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Cobrag0318

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  1. Ok. I'll try my questions again now that the dust has settled from the poptart furriness has finally settled. I've got a couple of questions. For 1. I had created a patch to add research lab ability to Raidernick's Skylab. It works good. My friend asked me to patch the salyut 6. Do the same patch for it, changing the pertinent details like name, etc. But it's otherwise the same file. The problem is, while the new research ability is shown in it's details in the VAB. Right clicking it won't come up, and also is broken for any other attached part. Swapping ships away and back fixes the rest of the parts' right click menus. But right clicking, breaks it again. Makes me wonder if having to add that extra couple of options in the right click menu and breaks the UI. Not sure how. But while the Saluyt lab may be able to research, you won't be able to try it without the menu. LoL I'll copy the Salyut patch here, and then the original (working) skylab patch. And the skylab patch.
  2. Ok, updated the dll to the new version, and Approaching to a target vessel, Check! Approaching from EVA, Check! Initiating EVA from vessel, Check! Looks good man. I'll take the time to retrospectively mention, this mod is one of the most important mods me and my buddy usse. He was about to quit KSP if 1.2 had broken KJR and it didn't get fixed. Stop playing the game altogether because your mod was broken. LoL I'm glad KSP tried to incorporate some similar concept, but their implementation need some tweaking and polishing. My ships fared better than his, and my other buddy, who like to make huge ships. But even with my ships, it makes a definite improvement.
  3. No. When the release build for 1.2 posted to ckan, I switched from the dev build before to that. I will say the that dev build did it as well. I will grab the newest and see how well it works. :-)
  4. Ok. I'm having a problem with rendezvous, and ships blowing up. It goes like this. I set up a rendezvous with a target vessel from far out. As I get close and begin final approach, at around 100-200m the target vessel spontaneously blows up. This happens every time with Kerbal Join Reinforcement installed. Without, no explosion. But the stock reinforcement sucks, so I'd rather use KJR. But anyways, It does this any time you go EVA too. All nearby vessels explode. I have figured out a workaround for rendezvous. I approach to about 300m. Stop. Switch to the target vessel. Switch back, and then close in for docking. No explosion. This makes me think it's something happening as physics switch on for that target vessel at that range as I approach.
  5. I included them in my original post. I didn't repost them with my bump. Question number 2 really doesn't have a cfg to copy as I really haven't any idea where to begin to add docking functionality.
  6. No additional ideas? Very well, onto problem #2. I'm looking to also have my FASA Gemini pod, and Flight pack dockable to each other without the need for docking rings. I currently have need for them to initiall be separate, but dock later for return, and the additional space between them from the rings is affecting performance. Ideas?
  7. Yes. The science container is the 6th module in the original part file. containerModuleIndex starts at 0. So 6-1=5. When I patched Skylab, I learned that if that's wrong, it won't even show in the part description in the VAB. This one does. So I'm inclined to think it's not the index number. As you can see, it's almost identical to the file from the Skylab patch, which work. Only things different are the part name, containerModuleIndex, and minor differences like research speed and EC costs. If the first 2 were wrong, I don't think the part would show the science lab details in the VAB. If the other data were wrong, I'd just have a lab with crappy, or to much battery, or researches too fast or slow, etc. I keep looking over it thinking that I have to be missing something, but I don't see it.
  8. Ok. I've got 2 problems in a couple of patches I'm trying to run. But first one first. I love RaiderNick's station mods, Salyut, and Skylab, however few the need to add Science lab functions to add that level of realism to them. I mean SkyLAB, ya know. :-) Well, with some help on here, I managed to succeed giving Skylab it's science lab functions. Thanks guys. My friend is playing with us on DMP and is a fan of the Salyut stations. So I'm adding the functionality to that too. After setting up Skylab, I pretty much know how to do it for salyut. In fact, the patch file is almost the same, substitute the proper partname, module index, and desired stats. In this case, I kinda just stole the stats from FASA's Big Gemini Science lab. When I view the part in the VAB, it shows the w science lab details in the part details. So that's a good sign. But when I view it in orbit, right clicking the station doesn't even produce the right click menu for the part, at all. More specifically, I tested right clicking the other attached parts, and they work fine. Right click the station itself, nothing. But the clincher is, then I got to right click those same attached parts I clicked before and nothing.Switch to another ship, and back, and those parts are right clickable again, until I right click the station part again, then they don't work. Odd. Skylab doesn't have this problem. Seems like it's some sort of UI snag involved with the Salyut and the pact. Btw, the Salyut works fine as normal, without the patch. Any ideas? I'll share the file here. Skylab too for comparison, since that one works fine.
