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atomontage

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Everything posted by atomontage

  1. I believe its just a part of a name. But I'm not sure... No, its not a different mod. Its GPP that renames kerbals.
  2. Ok, I've found it under %APPDATA%. I've reuploaded it to Google Drive and the link remains the same. https://drive.google.com/file/d/1KmlA_2tx_YonmaRUxoVP1bCe0AqOek5T/view?usp=sharing I believe it only remains them once. I didn't play it much though. The reason to rename is that it replaces Kerbin with Gael so it also renames kerbalnauts to Gaeleans instead of Kermans so it makes sense.
  3. I've just checked - yeah, output.log seems to be obsolete. I believe it persisted through the copying process. I have like 6 KSP installs. Two of them are for testing (like for this case when I needed pure stock). But still it is from the correct directory. It seems KSP didn't refresh it at all since the last.. crash I think? And ksp.log is ok. Is it enough for you? Or should I do something else to produce more logs?
  4. Um sure output.log: https://drive.google.com/file/d/1KmlA_2tx_YonmaRUxoVP1bCe0AqOek5T/view?usp=sharing ksp.log: https://drive.google.com/file/d/1J68ogFuojvW0Go57lokUGGhnpo1Cd25R/view?usp=sharing
  5. hello, @garwel! Firstly, thanks for the awesome mod! Now I have a bug here. It seems KerbalHealth is not fully compatible with Galileo's Planet Pack. The reason might be is that GPP renames kerbalnauts in such a way that their second name becomes Gaelean instead of Kerman. I tried KerbalHealth in a pure stock install (well ok, with KER installed) and reproduced the steps by adding another kerbalnaut into the vessel - everything seems to be ok. I get the following once I add more than one kerbalnaut into the ship in the VAB: (Notice that I also tested this on a pure stock vessel - Kerbal X.) It seems that the default kerbalnaut (the one that is always put into a fresh vessel loaded in VAB just like Jeb) does NOT cause the bug. In my case it's Galileo Gaelean (see screenshot above). Every other one does cause the bug. You'd probably also want a screenshot of my kerbalnauts (those are added by GPP by default): And just in case you're interested in mods I have installed then here is the list: Thats all. ps: oh and I have a quick question here. Is it compatible with other stars? For example, GPP adds one more star that is included in the star system - it has a very high orbit though. Its just like an another celestial body in the system but it is a star. Will it provide radiation once a vessel is close to it? Im asking this because its not a planet - I know ppl have already asked about adding radiation to gas giants for example. But what about a star? Also Kopernicus treats it like a proper star now. Solar panels work, heating works, sunflares work. Thank you and have a great day!
  6. I hope I didn't miss something essential in exploring the following issue as there's too much beer in me. Anyways. I wanted to add support for SSTU solar panels. As some of you may notice, its a popular mod. I use it too. So... after trying some configs inserted directly into \DangIt\ModuleManager\Entropy\Solar.cfg (I've simply replaced ModuleDeployableSolarPanel with SSTUSolarPanelDeployable for testing purposes), I got the following stuff: KSP.log: That one made me to look up the source. I'm not familiar with MM syntax neither with MM config files. But as far as I researched any module declared with MODULE { } inherits its parents' fields (as, for example, the ModuleDeployableSolarPanel.isTracking one). So isn't is safer to change the parametrization to return this.part.Modules.OfType<ModuleSolarReliability>().First().isTracking; ? PS: and as always.. Thank you @Ippo for DangIt! and @Coffeeman for Entropy and @linuxgurugamer for maintaining this mod! KSP really lacks of random failures. Not sure if it's nice to call all of you for thanks but oh well.
  7. @OHara thanks for your help. I've also tested a few parts - added my conclusion to the original post. Btw, in both cases of testing (Mk3 and Mk2 variants) cockpits were root parts.
