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RobertaME

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  1. The Early game is a real challenge because normally the Science you can earn around KSC is enough to finish all three of the first tiers of research, but with RTT just getting the first tier takes 125 science which is most of the Science points available around KSC just getting Crew Reports and Soil Samples. Later it gets a little easier as by the time you reach the fourth tier techs the costs are much lower than stock. (50 per node instead of 90 per node) but as you progress it gets harder and harder to get up the next tier with costs doubling at each one. (so by the time you reach the final tier it's up to 25,600 Science) The entryCost mechanic standardizes all costs to be equal to 3x the part cost, which I find to be challenging, but not impossible. (some entryCosts made NO sense... like the FL-R25 RCS Fuel Tank with an entry cost of 4600 when the part only costs 330) It led to many parts never being unlocked because it just wasn't worth it. I think the new mechanic works out pretty well, making cheap parts cheap to unlock and expensive parts VERY expensive to get. Interesting idea! I would put early models (those with low thrust and/or low Isp) for both fuel and engines in the Rocketry branch together until you reach the first fuel branch at Fuel Systems, then separate fuel from engines. As for nosecones, since you're going to do something special with them (like have parachutes or separator motors pre-loaded in them) I'd agree that they should have their own research nodes, but I'd put them down the Construction branch instead of Survivability. (since they're used for SRBs, they don't actually aid in survivability or improved control... just resource conservation) Hope this helps! ---- New version up with a few fixes and a re-balance of the Labs from those supported Mods that have them. (FASA, Planetary Surface Structures, Station Parts Expansion Redux, OPT Legacy, Cormorant Aeronology, Feline Utility Rover, Heisenberg Airships, etc.) Also a few bugfixes.
  2. Thanks for the tip! I'll try and see if I can enable checking for those subfolders in the next day or two. And yes, I have the KSP language file for NP++. It's an invaluable tool for modding!
  3. That was the entire point... make the Science game (my preferred method of play) more challenging while at the same time cleaning up the Tech tree so all the parts from various Mods all play together nicely by making sense where they are in the tree. Some Mod makers have very different ideas about how difficult each node in the tree is. For example, one author may think that Specialized Construction is REALLY hard to get to, so they place their uber-powerful part there... meanwhile another author thinks that node is relatively easy to reach, so they put their moderately capable parts there, which are instantly made obsolete by the first author's uber-part. In sorting the tree, I examined each part and its capabilities to see how it measured up to other parts, regardless of whether they were Stock or Mod, and ranked them all against one another to make them all 'fit' with one another on the same tree. I also made a few tweaks to parts for game-play purposes... such as giving the Ant engine the highest Isp(v) of every chemical rocket in the game, thus giving it a niche use. (as it stood, the Ant was completely outclassed in almost every way by the Spider... and I sorta felt sorry for the little guy... especially with that horrid in-game description!) Lastly, I eliminated a lot of the instances of "the bigger/smaller version of this is in another Tech Node", unless there were compelling real-world examples of scaling requiring all new technology and techniques for that sort of thing. Note: New version released. Apparently the first release copy was using a older copy of RTT_MM_Part_Configs.cfg that lacked the Infernal Robotics - Next parts... as well as a few corrections to missed or misplaced parts.
  4. In test play, I found it difficult to progress quickly through the early tree, which was one of my main goals. Part of that is achieved through there being simply MORE tech nodes in the early tree. Stock KSP has only 10 nodes in the first three tiers totaling only 288 science to get them all and CTT only adds one more in the third tier for a total of 333 science to get all the nodes. By contrast, Remodeled Tech Tree has twenty-two nodes in the first three tiers totaling 550 science... and starting at the fourth tier the costs are double the last one. (50 sci for all 4th tier nodes, 100 sci for 5th tier, etc.) I did this because I found the early game too easy, the mid-game too hard, and the end-game too easy again. The other way early game progression is slowed is that all nodes in the first three tiers cost 25 Science points. Both of these, on top of the fact that a lot of the better technology has been moved much higher in the tree, combine to make the early game MUCH more challenging. Another way to look at it is by Total Science; i.e. how much Science does it take to get the entire tree. Stock KSP you need only 18,468 Science points to get EVERYTHING spread out over 63 nodes. CTT helps by bringing that total up to 176,303 Science points over 145 nodes. RTT expands on that to require 237,700 Science points spread out over 165 nodes... which is 12.87 times the Science Points needed for Stock and 1.34 times the total for CTT. One note: entryCost as used in the full career game to buy each new technology within a node is still WIP and most have a cost of 0 at this time. That requires considerably more time to work out a good balance for. (especially since some Modders gave this very little thought and the value used in their parts is whatever was in the CFG file they duplicated to make their part to begin with) Hope this helps!
