Jump to content

Deimos Rast

Members
  • Posts

    1,392
  • Joined

  • Last visited

Posts posted by Deimos Rast

  1. 47 minutes ago, dtoxic said:

    Looks excellent, was trying to do it my self but i just could not hit the right position of the node, tell me what program do you use for this. it;s been a long time since i played with cfg files i know there was a Node Editing program,and the one i could find here wont work in 1.2.1, btw thx for the patch!

    Check one of the last pages, LGG recompiled it for 1.2.1.

  2. 4 hours ago, linuxgurugamer said:

    Hi Everybody.

    Guess what?  I lied!

    Just released DangIt! 0.7.0 on SpaceDock and Github, OP will be updated in a couple of minutes

    unacceptable!

    Also, the spacedock forum link links to the middle of the thread.

    p.s.

    ty

    edit: MM is outdated.

    Edit2: Now that antenna no longer use animate generic, you could probably make the new module deployable antenna fail,no?

    Also, I would be tempted to add in checks for crew capacity to the ModuleLight & ModuleReactionWheel patches.

    Lastly, the spareparts patch still seems to do the weird cost setting behavior.

    Double lastly: ModuleWheel is now ModuleWheelBase.

    You also seem to be missing the spare parts container by Daishi (one of the universal storage guys).

    Thanks again for doing this.:)

  3. RVxtwSI.jpg?1

     

    @dtoxic how does that look?

    There is a second node slightly lower down (commented out) if you want a tad more spacing. If you want even more spacing, let me know, or just add some numbers to the end of -0.27...(leave the rest of the node alone).

    I haven't tested this patch (just the node locations), so let me know if it doesn't work.

    Just copy and paste this into notepad and save it as "EngineNodes.cfg" (or anything) and throw it in the AIES_Continued folder (or whatever github named it).

    If you want to use the second node, put "//" in front of the other node (so it looks like the bottom one does currently) so you don't get a duplicate - although it won't hurt anything if you forget.

    Cheers.

    //This patch adds a bottom attach node to the LFO and MONO engines.
    //The first node has the engines touching the decoupler.
    //The second node (commented out) has the engines slightly raised off the decoupler.
    //Use one or other.
    @PART[62cm_BoxSat_LFOEngine_PayloadModule|62cm_BoxSat_MPEngine_PayloadModule]:NEEDS[BoxSatPrototypes]
    {
      %node_stack_bottom = 0.0, -0.27, 0.0, 0.0, -1.0, 0.0, 0
      //%node_stack_bottom = 0.0, -0.275, 0.0, 0.0, -1.0, 0.0, 0
    }

     

     

  4. 1 minute ago, panarchist said:

    Yeah, I wasn't the greatest at MM patches when I submitted that before the last release.  This one in particular has more issues than the other ones I submitted to other mods.  Sorry, folks!

    I didn't want to name names - I know you to be usually spot on with your patches.:wink:

    The CLS patch was fine if memory serves, although it doesn't hit the dauntless, which would be nice (it has some docking modules and the cockpit; I added it to the cargo bay just 'cuz, but your call). If you want I can send you my rewrites later (tomorrow most likely), but I doubt you really need them.

     

    Also, does the front landing wheel on the dauntless work for everyone? In my endeavors to update I seem to have broken it...:huh:

     

  5. @Snark my repo is here, but I'm pretty sure in it's current form it won't work. I think @dtoxic might be incorrect, as ModuleDeployableAntenna is a 1.2 creation (or am I the one who is incorrect?) and BoxSat is from 1.0.4 (I don't have a copy in front of me at the moment though to check). The antennas use ModuleAnimateGeneric still, I didn't get around to looking at their pivots and such for the new deployable module. Suppose I should raise an issue about that....

     

    https://github.com/deimos790/BoxSat_Continued

  6. 3 hours ago, linuxgurugamer said:

    You probably want the next version , 0.1.10.1

    That being said, I don't understand why the parts aren't visible.  Take a look at the ModuleManager.ConfigCache (assuming it's there), maybe post it and the log so I can see it.

    Thanks

    The zip extracts as a GameData folder, not the mod folder.

    @adsii1970 You probably have the folder one level too deep.

  7. out of curiosity, how is this different than Porkjet's hab restrictor module?

    Also, what all do the plugins do - do you know off hand if they at least load in 1.2.1 (not asking for an update, quite the opposite in fact)? I'm not at the right computer at the moment to test. My guess is at least the hab restrictor does.

    What I'm getting at is I'm thinking of making some patches to update it, but if the plugins are broken, not much I can do (except strip the modules I guess).

