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Deimos Rast

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Everything posted by Deimos Rast

  1. Problemo: So I can shut down all engines, but the "activate all engines in current stage" doesn't seem to work. Activating/deactivating the engine normally works fine. Craft is just a short hopper, only engine is a 909. No errors in log. Also, does this mod respect RemoteTech? I'm in a crewed capsule, but it doesn't have connection at the moment. Otherwise, I'm really liking the mod - its usage with the Science Container is great - I had previously be making action groups to Perform All, Collect All, and Reset All, which was a hassle. Ideas - Parachutes? Decouplers? Not sure if they're the greatest ideas, but it could be useful for a lazy man's "Abort" but I'd understand it if it was a bit far afield. Maybe to be implemented like the engines "activate all x in current stage" - but then I suppose you could just stage them instead... EDIT Also - "Deactivate all SAS" = "Deactivate all RW" ...
  2. check settings > MTBF multiplier (Mean Time Between Failure). Lower it. 2nd question: seeing as LGG maintains both mods, they are probably compatible. But my understanding is they work on different levels. -------------------------- @linuxgurugamer If you do go with TestFlight, you'll be entering the Realm of RO. Thar be dragons! Also, if you have Kerbal Launch Failures, DangIt and TestFlight, people will start calling you the "King of Failures." (I thought that was funny. No? Bah.) But why I'm here: Your blacklist is currently only for resources. Any chance it could be extended to parts and/or modules? I'm using the Surface Experiment Package mod, and it has parts with batteries and such, which DangIt currently targets. But the parts need to run (at least in the background) for months at a time, and I'm thinking that's a guaranteed failure waiting to happen. The mod has unique/proprietary modules (for most parts), so it'd be easy to except the parts by module if you go that route, but being able to do it by part specific means wouldn't be half bad either. Is it also possible to make a MM patch to add things to the blacklist? Cheers.
  3. Bummer. Saves me from making a patch though. I know what you mean about the concave/convex collider issue - run into it a bit here and there with the older mods. Safest to delete the fairing then I guess. Is it the only engine that does that? I opened a github issue about the engine troubles we discussed though. Not much more I can do really. Thanks for mentioning it.
  4. yeah, you're right, looks like it got turned inside out or something. Not the end of the world, but I don't know how to fix it. I could remove the animate with throttle effect though, but meh. Regarding the fairing, there are a few options: delete it or change the ejection force to zero (it'd still have mass/be solid probably, but wouldn't go flying). I can't say this is something I ran into though. I could also add something to the description to the effect of "do not aim at face when staging."
  5. it had serious mesh issues last I checked; let it go p.s. you can still get the broken copy from curse
  6. what's wrong with the turbo jet animation? It worked fine for me (the fins at the back dilate with throttle). Also, and I know this isn't the right thread for it, but what's wrong with NFE/Kerbal Atomics (as far as bugs go)? EDIT: this is what the throttle animation looks like for me.
  7. you must love my updates then I used to always do base configs, but have switched to doing patches, and am sort of switching back to base configs. I actually discussed this with LGG before re-releasing RLA, and his advice (given his experience with KW) was to do base configs.
  8. Using 0.7.6, the latest. It also seems you cannot turn the alarm off completely (volume goes down to 1, not 0).
  9. Possible bug report: Battery short circuited. Expected behavior. Alarm sounded briefly, then stopped. Expected behavior. Every time I switch to the map mode and back to the flight scene, the alarm plays again. Unexpected behavior. I suppose I could just disable the alarms completely (I can do that right?).
  10. here is my AIES LegFix patch. https://github.com/deimos790/AIES_Continued/blob/master/Extras/Essential/LegFix.cfg note it will make them animate but that's it. they won't have suspension.
  11. just convert the landing legs to ModuleAnimateGeneric and call it a day
  12. you're part of this community too, fyi
  13. 2nd download link still works, but I see no license in OP. Download lists it as cc attribution non-commercial, so redistribution is allowed.
  14. Confirming, upgrading tracking station makes the NRE go away. That was just a wild guess on my part.
  15. I just downloaded the latest and I'm unable to respawn Valentina. Error: in RosterListViewer. Error: Object reference not set to an instance of an object at ShipManifest.SMVessel.FindPartByKerbal (.ProtoCrewMember pKerbal) [0x00000] in <filename unknown>:0 at ShipManifest.Windows.WindowRoster.DisplayRosterListViewer () [0x00000] in <filename unknown>:0 Full log here if curious (SM log).
  16. NullReferenceException: Object reference not set to an instance of an object at FlightPlan.FlightPlan.BuildFlightPlan (.Vessel vessel) [0x00000] in <filename unknown>:0 at FlightPlan.FlightPlan.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Seeing this non-stop on vessel launch. Just started a new game. Maybe because I don't have the tracking station upgraded yet, no idea?
  17. whoops. Probably 'cuz I renamed them that I didn't see it. Carry on good sir.
  18. that's because Module,0 references the Multi-Modal engine module in the RAPIER engine, whereas Module,1 is the first ModuleEnginesFX; 2 being the second engine.
  19. @smotheredrun I believe sequencer is needed to create loops, but it's been awhile since I used IR. I can say though that this pack is very unfinished (with all of the crew compartments being little more than dummy objects, for example). I am secretly working on some patches for it - very hush hush - but keep getting side tracked by projects and poor health.
  20. yeah, generally you just can't claim the author endorses your changes if they don't actually, and you need to briefly state the changes you made (in a reasonable fashion), which you've more or less done.
  21. config looks fine, the % acts as an "add if absent or override if present" function, so it's inserting the model node. A model loading error should show in the log. you planning on dusting off this mod? would be nice to see all of hoojiwana's stuff updated. This would require next to no work probably (all I saw was default action groups to be added). really wish this pack was bigger though
  22. other people who do have issues with it might benefit, if they decide to use the part.
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