  8. KSP Version: 1.3.1.1891 (Windows 7 x64), fresh install, fresh sandbox savegame. I keep this particular KSP install for such testing only. Mods / Add-Ons: All Stock Description: if there is a long enough part inside a cargohold that consists of two shorter ones, then drag is applied to the payload. (I think its because the game thinks that payload part is clipping through the cargobay. Although visually it is only clipping through its front or its back as it is longer than the cargobay.) I also think the problem is known. But I'm not sure. Also I'd like to know if it's gonna be fixed or not. The reason I'm reporting this is because there are many modded parts that are longer than the longest cargobay available. Fuel tanks for example. It also limits how one should attach their payload inside cargobays. UPD: not every part bugs. Incomplete list of parts which I've tested (yes = causes the bug): - FL-T800 Fuel Tank: yes - Modular Girder Segment XL: no - M-Beam 200 I-Beam: no - Mk1 Cockpit: yes - Orange Tank: yes - RT-10 Hammer Solid Fuel Booster: yes (omg i've ignited it inside my cargobay.. omg.. oh nevermind it didnt explode) As a lil' bonus I've also tested the situation when a small part is placed between two cargobays. It didn't bug at all (tested with 2x FL-T200 Fuel Tank). Steps to Replicate: 1) Create a plane with two connected short cargobays so they make a longer one together. 2) Put a long enough part inside - its length must be longer than one of the short cargobays. Example: two connected Mk3 Cargo Bays CRG-50 and an Orange Tank inside. 3) Attach additional parts like a Cockpit, landing gears and an engine (if the payload isnt a fuel tank - then attach a fuel tank too of course). 4) Launch the craft. 5) Make aero forces visible in parts' gui menu through the debug menu. 6) Open the payload right-click menu. 7) Accelerate and watch its drag. Result: The payload's drag isn't zero although it must be as it is fully enclosed. Fixes/Workarounds: - attach the payload differently (if there are multiple crafts or parts as a payload); - use different nodes; - use the largest cargobay available; - don't put larger parts inside Other Notes/Pictures/Log Files: Both Mk3 and Mk2 cargobays have this problem. I believe its an internal technical logic problem, not a bug. Its just how the game calculates drag. But still it is a problem. Craft files: Mk2: https://www.dropbox.com/s/kk4h6y8h4alamx0/Bugged Mk2.craft?dl=0 Mk3: https://www.dropbox.com/s/fe4zaluf436nniq/Bugged Mk3.craft?dl=0 Screenshots (the right part-menu reflects the payload on both screenshots): Thank you Squad for making one of the best games! No sarcasm involved. Bugs happen. (I believe there is no need to include logfiles. Will attach if Im wrong.)
  9. Found an easy-to-fix bug. Well I think it is easy to fix. Engines incorrectly calculate their thrust upon copying (if set to be with 2 or more chambers). I've created a github issue as well. Posting here so ppl will not have to worry if they encounter it. (Tested on pure KSP 1.3.1. All info included in the issue.) Thank you for this great mod! Love it. I wish DangIt! properly recognized many SSTU parts, but its a known DangIt! issue I think to not recognize procedural stuff.
