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Everything posted by AmpCat

  1. Okay, that Grapes one is a pretty neat idea. Somehow the idea that my ship shows up at Duna, and there's already a rickety gas station in orbit waiting or on the moon for Jeb to fill up just seems very Kerbal. Or even being able to tow one out there with a space tug for future use. I love it.
  2. No problem; I wasn't trying to imply they should be, just that it stood out a little so had me curious. But in any case, removing the aforementioned cfg fixed things, so I'm good. Thanks for the responses here! I forgot to come back and check once things were working as I wanted. Oh, and yes, that is the pain of producing a useful thing. Now suddenly everyone wants it to work with everything. And most of those people aren't able to go and do that compatibility work themselves. So guess who gets shouldered with the requests?
  3. @JadeOfMaar, I was digging through all the config files, and I did run across a lot of configs in the root folder of Reconfig, which seemed odd, since often they're in subfolders. Are those the optional patches? Maybe I missed a note somewhere. I don't see OPTReconfigCryoEngines, however. While digging through the subfolders, I found several references to these air breathing turbines, one of them setting the fuel to Propellium (I think?), while most were LF. There was one called OPT_IntakeAtm_CryoEngine.cfg in the CRP folder that has tags like this: @PROPELLANT[LiquidFuel] { @name = LqdHydrogen @ratio = 1.5 } It's been a few years since I've fiddled with the config files, but is that remapping the fuel? Edit: I removed said CFG and it seeeeeems to have fixed it, but I don't know for sure if that was an optional config or important.
  4. Been getting back to playing KSP so I'm hyped up for the KSP2 stuff, and while trying to update things from when I played last, I noticed a new feature on some of my OPT engines for a Turbine Fuel mix, which allows the air breathing mode to use LH2+Air or LH2O+Atm. However, normally the engine runs off LF/LFO. I have all of Nertea's mods, and a couple others... but any idea where this came from? Is it part of OPT in some way, or some other mod that someone might know of? Looks like the feature is intended, but not sure where the fuel issue came from. I know several of Nertea's mods swap LFO to LH2 (and some patches to swap some back), so maybe I just need the correct magic mix of patches/mods? I'd like to sync it up so the engine is using a consistent fuel (preferably LF/LFO, but LH2/LH2O is workable).
  5. @Daishi, a while ago I put some time in and modded one of the USII parts (maybe the kOS one?) to add the capability to act as a science Experiment Storage Unit. Not sure if I'm the only one that uses them on every ship, but I figured others would too. I thought there was some discussion about an upcomming USII part that would have that capability. Is it in already in one? If not, would be great to add somewhere. Doesn't really need extra art. Just some config updates to put it on an existing module for data storage.
  6. Holy cow. Now I have my 10 days off for Thanksgiving planned. Nertea's FFT!
  7. @Daniel Prates There's also a mod that does a better CoL and calculates your yaw pitch and roll stability at different altitudes and velocities. Your speed has a big impact on the effectiveness of control surfaces and stability in general. I've had the same troubles, and using that mod has eliminated them for me. The first one is called 'CorrectCoL', I've not used it yet in 1.10, but in the past it's worked well. It doesn't take into account velocities, but it does a better job taking into account angled control surfaces and canards. Basically, in reality, your CoL is probabaly not actually behind your CoM, despite the indicator in the hangar; it's just not right. This should fix it. But it takes a lot of computational power. CoL also gives you a new button that looks like little graphs in the vehicle editor. It shows you these properties where you can specify a range of altitudes, AoAs, etc. and then plots the stability of that axis.
  8. Yep! Makes sense now. I saw those a little further down. Thanks!
  9. @JadeOfMaar, looking at your mods (picking up KSP again after a bit) and love the improvements. I was playing with the Egg Dog engines, but I have an issue with the variable ISP feature. Where it should have a variant box to select the ISP like in the screenshots, I just get a text field that says 'VIsp Step: 540'. Same on both models of Egg Dog. Thoughts? Or do you need logs and/or other details?
  10. I pasted this, right before the line that reads // Special. So starting at line 45, in the file UniversalStorage2\Parts\Electrical\GuidanceComputer.cfg MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data // #autoLOC_502201 //#autoLOC_502201 = Review Stored Data storeActionName = Store Experiments //#autoLOC_502202 //#autoLOC_502202 = Store Experiments evaOnlyStorage = True storageRange = 1.3 canBeTransferredToInVessel = True canTransferInVessel = True showStatus = True }
  11. Okay, not sure what's wrong, but I tried this and it doesn't seem to be working. I've tried all the US2 probe cores I've got, and the kOS Guidance Computer, none of them have a Store Experiments or Review action. Oh, using the debug console I confirmed the kOS GuidanceComputer is the USGuidanceComputer part mentioned above in the patch. Edit: I added MODULE at the beginning, and that added the collect all function from another mod, I believe, but not the buttons. I then just pasted this whole bit, plus MODULE into the US2 USGuidanceComputer part config file in the US2 mod, and now it works. Not sure why the mod didn't.
