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Ja222

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Everything posted by Ja222

  1. Thank you for answers Unfortunately, I still seem to fail at implementing my code. Code in the spoiler above goes without an error on load, and still does not add ablator resource to the parts in hangar. I modified the stock ModuleAblator with simple "false" flag to useChar - it is pretty self explanatory. I dropped @'s as mentioned. Maybe I need to mark the patch as FINAL to make it work? I don't think I have any mod that would mess with it but I'll try.
  2. I am trying to add ablator to some of the parts since x6.4 scale reentries get pretty hot for unshielded parts. I wrote the code, but it doesn't work and to be honest I have no idea where I made a mistake. ModuleAblator used is stock Squad module pulled from one of the heatshields. If I understand the syntax correctly, I want to: 1. Find all parts that belong to ground,structural, fuelTank and aero category... 1a. That do not already have a ModuleAblator. 2. Add ModuleAblator to those parts. 3. Add ablator resource set to start at 0 and max out at 50 units. 4. Do the same for all parts that have "gear" in name. But I seem to be missing something, and I am all out of ideas.
  3. If I were to write a patch increasing all antenna power by a factor of X is this the correct way to do it? @PART[*]:HAS[@MODULE[ModuleDataTransmitter]]:FINAL { @antennaPower *= X } I have been trying to tweak antennas for my x6.4 scale game but to no avail, I must be missing something. EDIT: added the :FINAL flag because I want this patch to be applied after all other changes. EDIT2: or would the code look like this where I need to specify that I want to edit a field in the MODULE instead? @PART[*]:HAS[@MODULE[ModuleDataTransmitter]]:FINAL { @MODULE[ModuleDataTransmitter] { @antennaPower *= X } } EDIT3: Rubber ducky rule worked, second solution is valid
  4. This messes up with everything else I put on them later on... Thank you for answering, but for now I will just withhold myself from using them.
  5. I am having a trouble with chimes, when I set them up in SPH on my plane one side is correctly displayed and other one has the rotation reversed. Screen added because I think I messed up with description.
  6. Hey everybody, Did any of you encounter a spam of debug exceptions "Warning: ORS - did not find manager for vessel"? I wouldn't have noticed it myself but it caused a severe performance drop on each of my vessels.
  7. Why did you encode a frame leading to this?
  8. #OFFTOP 1.1.99? When was it released? GOG is late with updates as always.
  9. I second that. This mod is far from useless and should be updated.
  10. It is an addon that is a base for "CapCom - Mission control on the go" mod and "Contract Configurator" mod (the contract packs all around) (And many more, but just the two mentions I find in my CKAN)
  11. Hey, you asked if the SEP is still making trouble with Sounding Rockets, and the answer is: sadly yes. Here is the CKAN exception (sorry for mix of EN and PL, #justWindowsthings [warning, large]) And CKAN error when pressing "continue" and proceeding to update. I will also check if it is fault of ContractParser, because on the window that spews out the log in spoiler 1 it mentions "Cannot install ContractParser, module not avaible". EDIT: It is not fault of Contract Parser, once uninstalled CKAN throws out "Cannot install CXaerospace, module not avaible." Will try dumping .ckan file and starting with a clean install. EDIT: Just to mention, CKAN doesn't let me update it, but it still runs OK with no problems at all with unupdated Sounding Rockets mod
  12. I'll reply in SEP thread then, don't want to clutter this one.
  13. It is most possibly GOG version screwing me over, I hate how I have to wait 1 day or so for a patch Seeing if 1.1.2 fixes it.
  14. Has anybody noticed the incompability that CKAN throws out about Sounding Rockets (v0.4.2.1) and Surface Experimental Pack(v.1.4)?
  15. @OP, you may want to make AKI-S Storage Locker part lighter, since KIS supplied SC-62 come in the same science node, with the same price tag and the same mass, but having 250 liters more capacity. It would be also cool if it would have realistic-ish capacity, since a 1mx0.5m part has 1500l of capacity (that's some kool kerbal space bending) and stock KIS storage box (SC-62) packs a reasonable 1000l into 1mx1m space. Now I am not all into realism and such, but basing mod on KIS that tries to keep it semi-realistic I just expect it to keep the same attitude. (Sorry if it sounds harsh, I've never learned how to sugarcoat in english)
  16. Yeah, it is mentioned, but other users mention times in bounds of 1-2 mins, not 3-4 hours. Removing Eve Biomes is not helping, yes it is a mod, yes it is compatible with 1.1. Here is the link to it: On the other hand removing ContractConfigurator brings my fps back to stable 60 fps. No idea why is it this way, but I guess that I'll just play w/o it for few weeks.
  17. Hello, it seems like I have run into CC bug that results in fps drop. Seeing since the release of 1.1 people are reporting those, I just drop the link to the bugreport I made. The log file, mod list and log exceptions are all listed there so I see no reason to duplicate them here. If you have any questions about it, then ask away, I'll be happy to answer.
  18. Thank you for your answers, i'd never suspect the CC was the root of the problem. What is strange though, is that I simply loaded up game (without Real Plume, Porkalike Rapier, Sounding Rockets and Otter Submersible+USI tools), and simply left it running for 3-4 hours, without even moving out of KSC screen after loading. When I left it, it was running at 9-10 fps, and when I came back it was running at stable 60 fps even after scene change ad launching a vessel. -_-' Trying to replicate now, but as it is rather time consuming... ah well. In the meantime I will check if anybody with CC had problems like the one described above.
  19. Hello, I've recently run head-first into a problem in career mode of my modded KSP install (bare in mind, everything is OK on sandbox). The game spams check for wheel parts, resulting in fps drops that make game mostly unplayable. It slows down in KSC and during flight, but otherwise is running at stable 60 fps in VAB/SPH. Here is my current mod list (warning, 58 lines of text, thank CKAN): EDIT 1: Removed Filter Extensions, mod was guilty of spamming checks for partmodule "wheel". Yet, the problem still exists, the framerate is running at smooth 60 fps in main menu, VAB/SPH and crew quarters, slows down to 10-15fps on vessel launch or KSC screen. With GTX 970 and i7 CPU hardware is not the problem. I'll try uninstalling mods one by one and check which one makes the game to slow down. EDIT 2: Problem seems to originate from Contract Configurator mod. Checking the install furhter. Here is debug console shot: Also, log file: https://www.dropbox.com/s/trlr7dwwpuob74q/output_log.txt?dl=0 If I can help by adding any more information, ask away, I'll be happy to provide.
  20. Do you mean the Dev-release or the stable release of the SD is working with Kopernicus?
  21. I also tried the dev branch from github, the screenshot is done with it Will the .ckan file be ok as a mod list? Nevermind, the modulemanager cache file gave me an idea about reinstalling ModuleManager. I have been previously using x64 mod and it must've messed up the cache file. After I reinstalled the ModuleManager it is all ok, now I can finally enjoy the game (again [note to self, always backup your 20 days old savegame before moving KSP around on HDD]). Anyway, thank you very much for a quick answer, it is good to see this mod being so actively supported and developed
  22. Hello, I've run into the same issue as Maco223 on page 4. My KSC is floating in air 20-30 km from the shoreline, the diffrence being that I don't use KSC mover (though, I am far from vanilla install). I did test it on 2 new saves, for now I attach screen of what is going on, if I can supply any other data that can help you to determine what is going on just quote me so I see the notification
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