  10. @Malcolm made some patches including ones for PBS. Also he asked me to help with translation and Github stuff. My note: personally I don't play with PBS so I included the internal part names in brackets for better understanding. Translated text begins here. 1) Hitchhiker's Storage Container: MODULE { name = ModuleKerbalHealth partCrewOnly = true recuperation = 2 crewCap = 4 resourceConsumptionPerKerbal = 1 } These changes balance it a bit against the habitats from PBS and also adds the Recuperation ability as to Med Bay from MKS (see below). The Recuperation factor is not that big, just 2%, but it's gonna be the lowest in terms of electricity consumption. Thus I tried to make the Hitchhiker's Storage Container useful all the way to the late game as a cheap way to boost kerbal health. My thoughts are: the module has 4 gym devices (what do you think are those chairs with levers and foot holds at the walls? Ain't they control consoles are they?) and a bunch of boxes with some stuff inside including delicious food and board games. Being inside the module helps kerbals to regenerate their muscle tone and have some rest. (Translator's note: this one is not included in the patch.) 2) Planetary habitations Mk1 & Mk2 I think modules with a cabin, a bed, a sofa, a microwave oven and a TV just can't be less comfortable than a round can with four chairs and a box of cookies (like the Hitchhiker's Storage Container). For comparison, the Hitchhiker's Storage Container has Crowded coefficient = 0.375 (the lowest among the stock parts). The aircraft passenger cabins have Crowded = 0.5. Also I've looked at the MKS integration patches, some of which have the Recuperation bonus for modules like Medical Bay (which has Recuperation = 8) but for enormous 5 EC/s per each Kerbal and for only Kerbals that are inside. Okay so I made these patches for players who wish to build a planetary base out of PBS parts instead of MKS so they would require the changes. I think its logical that if a Kerbal isn't working in a lab, in a workshop or in a greenhouse and isn't piloting then one would like to relax, have a rest, take a break and watch a movie from a Kollywood collection on a giant plasma TV. Habitat Mk1 (KKAOSS_Habitat_MK1_g) BEFORE: Crowded = 0.45 AFTER: Crowded = 0.40 ADDED: MODULE { name = ModuleKerbalHealth partCrewOnly = true recuperation = 3 crewCap = 3 resourceConsumptionPerKerbal = 2.5 } Its a bit lighter in terms of mass (per 3 Kerbals) than the Hitchhiker's Storage Container, but much more cheaper. The mod dev probably focused on the cost when he was assigning Crowded = 0.45. I think its not fair that a spacious module with three beds, a microwave oven, a sofa and a giant plasma TV set is just a little bit more comfortable than an aircraft passenger mk1 cabin which has only two chairs and a table. Considering the low cost, I assign Crowded = 0.40, Recuperation = 3 for 2.5 EC per each Kerbal (think of cooking popcorn in an oven and watching TV). Habitat Mk2 (KKAOSS_Habitat_MK2_g) Added: MODULE { name = ModuleKerbalHealth partCrewOnly = true recuperation = 4 crewCap = 4 resourceConsumptionPerKerbal = 2.5 } This one is three times cheaper than the Hitchhiker's Storage Container, 100 kilograms heavier and requires more electricity: 1.5 against 1.3 (probably for the microwave oven); wherein it adds hab space for 4 Kerbals while inflated only. The low cost is compensated I think by high electricity requirement, being tricky to deliver and impossibility of usage while deflated. As in the Mk1 part, I also add this one the ability to Recuperate the idle Kerbals. Also it also has the K-Box console and the K-Station with K-Nect along with the Kollywood movies collection. 3) Central Hub (KKAOSS_Central_Hub) Added: MODULE { name = ModuleKerbalHealth resourceConsumptionPerKerbal = 1 multiplyFactor = Sickness multiplier = 0.7 crewCap = 2 partCrewOnly = true } This one is big, heavy and expensive. Aside from that, it can also represent the lab though its not that good. I added the Sickness multiplier to it so Kerbals can get rid of flu. The coefficient is 0.7 (the stock lab has 0.5). The rest of the attributes remain the same as for the stock lab. Didn't touch Recuperation = 2 and Crowded = 0.5, I think its fair enough. The Crowded one is not the best, but the module is already too universal. Planetary Cupola, Garage, Heat Shield, Planetary Lab The KH dev has probably forgotten those. I assign those attributes which follows their stock counterparts. Planetary Cupola (KKAOSS_Cupola_g) Added: { MODULE { name = ModuleKerbalHealth recuperation = 1 resourceConsumptionPerKerbal = 1 } MODULE { name = ModuleKerbalHealth resourceConsumptionPerKerbal = 1 multiplyFactor = Crowded multiplier = 0.5 crewCap = 2 } } Garage (KKAOSS_garage_side_g_2) Added: { MODULE { name = ModuleKerbalHealth alwaysActive = true shielding = 7.5 } RESOURCE { name = RadiationShielding amount = 0 maxAmount = 7.5 } } //To be honest I don't understand why do stock cargo bays mk3 have radiation protection. Does it mean someone may put habitats inside those? For pure roleplay someone could, but in fact I doubt they will. But because the stock ones already have the protection, let PBS ones have it as well.