  5. Thanks for the kudos! It did indeed take quite a while to do... mostly spent in Notepad++ finding part names spread out through a few thousand CFG files. There has GOT to be a better way to do this! LOL! Regarding the FINAL directive, unfortunately, several "must have" mods (well, must have for ME anyway) use the FINAL directive that would make them incompatible. Even naming the folder 'zzzRemodeledTechTree' and using the LAST directive still left several Mods using the FINAL directive themselves in their CTT support CFG files that kept moving parts back to their original location, (and AFAICS, none of the supported Mods make use of the LAST directive) so FINAL was necessary in order for Remodeled Tech Tree to work on all Mods. Bottom line is that it works, it's fully documented, and caused by a special case due to the nature of what this mod does. I'll look into seeing if NEEDS can use nested directories, but based on the contents of the ModuleManager.log file, (which was invaluable in finding the right Mod names which have to be an exact match to work) I don't believe it will work. None of the sub-folders within SpaceTuxIndustries folder are showing up in the MM log. The Mod author would have to add a FOR directive to at least one part in each sub-Mod to properly support MM NEEDS directives. I could be wrong though.
  6. Just wanted to give a 'thumbs up' to this mod and offer a recommendation. Years ago, when I was working in the field of statistical data analysis, a materials engineer requested data on radioactive materials, their pertinent facts, statistical analysis on their decay rates and decay chain products, specific heat capacity, as well as statistical calculations on shielding methods and weights for each. The list was for fifteen radioisotopes and I still have all the data I collected on that project. I ran the numbers against your list of materials and noted some discrepancies against real-world figures. (which should still be valid in Kerbal-world as radioisotopes don't change their properties just because you have green skin ;^) Here are your RTGFuelConfigs and RTGResources files with the corrected data on the four products in your RTG Mod (though I DID change the names of some as I thought they could be much cleverer while still hinting at their more well-known names) as well as five additional potential RTG fuels. The other six were discarded early on in the study as their energy density vs decay rate of other fuels were better... i.e. they had longer half-lives and produced more power than the six discarded isotopes which had nothing going for them. The only one that was outclassed by another element (Plutonium-238 has both a longer half-life and higher energy density in W/g) that was kept in the study was Strontium-90 simply based on the ease of access to that isotope. Thoughts welcome and please fell free to use these files in your Mod if you like them!
  7. =========================== REMODELED TECH TREE v.0.1.6 =========================== This is a customized Tech Tree designed to remodel the Stock and Community Tech Tree for a more challenging Science game while logically grouping related items into similar Nodes. Some Node titles and the tree structure were changed to reflect areas I felt were deficient or used poorly. Forty-three Mods are currently supported. SpaceDock Link To install, place the GameData folder inside your Kerbal Space Program folder. If asked to overwrite files, do so. Note this Mod does NOT replace any files in other Mods. To uninstall, simply delete the 'zzzRemodeledTechTree' folder and your Tech Tree will revert to as it was before. This mod is only a Tech Tree and related icon files. It requires the correct version of Module Manager for your KSP version to function. It also requires Community Tech Tree as many of the icons used come from that Mod. This only supersedes CTT's tree structure and some names and descriptions. NOTE: Because CTT is a dependency, none of the MM code in this Mod checks for its presence as it is assumed. Failure to install CTT with this Mod will result in a massive number of errors. Grounded is no longer a dependency by way of introducing two new parts to the game if you don't have Grounded installed... a Prototype QBE (2x the size, 20x the weight, 20x the EC requirement, 50km range for the internal antenna, and no SAS) and Prototype Z-10 battery. (same size and weight as the Z-100 but 1/10th the power) Both are made obsolete once you research Physics & Chemistry. COMMUNITY TECH TREE AND MODULE MANAGER ARE BOTH REQUIREMENTS TO USE THIS MOD! Additionally, it requires the Mods to support it for their parts to be added. I have included definitions only for those Mods I use frequently. If you wish to adapt this Mod for use with your own preferred Mods, simply add your own Module Manager re-definition lines for the parts you wish to move around the Tech Tree. Since I did not change the internal ID designations of any existing CTT or Stock nodes, unsupported Mods will still populate within the tree, just in odd places that may not make any sense given what parts are already there. DLC NOTE: This Mod has NOT been balanced against either the Making History or Breaking Ground DLC and those