  9. Ok, your forwarded me here a lil while back, but I'm just now checking it out. Quick question, if I have other saved games using the stock worlds, will it mess them up, or prevent me from running them? I think I noticed 1/2 scale RSS was smart enough to run only on a new game, but loading an old game loaded the stock planets. Is this true for this?
  10. Ok, I'm kinda posting for a friend. In other words, I want to install a few mods that depend on kopernicus, he does too, but is too lazy to join and ask here himself. So I will try and be as helpful as I can in answering questions. The problem is, we install the mod, such as RSS, or actually half scale RSS. I load, I see a 1/2 scale real solar system with the right names and graphics, etc. He installs it, loads up, see's the stock Kerbal solar system. We've tried deleting and reinstalling the mod, and its requisite kopernicus. Tried clearing all mods and reinstalling them. No change. Looking to compartmentalize the problem, I suggested we try the outer planets mod, since his wants to be stuck with Kerbal. Still doesn't work., but does on mine. The common element here then seems to be kopernicus. We both have the same mods and all. So why is it working on mine but not his? We run DMP together, so it'd be nice to have an expanded system, or realistic system to mess around with together. Incidentally, anyone up for doing a Kerbal scale RSS? The half scale allows for some stock scale parts usage, but the kerbal scale would allow us to freely explore the real system with our stock scale parts. Maybe not the place for a serious request, but maybe it'll put a bug in someone's ear. :-)
  11. @PART[skylab]:Final{ MODULE { name = ModuleScienceLab containerModuleIndex = 3 dataStorage = 750 crewsRequired = 1 canResetConnectedModules = True canResetNearbyModules = True interactionRange = 5 SurfaceBonus = 0.15 ContextBonus = 0.5 homeworldMultiplier = 0.15 RESOURCE_PROCESS { name = ElectricCharge amount = 15 } } MODULE { name = ModuleScienceConverter scientistBonus = 0.33 //Bonus per scientist star - need at least one! So 0.25x - 2.5x researchTime = 7.5 //Larger = slower. Exponential! scienceMultiplier = 4 //How much science does data turn into? scienceCap = 850 //How much science can we store before having to transmit? powerRequirement = 8 //EC/Sec to research ConverterName = Research StartActionName = Start Research StopActionName = Stop Research } Working patch file. Adds research to your Skylab without changing Raidernick's original file. The stats are just borrowed from the Gemini MOL from Fasa. Sorry fasa. :-p I figured it should at least as capable as that, but feel free to change to make it better, or more accurately reflect Skylab's IRL abilities. Incidentally, I may add a patch for the telescope array part to give it some sort of "Solar observatory" experiment. To reflect that it did that IRL. If I can figure out how to make a new experiment.
  12. Notepad++ reads his script file with the correct formatting. I look through his script, identify that the science container section is the 4th MODULE entry, so I changed the index to 3, as per 4th-1=3. Nothing. I'm gonna copy FASA's Gemini MOL section and see. But I doubt it should make any difference. actually, that did it. Not sure why. But Skylab now has the Gemini mol research capabilities.
  13. Yes. Not that there's anything super wrong with it. Just didn't see the need for yet another program to do something relatively so small. That and it'd sometimes mangle my savefile and often wouldn't highlight/color code things right. It was just easier, for me, to use simple notepad. Though I may try and see if it can detangle raidernick's script files. Like I said, they aren't tabbed and nested line by line. But appear to be 1 long run on line. I can tell it's still tabbed, within the runon line. So I'm guessing that's how the script engine detects a new line. But it's a pain to sort out manually.
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