// Heat Shield (KKAOSS_base_heatshield) Added: { MODULE { name = ModuleKerbalHealth alwaysActive = true shielding = 3 } RESOURCE { name = RadiationShielding amount = 0 maxAmount = 3 } } Planetary Lab (KKAOSS_Science_g) Added: { MODULE { name = ModuleKerbalHealth resourceConsumptionPerKerbal = 1 multiplyFactor = Sickness multiplier = 0.5 crewCap = 2 partCrewOnly = true } } P.S.: Initially I wanted to add the Recuperation ability to the Greenhouse, but then I looked at the IVA model carefully and concluded that Kerbals would not consider it fun to sit on bags with dirt watching at bare walls with a few racks with seedlings inside. So I thrown that idea away. Instead Recuperation goes to habitats. Also I would suggest to change the Hitchhiker's Storage Container attributes (see the beginning of the post). Translation end. I've just created the pull request.
  11. Yeah, same thing here. I hope they just got flooded with russian volunteers willing to help. Where do I bloody sign the "most "Russian localizations" of games have questionable quality." thing? And SQUAD! Don't tell us then you could not do it better!
  12. thi~ *phfflomp* *got sucked into Hyperspace*
  13. I definitely don't agree with the category KSP has been nominated into. But still its my most favourite game. I have to vote for it. Thanks, Squad! Keep optimizing it!
  14. An awesome portrait of Jebediah Kerman. I'm not the author but I asked for permission to post it on the Internet. The author's name is kindaKate, she's not registered here and she does not play ksp at all. But she's familiar with it.
  15. Dude! Thank you so much for debugging it for 6 hours! Your comment helped me! I've just removed the RD253 engines from my rocket and all of the deployables now work fine! KSP 1.1.2, RO 1.0.3.0
  16. You guys do realize that this is being done on absolutely no guarantee and free basis? The maintainer receives no money for taking care of the mod neither the creator did. Although it is polite to keep the community informed of the current development/updating status, it is up to the developer. He or she may be in trouble IRL. Or they may have lost their passion. Anyway the only thing that we can do is to wait patiently. We have already expressed our interest.
  17. I have the same issue which causes a side of fairing to detach itself on the launchpad once physics is initialized. I can confirm that disabling auto strutting resolves the issue.
  18. Hello there. First, thanks for the great mod. I mean.. its really fantastic. I've spent a few minutes or so trying to find my jaw. Found it on the lower floor of my apartment building - poor neighbour never expected that something would break his ceiling. Anyway... I got an old pc - xeon x5460, 8gb ddr2, win7 x64 and a gf 650 gt 1gb. This mod halves my fps. Well, beauty comes at a cost doesn't it? xD I could understand the volumetric clouds and reflections and other fps eaters but I can't understand why it still lowers my fps during interplanetary travel. Is it distant object enhancer? (I think I will try to configure the mod more precisely to meet my fps requirements later.) I also noticed that shadows behave differently. They are darker and smoother. Could be the case. Anyway I'm looking forward to keep using KSPRC - I just have to find the right config or to create it manually. Also I have lost my rover due to migrating to KSPRC. I think its related to spawning the rover inside a rock. How is collision with rocks implemented btw? That's really, really awesome! What also makes me curious is that it also drastically lowers my sim speed on the launchpad. Seems like clouds or some other graphical feature is calculated on a cpu.. interesting. ps: will provide any additional info on request. For now I simply don't know what info I could provide - it seems very normal that this awesome mod that lifts the game to the upper level of detail and beauty causes dramatic fps drops.