parts, while still present in the tech tree, have not been moved to their corrected nodes. Unfortunately, short of me getting money from somewhere unexpected or someone providing me the internal CFGs of all the parts included in both packs, this will not be fixed any time soon. List of 43 currently supported Mods: (all working under KSP v.1.7.3) Aircraft Carrier Accessories v.1.5.1 AirplanePlus v.26.1 AlphaMensaes Modular Launch Pads v.2.0.4 AmpYear v.1.5.5.0 AviationLights v.4.0.8 BonVoyage v.0.5.3 Cormorant Aeronology v.1.5.1 Cormorant Aeronology - Mk3 Block II v.0.2 DeepFreeze v.0.26.0.0 Extraplanetary Launchpads v.6.6.1 FASA v.7.2.5 Feline Utility Rovers v.1.2.10 Firespitter v.7.13 Firespitter Extended Version 1 Grounded - Modular Vehicles v.5.0 HeatControl v.0.4.12 Heisenberg Airship Parts Pack v.2.16.1 Hooligan Labs Airships v.6.3.1 HullcamVDS Continued v.0.1.13 InfernalRobotics - Next v.3.0.2 IR Sequencer v.3.0.1_KSP_1.6 Its the little things v.2 KAS v.1.4 Kerbal Planetary Base Systems v.1.6.9 KIS v.1.22 KSP SDHI Strobeomatic v.1.0.1 Mandatory RCS Part Pack v.1.4_KSP1.7 MOARdVPlus v.1.0.0 Near Future Propulsion v.1.1.1 Near Future Solar v.1.0.4 OPT Spaceplane Parts (Lagacy) v.1.4.0 OPT Reconfig v.1.6.1 PEBKAC Industries Launch Escape System v.1.4.1.4 RasterPropMonitor v.0.30.6 RecycledParts-1.7.2 v.0.1.7 RN Skylab v.1.8.3 SCANsat v.18.13 SEP v.2.7.1 SmartParts v.1.9.13.8 Station Parts Expansion Redux v.1.2.1 SurfaceLights v.1.13 TacLifeSupport v.0.13.13 Note that dependencies for these Mods such as Community Resource Pack and others are not listed, nor are supported partless Mods like TweakScale or EVE. The issue regarding the Recycled Parts Mod has been fixed and is working correctly, so no action is required on this now. Likewise, BonVoyage is now fixed so the upgrades are moved to their correct nodes. Labs have also been re-balanced against one another to have a more realistic progression. (more advanced Labs yield more/less Science per point, use less power, operate faster, etc.) Mobile Processing Lab (Squad) - Unchanged. All other Labs are noted relative to the Stock lab. Manned Orbital Lab (FASA) - Heavier, Higher Science Cap, Faster Data Processing Rate (DPR), Higher EC/s usage GondoLab (Heisenberg Airship) - Lighter, Portable, Lower Data Storage and Science Cap, Faster DPR, Higher EC/s use, Only 2-to-1 Science conversion Big "G" Science Bay (FASA) - Lighter, Lower Data Storage and Science Cap, Faster DPR, Higher EC/s usage, Only 3-to-1 Science conversion SPT-7 "Iglet" (Cormorant Aeronology) - Lighter, Lower Data Storage and Science Cap, Faster DPR, Lower EC/s usage, Only 4-to-1 Science conversion SPB-HUGE-3 Science Bay (Recycled Parts / R&S CAPSULDYNE) - Heavier, Higher Data and Science Cap, Faster DPR, Higher EC/s, 6-to-1 Science conversion Lynx Mobile Lab (Feline Utility Rover) - Lighter, Lower Data Storage and Science Cap, Much lower EC/s usage, Only 4-to-1 Science conversion SPT-14 "Igloo" (Cormorant Aeronology) - Heavier, Faster DPR, Much lower EC/s usage 'Stail' Mobile Processing Lab (OPT Legacy) - Heavier, Higher Data and Science Cap, Much lower EC/s usage, 6-to-1 Science conversion PXL-2 'Fate' D-S Lab Module (Station Parts Expansion Redux) - Heavier, Higher Data & Science Cap, Lower EC/s usage, 3x DPR, 6-to-1 Science conversion Planetary Lab (Kerbal Planetary Base Systems) - 2x DPR, Much lower EC/s usage, 7-to-1 Science conversion Planetary Central Hub (Kerbal Planetary Base Systems) - Heavier, Lower Data & Science Cap, 2x DPR, Much lower EC/s usage, Only 4-to-1 Science conversion While the later labs may seem to be sort of OP, they are so far down the Tech Tree that by the time you get them you're going to NEED them as each Node starts to cost tens of thousands of Science each. (just getting the Fate lab requires at minimum 2,000 Science to unlock, not to mention the additional science needed to actually put it in orbit, which can be thousands of Science more) ====== EXTRAS ====== Within the RTT_MM_QOL_Mods.cfg file are several tweaks for some Mods that are put there for game balance purposes, but also some Quality of Life improvements to some parts. For an example of modification for game balance is the creation of 'soft dependencies' on some technologies that could otherwise be reached without following a logical path to get them. (such as removing the fuel from the K&K Nuclear Reactor and Centrifuge so you can't actually USE them without having researched the Nuclear Fuel Systems node, etc.) An example of one of the QOL modifications, if you have TAC Life Support installed, you'll note the addition of three new Containers and three new Hexcans to add Wastewater, Waste, and CO2 only containment for specialized uses. Also, if you also have TweakScale AND TACLS installed, this Mod hides the duplicate Containers and Hexcans for larger/smaller sizes, reducing build menu clutter. I also have implemented a new mechanic for handing entryCost to be equal to 3x part cost for all parts. (Extraplanetary Launchpads is excluded from this mechanic as it causes numerous errors. (known issue with this Mod) I have included a customized version of the Community Tech Tree PNG file that has been completed and corrected for this Mod to easily show the