    	MODULE
    	{
    		name = ENdeployableHabRestrictor
    		animationName = inflate
    		crewCapacityDeployed = 10
    		crewCapacityRetracted = 0
    	}
        
      //MODULE
      //{
      //	name = deployableHabRestrictor
      //	animationName = deploy
      //	crewCapacityDeployed = 4
      //	crewCapacityRetracted = 0
    //}

     

  8. @CobaltWolf

    I tried the below, but for some reason, the SAS breaks through FuelCrossfeed and gobbles up the ElectricCharge of the Probe as well.

    The SAS works though.:wink:

     

    //Taerobee SMS-RT6 Despin Thrusters
    @PART[taerobee_despin]:NEEDS[Taerobee]
    {
      %fuelCrossFeed = False // True
      @MODULE[ModuleSAS]
    	{
    		%SASServiceLevel = 0
    		%standalone = True
    		RESOURCE
    		{
    			name = ElectricCharge
    			rate = 1.0
    		}
    	}
      RESOURCE
      {
        name = ElectricCharge
        amount = 10
        maxAmount = 10
        isTweakable = false
        hideFlow = true
        isVisible = true // false
      }
    }

     

  9. 3 hours ago, CobaltWolf said:

    So, on the Taerobee (aka Aerobee sounding rocket, though this is something of a mix of many common ones. There are like 10 variants of Aerobee alone) the fins are meant to be angled, to put a spin on it to stabilize it. Near apogee, little RCS thrusters need to fire to allow it to kill the spin, to let the experiments work. It then comes down and detaches from the sustainer stage when it deploys the parachute.

    The issue from my POV (aside from it not working) is to make it capable of doing that, but to the extent that it's possible to control, NOTHING MORE. My issue is that it really disrupts balance having a lot of feature rich parts so early in the game. I'd like to make it so their possibilities for lego'ing are, at least, limited.

    Alright, I'm not sure I fully understand you, but lack of understanding hasn't stopped me thus far, so here's a wild shot.

    You want the SAS to work only at AP? Cut off FuelCrossFeed on the part, give it a little bit of the ElectricCharge resource, make the SAS module like I have it below, and set the rate to something that burns EC fast enough to incentivize the player to use the SAS in only a short burst. When it runs out of EC, SAS should turn off. In theory? Maybe the field something something "RequiredResource = ElectricCharge" or whatever works with this module too (you know the one).

    Am I making any sense or are we two ships passing in the night?

    EDIT: For added points, set the ElectricCharge as invisible/hideflow/tweakble false etc.

    	MODULE
    	{
    		name = ModuleSAS
    		SASServiceLevel = 0
    		standalone = True
    		RESOURCE
    		{
    			name = ElectricCharge
    			rate = 0.03 // your number here :)
    		}
    	}

     

  10. 19 hours ago, CobaltWolf said:

    Hey everyone! I have the main Taerobee parts together now, and I've uploaded it to the Taerobee Github. Please feel free to take a look at it and let me know what you think. @Beale, let me know how you feel about the style, etc when you get the chance.

    Known issues
    -Fins, when angled, do not put a spin on the rocket for stabilization.
    -I cannot get the SAS on the despin module to work, I don't know what I'm doing wrong.

    LINK TO ALBUM

     

    You might need on the SAS "Standalone = True" - check the stock Avionics Nosecone for example. I can't find your part to check it (what's a "despin module" ?)

    EDIT: Bumper Control? If it has a command module it shouldn't need Standalone.

    EDIT2: No ModuleDataTransmitters?! DO IT AGAIN.

    EDIT3: Are you testing it with commnet enabled? No datatransmitters could be killing the probe control.

  11. 2 hours ago, dtoxic said:

    @Deimos Rast Take a look at the issue at git hub, thx

    To answer your question you posed on github: "Why no bottom nodes on the engines?" (paraphrasing) - it probably has to do with the fact that it has four engine nozzles. Compare it to the stock Mammoth's 4 nozzles, which also lacks a bottom node, or the Twin-Boar's 2 nozzles, which also lacks a bottom node. All the engines with nodes have a single nozzle (to the best of my knowledge). That said, none of those are really designed to be stuffed in a box.:D

    TLDR: It probably shouldn't have a bottom node, but if you want one badly, I can make an optional patch for you.

    Out of curiosity, what scenario are you in where you just have to have that node?

