide a list of mods and\or links to the respective mods. Anyone who wishes to include mods that cannot be redistributed may also list/link to these other mods. As far as Licensing, mods can then in three basic categories, community, permissive, and restricted. Community mods are intended to be redistributed and are free to do so. Permissive mods require permission to be distributed even as a dependency. Restricted mods cannot be redistributed unless ownership is transferred. Mod makers have the ability to provide clauses to their license that may restrict/expand on the license being used, such as an inactivity clause.
  11. That's a good idea since the rover does not have any drills or ISRU. Although I prefer the drill from from KPBS, it looks a little odd using it on the Lynx.
  12. Curious if anyone;s made a config to have a workshop for Ground Construction. There's already one for EL, so really just need a config file.
  13. I thought about asking for an ore container to mount on the underside, then saw your update that did pretty much what i needed. Been playing around with it and now the talon wheels can do some nice drifting. Although a retractable landing leg would help with trailer design, seems like they are more stable without front wheels.
  14. Yes the KSP API can do weird things at times particularly when loading a vessel as it enters physics range. Although I was presenting possible experiments to figure out what is going on more than trying to understand how it's doing it. Not sure how you have it coded, but upon nearing another workshop, the current vessel may be considered the active workshop if even for a moment using that speed value. Of course the API could be using other values as CSE described and it is something that you may need to work around. Such things are normally only seen when switching vessels or moving another closer.
  15. If the movement detected is due to the physics kick upon entering loading range, a small delay would fix that. If it is due to using the active vessel's speed on approach, then it won't.
  16. Most likely, a little bit of inventory is all that would be needed, I suggested changing from editing kerbal inventories to a pod inventory in case someone actually does like to launch with more could still do so. IIRC there is a mod somwhere that did just that, i like that idea better if KIS shipped with a small radial box, I use a couple from USI, which is where I prefer to put my tools to ensure I don't forget them.
  17. When Configurable Containers is installed with another fuel switcher that affects multiple tanks, both must be configured to the desired fuel configuration or the vessel may launch with an incorrect fuel type. Inside the CC folder are MM patches to apply it to various tanks, and deleting these will restrict to only the workshop and skycrane from GC. It would be possible to give the workshop Materialkit storage and the skycrane LFO via MM patch and then remove CC.
  18. Another option would be to use pod inventories for all crewable parts. This would allow for empty pods to be launched with parts in them, and only the designated kerbal will remove the item from said pod. It does have the extra step of having to actually remove the item while on EVA. Each crewable part would then need to have kerbal inventory times number of crew for total amount of inventory. the only real change would be to disable editing the kerbal's inventory in the editor.
  19. One way to give it a lot more power would be to use a capacitor system like NFT Electrical or a fuel cell that has only enough fuel for a short burst. Of course it would have to generate a fairly substantial amount of EC just keep up with freezing process.
  20. The fuel cell can only fill up to 95% capacity of EC. If your vessel has more than that it turns off, so it won't consume fuel.
  21. Check out OPT, Orbital Portal Technologies.
  22. Way I found around that was to use the AES pod from USI exploration pack instead of the Akita Chair, so perhaps an idea for another part. Curiously though, many of the parts in this pack have a low crash tolerance of 6m/s, about the lowest in stock. Real construction equipment is made to be tough to withstand impacts. It should be more like 10 m/s or higher.
  23. @HalcyonSon, Never knew it had such an option, wonder when that was added. It still requires me to know which one to change though. @MrLake, At launch the type is decided by the command point with the highest category, if it could do this after separation then it it might not be so difficult. @The Aziz, I frequently make dockable uncontrolled modules for ships and stations, some large and some small, but what I am asking for is merely a naming convention that won't affect ships in orbit, unless you hide debris in the tracking station. It would be so much simpler if renaming a vessel wasn't limited to just command parts, then anything could be renamed whether it was a engine module or used separator.
  24. Sounds good. I've done coding before so I know it can be a lot of work to rewrite it.
  25. No problem, Colonists is a great way to check for skills vs class.