remodeled tree structure outside of the game. It uses the same style and branching as the CTT version. (as a bonus, I have included a completed copy of the CTT tree PNG due to the fact that the one on the CTT page is incomplete and outdated in some places) I have also included the XLS file that I created to quickly restructure the tree to my own tastes. You can open it in most any spreadsheet program (Excel, OpenOffice, etc.) and are free to use it to add additional Nodes, delete ones you don't like, alter the Science cost progression, or redefine Parent Nodes to your liking. It saved me quite a lot of work by putting everything on one page that I could search, edit, and modify in minutes rather than hours. NOTE: This file does NOT go in the KSP directory structure. Place it wherever you like for easy access or if you don't intend to use it, simply leave it in the ZIP file. To use the spreadsheet, simply make the changes to the tree as you like on the 'Custom Tree' tab. You can review Node positions (though not branching) using the 'New Tree' tab to see the relative positions of your nodes. Finally you can use the 'Tech Tree Output' tab to copy-paste a completely new tree into a CFG file. The 'Unmodified Table' tab shows the default tech tree using the same format as the 'Custom Tree' tab for reference and the 'Old Tree' tab shows the default Node positions. I have not yet incorporated a tab to quickly edit the parts that populate within each node. (WIP) ============ LOCALIZATION ============ This mod does not include localization support, and includes translations for English only. Since it erases the Stock and CTT titles and descriptions, existing Tech Tree Localization with those Mods are discarded. If anyone wants Localization support, provide me with translations for each tech node and I will try to add it at some point. ===== NOTES ===== I know it is not a 'best practice' to use FINAL directives in a distributed Mod, but since I need this tree structure to supersede tree modifications made by other Mods (i.e. OPT, Modular Launch Pads, Recycled Parts, etc.) and cannot predict what future Mods may include Tech Tree re-definitions, I have employed the FINAL directive to ensure that all Techtree node operations are run BEFORE this mod, then deleted, and finally replaced with the desired tree structure. The same applies to PART operations. (though I have included at least one FOR directive to properly index this Mod with Module Manager) I have no intentions of altering this behavior. If you don't like it, feel free to change it in your own copy, but note that I will NOT provide support for installs that do not use the FINAL directive as I cannot predict what interactions any given Mod may have on the tree structure and PART locations after this Mod has been initialized. Though Modular Launch Pads is not required for this Mod, the tree structure has been altered to include and fully incorporate the Tech Nodes of that Mod. Since it just used Stock icons, and I have subsequently replaced those with my own, no resources from that Mod are used or required. Lastly, for those wanting to make changes to this Mod to suit their own style, I have included EVERY part (to the best of my ability) in the listed Mods within the RTT_MM_Part_Configs.cfg file, even if I didn't move it to a new node. In this way, so long as you know the internal name of the part you want to move, you can just search for it and do a cut-paste to its new node. Soon (hopefully) I will have this all automated and you'll be able to use the XLS file to restructure your parts within the Tech Tree to your liking using the XLS file and simply copy-paste the new part definitions from the spreadsheet. (I know that using a spreadsheet for this purpose is unusual and it would be better to just write an actual program to create the CFG files for you, but I'm a wife and mother and don't have time to code out a full program... and an XLS spreadsheet works and was quicker to make, so... there it is!) ========================= LICENSING CC-BY-NC-SA-4.0 ========================= The contents of this pack are distributed under a Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc-sa/4.0/legalcode). You are free to share and adapt the materials only for non-commercial purposes and when providing appropriate attribution. Any derivatives must be distributed under the same license. All new Icons are of my own creations based loosely on other's works posted publicly online over the past thirty years. No claim of originality should be inferred, but they are not direct duplicates of any work. The 'Cutting-Edge Aeronautics' icon is from the OPT Reconfig produced by author JadeOfMaar and is used under the CC-BY-NC-SA-4.0 License. No claim of ownership or original design is implied nor should be inferred. Community Tech Tree produced by ChrisAdderley (aka Nertea) and is used under the CC-BY-NC-SA-4.0 License. --- As Mods go, I know this isn't much, but I put a lot of work into it and thought that maybe others in the Community might find it useful, even if just to tear it apart and see how it works. Thoughts and opinions welcome. (unless you just want to be mean, in which case Jeb would like to have a word with you outside...)