  12. This is awesome. Wanted this myself, but was too lazy to figure out the MM patch for one. Thanks!
  13. Okay, I added the patch up above, and that fixed this. Problem solved.
  14. Using the B2 build from 27 Mar, (without the patch suggested a few posts up yet), and in career mode I'm running into an issue where the 2.5m core isn't showing up. The three other core sizes (1.25, 1.5, 1.875) are all there, but not the 2.5. All the fairings (including 2.5) are there fine. Thoughts?
  15. @Nertea, not to poke any open wounds, but have you directly asked the KSP2 guys why your work was so blatantly mimiced (if not copied), without any credit or even discussion with you? I think it's a fair thing to ask. After all, your stuff is one of the most popular mods to the game.
  16. Looks like when installing the latest Restock mod, having this also installed causes the Science Experiment container geometry to vanish. The indicator lights are still there, floating in space. Removing either Restock or this mod causes it to to return. Having both installed causes it to bug out. IndicatorLights itself, is fine.
  17. I've noticed once I installed the latest (1.8.x compatible) version of restock, the science experiment unit vanishes. The part is still around, since I have the indicator lights mod, and the indicators are still floating there, but the geometry of the part is gone and I can't right click on it or anything of that sort. I've got several other mods installed, so I've not tried it on a clean install yet, but restock+ didn't change this behavior (having it installed or not), and I uninstalled several other suspects, such as tweakscale and science relay, again, with no change. If I remove Restock, the geometry returns. Just wanted to see if anyone else has observed this while I do some more experimenting to see if I can narrow it down to the simplest case. Edit: Looks like the culprit is IndicatorLights Community Extensions in particular that's somehow not playing nice with the latest Restock, causing the experiment container to vanish. It's not been updated for a bit, so something that changed with the latest Restock patch now doesn't work with something in the IndicatorLights patch.
  18. Agreed, but where do I find those references? Are there other DLLs for KSPe and whatnot? Which additional DLLs do I need?
  19. And then 'Run this tool' I imagine. Much better! Kinda. Now I'm missing KSPe , KSPAddon, TimedMessageBox.. and countless others :p Sorry, I'm sorta new at these newfangled tools. I'm used to an embedded IDE and standard C. Much simpler.
  20. @Lisias I tried to compile your project from earlier with the four stunts, and cloned the github repo. When trying to build the project in VS, I get several missing files: Severity Code Description Project File Line Suppression State Suppression State Error CS2001 Source file 'C:\Users\Robert\OneDrive\Documents\GitHub\TweakScale\Source\Scale_TweakableEverything\..\Version.cs' could not be found. Scale_TweakableEverything C:\Users\Robert\OneDrive\Documents\GitHub\TweakScale\Source\Scale_TweakableEverything\CSC 1 Active Error CS2001 Source file 'C:\Users\Robert\OneDrive\Documents\GitHub\TweakScale\Source\Scale_Redist\..\Version.cs' could not be found. Scale_Redist C:\Users\Robert\OneDrive\Documents\GitHub\TweakScale\Source\Scale_Redist\CSC 1 Active Error CS2001 Source file 'C:\Users\Robert\OneDrive\Documents\GitHub\TweakScale\Source\Scale\..\Version.cs' could not be found. Scale C:\Users\Robert\OneDrive\Documents\GitHub\TweakScale\Source\Scale\CSC 1 Active Error CS2001 Source file 'C:\Users\Robert\OneDrive\Documents\GitHub\TweakScale\Source\Scale\..\Configuration.cs' could not be found. Scale C:\Users\Robert\OneDrive\Documents\GitHub\TweakScale\Source\Scale\CSC 1 Active Are these needed and just missing?
  21. Well, took a while, but finally got visual studio up and running, compiling a hello world (for both a part module and runtime mod), and I'm thoroughly confused as to what kept it from working the whole time. But it works now. I'll see if I can get TweakScale to compile on my comp now.
  22. Okay, I was able to randomly fiddle with things I've tried before, and got it working again; I switched the .NET target to 4.0, rather than 4.7.2, and now both parts of my hello world work. And, as one might expect, I no longer get the error it can't find that Module. I read here, and it says we should be able to use any 4.x .NET framework, though. So what's the real answer? Edit: Okay, now I'm real confused. I went back and tested other .NET frameworks to see which worked and which didn't, and now even 4.7.2 works. I'm very confused. I don't know what is messing up. Edit2: Annnnd, can someone help me figure out GitHub (again)? Just looking for a volunteer to help me figure out how to take my local files and make the github repo online match. I don't know why this is so hard.
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