  19. Cool! Glad to hear that the bug is hunted down! Since my, lets say, Kraken meetings recently I don't really use KAS for docking yet. Its not related to KAS but to the whole docking system (as I mentioned earlier). So why would I tease the cosmic beast? BUT. Yesterday I tried to replace a telescope (just a part) on my station. That involved detaching it and reattaching without putting into inventory. And it.. worked. No error messages, no mass limit messages. Just for you to know - maybe it helps somehow. But as you said the bug has been fixed now.. meh. Nevermind then! xD BTW I have never encountered the cloning bug. How do you guys do it? I could find a use for two Jebs! lol I have a small question though. I have zero experience in ksp mod development but recently I talked to the DR developer to fix an issue with KIS - they were conflicting a few days ago. Its fixed now though. But.. It seemed that DR somehow failed to properly finish executing some OnUpdate() method - it threw a NRE exception or something, I can't really tell. My understanding is that some mods subscribe to the lets say internal message queue or an event so OnUpdate or any other similar callback that they implement will be called. I guess KSP chains it - like when you have a bunch of listeners and just iterate over them and call their respective callbacks (like OnUpdate()). The question is: isn't it wrapped in the try-catch block? One mod throws the exception and other subscribers' callbacks will never get called. I may be completely wrong about the internal subscriber/callback mechanism though. Thanks in advance. xD
  20. It was the stock Kerbal X - I used the capsule seat inventories.
  21. Nah, nothing. I simply docked two vessels in orbit. Did nothing with help of KIS or KAS. Just launch, rendezvous and dock. The Kraken has awaken instantly. Later I docked 4 times to the same vessel (after restarting the game because of the bug) and it worked perfectly. I disabled SAS and MJ's Smart ASS right before docking. Even commented the debug log - nothing happened, docked flawlessly. As a programmer sometimes I hate bughunting.. Now. In my testbox I tried to grab a battery from my inventory while sitting on the launchpad. It worked. A few beers restarts after adding/removing mods later I figured that it only happens while in flight. Even while in atmosphere as well as in orbit (screenshots below). It does not matter if the active kerbal is a female or a male. Requesting a medal for Bill Kermal for EVA'ing at 58km! Mods installed: KIS 0.1.2.8 only. Nothing special appeared in the log as far as beer allows me to judge. Tell me if you need the whole log - I'll reproduce the issue again. Clean KSP loads quite quickly. Thanks as always. I can imagine how much pain those patches delivered for modders.
  22. Mini AVC said there were two updates - one to KIS and another one to KAS.. Downloaded em. I have a kinda KSP testbox where the only mods installed are the ones I test. Plus Module Manager of course. So I can't grab the Connector port from inventory anymore - says its mass is 0.08 > 0.00. So I can't really test the issue with the lastest versions of KIS/KAS. No actual errors or exceptions were thrown in the log. Just normal messages: And the kraken bug I mentioned in my previous post seems to be a conflict between KAS and some other mod. I've installed the previous versions of KAS+KIS - the kraken still sleeps and does not smell me. I've even tried to install Deadly Reentry (a few bugs of which I've reported to the developer earlier - it was conflicting with KIS too; it has been fixed yesterday though). To be honest I do not want to test it to the point when I find the conflicting pair now. Spent an hour with my ksp testbox. A bit tired and I gotta go soon. Its ok, no rush as usual and thanks for your mods! I'll report any more info if I find anything. ps: oh yeah I forgot to answer your questions! It occured while in orbit. And my modlist is (hold your breath): UPD: the issue seems to be unrelated to KIS/KAS. THE KRAKEN is unleashed! I've disturbed Him, awaken by simply docking in orbit. Great phantom forces, the orbit is all messed up. After I reverted to launch I got this: What a beautiful shot with autosigning thanks to Historian! lol Was too distracted so I kill&restarted ksp instantly.. so.. the log vanished
  23. Now scroll up and scroll down. How readable is this page now? Your post is like screaming "LOOK AT ME, I HAZ PICTUREZ!" You could have shown some respect to the developer as you are thankful (aren't you?) as well as to other people who would read this page.
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