  8. Thank you! That did the trick! Code now looks like this... // KPBS Nuclear Reactor & Centrifuge without internal fuels (to mandate the use of storage tanks) @PART[KKAOSS_Centrifuge|KKAOSS_Nuclear_Reactor]:NEEDS[PlanetarySurfaceStructures]:FOR[RemodeledTechTree] { !RESOURCE,* {} // Remove all resources from the parts !MODULE[ModuleKPBSNuclearStorage] {} // Remove the Nuclear Storage Module from the parts @MODULE[ModuleResourceConverter] // Find all Resource Converter Modules { @INPUT_RESOURCE:HAS[#FlowMode[NO_FLOW]] // Find all NO_FLOW FlowModes within Input Resources within all Resource Converter Modules { @FlowMode = STAGE_PRIORITY_FLOW // Replace all NO_FLOW Flowmodes with STAGE_PRIORITY_FLOW } // This allows the resources to move to and from the storage tanks @OUTPUT_RESOURCE:HAS[#FlowMode[NO_FLOW]] // Same as above but for Output Resources { @FlowMode = STAGE_PRIORITY_FLOW } } } ...which in-game now looks like this... https://imgur.com/a/olve3n3
  9. So I've been learning how to manipulate CFGs using MM over the last month and I think I have it down pretty good, but I'd like another set of eyes to look over my understanding of how things work. (old programmer habits die hard) Here is a sample of a MM edit I'm working on. This one should remove the ability for K&K nuclear reactors and centrifuges to store their own fuel and byproducts. (thus forcing the player to actually use the storage tanks) If someone could verify my code before I commit it I'd appreciate it! @PART[KKAOSS_Centrifuge|KKAOSS_Nuclear_Reactor]:NEEDS[PlanetarySurfaceStructures]:FOR[RemodeledTechTree] { !Resource,* {} // Remove all resources from the parts !MODULE:HAS[#name[ModuleKPBSNuclearStorage]] // Remove the Nuclear Storage Module from the parts @MODULE:HAS[#name[ModuleResourceConverter]] // Find all Resource Converter Modules { @INPUT_RESOURCE:HAS[#FlowMode[NO_FLOW]] // Find all NO_FLOW FlowModes within Input Resources within all Resource Converter Modules { @FlowMode = STAGE_PRIORITY_FLOW // Replace all NO_FLOW Flowmodes with STAGE_PRIORITY_FLOW // This allows the resources to move to and from the storage tanks } @OUTPUT_RESOURCE:HAS[#FlowMode[NO_FLOW]] // Same as above but for Output Resources { @FlowMode = STAGE_PRIORITY_FLOW } } } Any pointers if I messed something up would be appreciated! Thanks!
  10. For my games, I've been using FASA ever since version 0.23 (FASA version 3.6) and would NEVER use anything else! (sorry @CobaltWolf, @frizzank's models are just better and I don't have to jump through hoops to have the right names ) Version 7.2.5 works GREAT on KSP v.1.7.3 and @MOARdV's MOARdVPlus IVA is a WONDERFUL treatment of your CM! I just wanted you to know that your work is still VERY much appreciated! (even if I move things around on the tech tree to suit my own games... I guess nobody is perfect! )
  11. NM. It was another mod interfering somehow. Finally got it to work once there weren't a million exceptions being thrown every few minutes. Only a few things I don't like. Number one is that I've re-mapped some keys, namely the abort key because I kept accidentally hitting it every time I would go for the Ins key... so I can't abort from the controller. Secondly is a lack of Wheeled vehicle throttle control. I can set up two action group keys to be Accelerator and brake, but then I lose two action groups. Lastly the ability to swap axis on the controller... in particular roll and yaw. Flying a plane, roll and pitch go fine on the same control... I'm used to that. But when flying a rocket, it's more intuitive to have pitch and yaw on the same axis and roll controlled separately. I can re-map the inputs, but I can't switch back easily when it's time to fly a plane. Other than that, and believe me, they're VERY minor inconveniences... I LOVE it! Finally some fine control over flight attitude! Thank you SO much for this!