  12. On 11/7/2016 at 7:50 AM, Kevin Kyle said:

    I didnt have time to browse back through the recent post as I am in a hurry to leave. I will check through later at work but I thought I should mention this. I had a rescue mission for a Kerbal and their craft. Low Kerbin orbit, easy day rescue. Well, as soon as I latched onto the craft, I started increasing my ap as I happened to be pointed mostly prograde at the time. I had latched onto a SC-TD Multipurpose Cockpit. Nothing appeared to be happening visually. But when I turned retro I seen my ap started decreasing. I even cut off all access to mono and electricity and all engines but still it continued. It was a slow change of dv apparently. After a few minutes, it finally stopped. I have no idea what was going on. Never had anything like this happen before in the 1000+ hours of game time I have. I have several mods so its hard telling whats going on. Since it was that part I latched onto from this mod. I thought I better post this up just in case it had something to do with that part. It was like thrusters were active. Not sure whats going on. So consider this post just a headsup because I dont know what was going on really.

     

    Edited my post because it was not correct at the time that I posted. Its correct now. I have also read back some pages and have not seen any other reports like this. I have no idea whats going on here or what caused that. Never seen that behavior before in KSP since .018 when I started.

    https://github.com/SuicidalInsanity/Mk2Expansion/blob/master/Mk2Expansion/GameData/Mk2Expansion/Parts/Command/Angler/part.cfg

    That cockpit has no thrusters (see link) or rcs.

  13. 40 minutes ago, RoverDude said:

    Provide more specific repro steps and I'll look

    Thanks for the response.

    Log here if curious (there are other NRE's in the log, specifically related to the Workshop mod, but those are confined to creating a new game and the difficulty screen).

    It seems to have sorted itself out after (just a guess) I unlocked Survivability, or within the time it took me to progress that far (~30min-1hr maybe).

    Repro steps were:

    - Start a new game.

    - Click Life Support button in KSC > Cause above NRE.

    - Go to editor.

    - Click Life Support button > Cause below NRE.

    Like I said, things seem fine now, but I seem to recall this happening last time I installed it as well (although then it never self-corrected).

    GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced)
     
    (Filename:  Line: 422)
    
    NullReferenceException: Object reference not set to an instance of an object
      at LifeSupport.LifeSupportMonitor_Editor.GenerateWindow () [0x00000] in <filename unknown>:0 
      at LifeSupport.LifeSupportMonitor_Editor.OnWindow (Int32 windowId) [0x00000] in <filename unknown>:0 
      at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 
      at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 
     
    (Filename:  Line: -1)

     

  14. 2 hours ago, eberkain said:

    Anyone else getting the the life support parts listed under fuel tanks?

    Personally, I would prefer they be there.

    ----

    Anyone getting NRE's on the lifesupport window on starting a new game? In the past it's been a lack of USI tools, but I have it installed. Hmm, seems to be in the editor to.

    NullReferenceException: Object reference not set to an instance of an object
      at LifeSupport.LifeSupportMonitor_SpaceCenter.GuiOn () [0x00000] in <filename unknown>:0 
      at LifeSupport.LifeSupportMonitor_SpaceCenter.GenerateWindow () [0x00000] in <filename unknown>:0 
      at LifeSupport.LifeSupportMonitor_SpaceCenter.OnWindow (Int32 windowId) [0x00000] in <filename unknown>:0 
      at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 
      at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 
     
    (Filename:  Line: -1)

     

  15. 3 hours ago, JPLRepo said:

    Thanks.
    Most likely your are close (old, needs updating). I used to use these myself when I was developing JSI ATP. But have not for a while. Probably it  needs config and possibly model tweaks and changes.
    Things like the black bar being invisible that will probably because the model does not have it's Overlay mesh setup to exclude that part of the mesh.
    As for the blurred text. I have not noticed that. Can you give me a better idea of the problem and how to reproduce? Is the blurred text when it's in front of a transparent pod? what happens when it overlaps both the transparent pod part and the external environment? I'm trying to work out if that is a camera/layering issue or not.
    also can you give me the current models and config files? and I can take a look at it.

    When I launch the pod, all text in the game, even the mod BasicOrbit overlay hud, and Esc Menu, becomes blurred. Disappears if I enter the IVA screen and exit it. If you look in the last two pictures you can see the text is blurred in the box hovering in the top middle left of the screen. It makes no difference where the text is in relation to the pod. There is a picture of the text overlapping the pod in screenshot 3 above, and it appears to make no difference.

    I should say I'm not 100% this is an ATP issue, but the only time I've seen it has been with these pods, and it's 100%. I should mention I see no errors or exceptions popping up at the time. The error I mentioned was in the editor.

    I sent the files with my patches. Requires Module Manager to work; extract to GameData.:sticktongue::D

    I suppose you're due a log, no? I'll see if I can get you one in a second. I don't know protocol on Windows, but do you prefer output_log or KSP.log?

×
×
  • Create New...