  12. Perfect! Then I'll ignore them. Thanks for the info.
  13. See, I didn't know you could nest HAS blocks like that! Thanks! Since the FOR would be my own personal TechTree mods, it would be whatever I chose it to be, right? I'm fairly new to Modding KSP, (though not programming... my knowledge base may be outdated by newer languages, but the logic doesn't change much) so I'm not as familiar with the syntax yet. How exactly do mods set their name... I mean the name that MM will recognize for ordering purposes? Thanks again for cluing me in on nested functions. I'll try playing around with them some to see what else I can do! ::grin::
  14. Trying to create a MM patch to change the Tech Tree, but5 I can't wrap my head around how to do something. I want to change one of the two Parent objects for a Node without changing the other. Here's the source from Techtree.cfg in the Squad folder: RDNode { id = stability title = #autoLOC_501028 //#autoLOC_501028 = Stability description = #autoLOC_501029 //#autoLOC_501029 = Reaching for the stars starts with keeping our spacecraft pointed generally in the right direction. cost = 18 hideEmpty = False nodeName = node2_stability anyToUnlock = True icon = RDicon_stability pos = -2170,1201,0 scale = 0.6 Parent { parentID = engineering101 lineFrom = RIGHT lineTo = LEFT } Parent { parentID = basicRocketry lineFrom = RIGHT lineTo = LEFT } } So I want to change ONLY the "parentID = basicRocketry" to "parentID = subsonicFlight" without changing "parentID = engineering101". is there a way to change ONLY a specific instance? If so, I haven't figured it out. Thanks in advance!
  15. Here is the link to the full image. https://postimg.cc/14Tmtbq1 Format is 2510 x 1623. Let me know if there are any issues.
  16. I wanted to give something back to the KSP community, so I quickly whipped up this corrected chart of the Community Tech Tree. I completed all the branches and verified all the prerequisites, making sure every line was correct. I also made sure that lines that cross are broken so it's obvious that it's not a node of intersecting parent lines. I made this up while re-working my own tech tree to make sense. (I mean, why is the Aviation and Flight branch so darn hard to reach? Subsonic Flight should come WAY earlier in the tech advancement... like right alongside Engineering 101 as another prerequisite to Stability instead of Basic Rocketry... that sort of idea) Anyway, I hope people find it useful. Feel free to use it in the OP in place of the outdated one. And THANK YOU @Nertea for maintaining this mod.
  17. Haven't been able to get a pic due to the part not showing up in the menu at all now. My existing builds that used it refuse to load now with the error message that the part is missing. (and since it's the root part of each build, it can't be gotten around) I'll have to create a fresh build with nothing but A+ and its dependencies to test. I'll let you know what I find.
  18. I VERY much enjoy! I especially enjoy when my father comes over every weekend and I get to show off new planes I've built! As for the part, anytime I try to use it there are, for lack of a better word, wonky things going on. I get weird performance, like the drag is randomly changing, and sometimes the part will just fail to populate in the parts list. IVA is beyond broken...and sometimes the whole cockpit becomes invisible. And then it will suddenly seem just work fine for a while... until it doesn't. So no, it's not GAME-breaking... but the part is pretty much useless as-is. If that's the case here, I can live without it... I'll just ignore the part. (or more likely, just remove the CFG so it never populates) Disappointing, but sometimes that's just how the cookie crumbles. ::shrug:: Either way, let me know if you have any ideas.
  19. Getting a few errors in the startup log: [LOG 15:53:44.467] PartLoader: Compiling Part 'Cormorant Aeronology/Assets/CA_decals/CA_decalFlagReal/CA_decalFlagReal' [ERR 15:53:44.470] PartCompiler: Cannot clone model 'Cormorant Aeronology/Assets/CA_decals/CA_decalFlagReal' as model does not exist [ERR 15:53:44.470] PartCompiler: Model was not compiled correctly [ERR 15:53:44.470] PartCompiler: Cannot compile model [ERR 15:53:44.470] PartCompiler: Cannot compile part [LOG 15:53:44.545] PartLoader: Compiling Part 'Cormorant Aeronology/Assets/CA_decals/CA_decalNameReal/CA_decalNameReal' [ERR 15:53:44.547] PartCompiler: Cannot clone model 'Cormorant Aeronology/Assets/CA_decals/CA_decalNameReal' as model does not exist [ERR 15:53:44.547] PartCompiler: Model was not compiled correctly [ERR 15:53:44.547] PartCompiler: Cannot compile model [ERR 15:53:44.547] PartCompiler: Cannot compile part Looking in the folder, the files "CA_decalFlagReal.mu" and "CA_decalNameReal.mu" are in fact not there, and neither are any alternate textures. Is this an unimplemented feature? I'm guessing I can just change the model referenced in the CFG to refer to the "CA_decalFlag.mu" and "CA_decalName.mu" and then edit a custom PNG with the names changed and it should work, right? If that's all it is, please let me know as I would love to have authentic names on the shuttles parked in my museums.
  20. Well, obviously something went sideways in internet-land. That folder only contained the version file and a CFG file. I checked the ZIP file I downloaded last week and there isn't a DLL in there either. Something must have hiccuped in the download because I went back to the Github and re-downloaded the exact same file and there it was! All the other files were present in my first ZIP file... it was just THAT one that was missing from the old ZIP file. (and not knowing it was supposed to BE there, I had no way of knowing it was missing!) I'll try and get a few minutes to test it out, (busy ATM) but I'm willing to bet this does the trick! THANKS SO MUCH!!! Edit: That did the trick! I have my NavLights again! THANK YOU!!! ::happy dance::
  21. Getting the following errors in the startup log: [LOG 15:53:43.305] PartLoader: Compiling Part 'AviationLights/Parts/aviation_light/light_aviation' [ERR 15:53:43.325] Cannot find a PartModule of typename 'ModuleNavLight' [LOG 15:53:43.350] PartLoader: Part 'AviationLights/Parts/aviation_light/light_aviation' has no database record. Creating. [LOG 15:53:43.353] DragCubeSystem: Creating drag cubes for part 'light.aviation' [LOG 15:53:43.743] PartLoader: Compiling Part 'AviationLights/Parts/lights/lightbeacon_amber/lightbeacon_amber' [ERR 15:53:43.760] Cannot find a PartModule of typename 'ModuleNavLight' [LOG 15:53:43.777] PartLoader: Part 'AviationLights/Parts/lights/lightbeacon_amber/lightbeacon_amber' has no database record. Creating. [LOG 15:53:43.778] DragCubeSystem: Creating drag cubes for part 'lightbeacon.amber' [LOG 15:53:43.818] PartLoader: Compiling Part 'AviationLights/Parts/lights/lightbeacon_red/lightbeacon_red' [ERR 15:53:43.835] Cannot find a PartModule of typename 'ModuleNavLight' [LOG 15:53:43.852] PartLoader: Part 'AviationLights/Parts/lights/lightbeacon_red/lightbeacon_red' has no database record. Creating. [LOG 15:53:43.854] DragCubeSystem: Creating drag cubes for part 'lightbeacon.red' [LOG 15:53:43.888] PartLoader: Compiling Part 'AviationLights/Parts/lights/lightnav_blue/lightnav_blue' [ERR 15:53:43.905] Cannot find a PartModule of typename 'ModuleNavLight' [LOG 15:53:43.922] PartLoader: Part 'AviationLights/Parts/lights/lightnav_blue/lightnav_blue' has no database record. Creating. [LOG 15:53:43.923] DragCubeSystem: Creating drag cubes for part 'lightnav.blue' [LOG 15:53:43.957] PartLoader: Compiling Part 'AviationLights/Parts/lights/lightnav_green/lightnav_green' [ERR 15:53:43.975] Cannot find a PartModule of typename 'ModuleNavLight' [LOG 15:53:43.991] PartLoader: Part 'AviationLights/Parts/lights/lightnav_green/lightnav_green' has no database record. Creating. [LOG 15:53:43.993] DragCubeSystem: Creating drag cubes for part 'lightnav.green' [LOG 15:53:44.028] PartLoader: Compiling Part 'AviationLights/Parts/lights/lightnav_red/lightnav_red' [ERR 15:53:44.046] Cannot find a PartModule of typename 'ModuleNavLight' [LOG 15:53:44.062] PartLoader: Part 'AviationLights/Parts/lights/lightnav_red/lightnav_red' has no database record. Creating. [LOG 15:53:44.063] DragCubeSystem: Creating drag cubes for part 'lightnav.red' [LOG 15:53:44.099] PartLoader: Compiling Part 'AviationLights/Parts/lights/lightnav_white/lightnav_white' [ERR 15:53:44.116] Cannot find a PartModule of typename 'ModuleNavLight' [LOG 15:53:44.132] PartLoader: Part 'AviationLights/Parts/lights/lightnav_white/lightnav_white' has no database record. Creating. [LOG 15:53:44.134] DragCubeSystem: Creating drag cubes for part 'lightnav.white' [LOG 15:53:44.168] PartLoader: Compiling Part 'AviationLights/Parts/lights/lightstrobe_white/lightstrobe_white' [ERR 15:53:44.186] Cannot find a PartModule of typename 'ModuleNavLight' [LOG 15:53:44.202] PartLoader: Part 'AviationLights/Parts/lights/lightstrobe_white/lightstrobe_white' has no database record. Creating. [LOG 15:53:44.204] DragCubeSystem: Creating drag cubes for part 'lightstrobe.white' Ending up with weird behavior in the SPH and flight as a result. Version 1.7.3 with all mods fully updated. Full Log file. I really hope this is an easy fix as Aviation Lights is one of my "must have" mods and has been since it came out! It's mandatory for me if I'm building and flying a plane! (my father's influence, no doubt... he's a private pilot and drilled me as his right-seater ever since I was a little girl... and some lessons never go away, like pre-flight checks to include nav lights )
  22. Getting the following error in the log on startup: [LOG 15:53:29.584] PartLoader: Compiling Part 'AirplanePlus/Parts/Command/b29cockpit/part/b29cockpit' [ERR 15:53:29.586] PartLoader: Encountered exception during compilation. System.NullReferenceException: Object reference not set to an instance of an object at PartLoader.ReplaceTextures (UnityEngine.GameObject model, System.Collections.Generic.List`1 textureNames, System.Collections.Generic.List`1 newTextures) [0x00000] in <filename unknown>:0 at PartLoader.CompileModel (.UrlConfig cfg, .ConfigNode partCfg, Single scaleFactor, .AvailablePart partInfo) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+<CompileParts>c__Iterator1.MoveNext () [0x00000] in <filename unknown>:0 [ERR 15:53:29.586] PartCompiler: Cannot compile part KSP 1.7.3 with all the latest updates to all mods and still persistent with a clean install. Log file Hope this is easy to fix! I LOVE this mod! My father is a private pilot and he taught me to navigate in the right seat of a 172 when I was still a little girl (back before GPS when LORAN was the best NavAid in the world!) and I've always loved planes since. (not as much as HE does, but still... )
  23. Getting a LOT of errors on startup for KSR. Out of 1356 lines in my KSP.log referencing KSR, 511 of them are errors. I'm also running the Airports expansion, but all of those 511 exclude the Airports sub directory references. (also it doesn't change when I remove the Airports pack) Of those 511, 507 of them appear to be missing textures and the other 4 are "LoadModelInstances: No Model named SQUAD_Desert_Airfield*" missing models. Running KSP1.7.3 with all the latest mod updates for all my mods. (and I know there are many, but the issue is persistent even in a clean install) So my question is, are any of these going to be a problem? I can assume that the missing textures might cause graphical errors, but missing models would result in buildings not even showing up, so I don't even know what's missing. Thank you for your hard work and I hope you can answer me easily enough! Edit: Also noticed 172 instances of "[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a polygon with less than 3 vertices!" errors, which I think might be more serious. (still re-learning how to read a Log file after several years away from the game raising kids :^Þ )
  24. I was able to get the icon in-game and the app installed correctly, (looks beautiful BTW) but I cannot get a connection. (Icon never turns green and controls never respond) I'm not getting any errors in the log file and I know I can connect from my PC to my Tablet because I use the Kerbal Remote Gauges mod and it connects to my PC just fine. Perhaps more information should be displayed when you tap the "connect" button to let you know what it's doing "under the hood" so you know what the problem could be when it fails to connect. (error messages, timeouts, anything really) As it stands I don't even know if it actually tried to connect correctly because the only acknowledgment that I've even hit the button is that it's highlighted briefly while I press it, then it goes back to gray and nothing happens. Is there a place to set the Port address or does it always use port 23333? Does this need specified in the IP address line like: "192.168.1.106:23333" or does the App know the port address already? I really want this to work as I have been wanting a good control mechanism for KSP since I got it over five years ago and, unlike other KSP enthusiasts, I don't have the time to build my own. Edit: Checked the KSP.log and I get the following when trying to connect: [LOG 05:23:51.402] listening at0.0.0.0:23333 [LOG 05:24:46.261] new client192.168.1.127:35785 [LOG 05:24:57.647] new client192.168.1.127:35786 [LOG 05:24:59.399] new client192.168.1.127:35787 [LOG 05:25:00.991] new client192.168.1.127:35788 [LOG 05:25:11.245] new client192.168.1.127:35789 The "New Client" IP is the IP of my tablet, so the game is "seeing" it, but I think the client address is populating the incorrect port as "23333" is the port address shown in the game that the client is using. Since there are no CFG files handling the plugin's features, the IP and port address would have to be set in the DLL which I can't edit. I did take a peak at your C# code and verified that the port address is fixed in the code there, but I can't look at the code for your Android App to see how to change it there so they link up. Hope this helps!
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