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ValynEritai

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Posts posted by ValynEritai

  1. 32 minutes ago, Daniel Prates said:

     

    Got it. Thanks a million once more. CKAN is a little new for me, I used to install everything manually under the assumption that it would resuld less of a mod-soup. Turns out I was wrong, CKAN is a wonderful tool, everybody should use it. 

     
     

    I'd never modded before because of the manual mod-soup issues, but CKAN really has helped me... but now I've got like 200+ mods. Send help. :P

    Back on topic now, any idea of when my Bluedog Design/Sounding Rockets compatibility pull request will be merged @ShotgunNinja ?

  2. 10 hours ago, politas said:

    A quick announcement: If you're getting a lot of authentication/trust failures when downloading mods, that is due to Spacedock's SSL certificate being issued by a certifying authority that is rapidly becoming untrusted by the organisations you're trusting to tell you who you can trust.

     
     

    StartSSL, I take it? Thank god I'm using Let's Encrypt. haha

    Back on topic, will CKAN be adversely affected when/if said CA is done and dusted and SpaceDock doesn't change CA?

  3. 6 hours ago, MaxZhao said:

    Thanks a lot! I've been looking forward to this a lot! I'm also trying to learn about MM patches so this will be an excellent material!

     

    Edit: had a look at the patch, awesome! But I noticed that you've also added internal antennas for bluedog probe cores, isn't this inconsistent with all the kerbalism setting where all internal antennas are disabled?

     
     
     

    Actually, the antennas are merely set to INTERNAL in CommNet, I had this thought too, then had another thought that it could just be to get the ship into the atmosphere, then antennas can be deployed afterwards so they don't snap under dynamic pressure.

    If this is all wrong, I'll be happy to change this in a new commit.

    EDIT: Based on some feedback, some playtesting and some realisation, the internal antennas are gone and I've made the antenna ranges a lot shorter as they are based on IRL antennae and we haven't got many that can get past Mars, especially considering these Bluedog antennae are so small compared to others..

  4. I'd just like to say that if anyone is using my patches for Sounding Rockets and Bluedog, PLEASE redownload my latest commit. I mucked up the antenna ranges, plus forgot about a lot of Bluedog probe cores, and indeed my initial commit was WAY out of balance. so it should be all updated and fine now if you wish to use them. If you haven't been using them, rest assured they should be working fine for 1.1.9.

  5. 30 minutes ago, JediRangerkendor said:

    So how come the ones from Blue Dog haven't been patched?

    No-one's had the time to do them. Until now.

    Yep, I just did them. Fair warning, they may be horribly unbalanced, but I've done them as close to what you'd expect them to be judging by the description and calculated values.

  6. 3 hours ago, ShotgunNinja said:

    @JediRangerkendor Right now these antennas are supported directly:

    • stock
    • ven stock revamp
    • J2X Antenna
    • Origami
    • the little transmitter of SurfaceExperimentPack
    • SampleReturnCapsule get an embedded antenna
    • the antenna in Tundra parts pack
    • one of the cupolas in Stock-alike Station Parts Expansion get an embedded antenna

    I am open for contributions of other patches. It's not hard to write these (the Antenna module specs are here, for instance).
    The ones in the list above are either things that I used personally at some point, or patches that users wrote for themselves and then shared with all other users.

     

     
     
     

    I read this and decided to forgo working on Bluedog for now and worked on Sounding Rockets instead. Pull Request

    EDIT: Found a small typo. It's fixed and ready for merging.

  7. On 1/7/2017 at 11:59 AM, ShotgunNinja said:

    @Nereid Until now when firing OnScienceReceived I was assuming the first parameter is data size (in Mb). But now I double checked and stock is passing the science credits instead... ooops my bad. Will pass science credits as first parameter in next version.

     

    Any idea on when the fix for this will come in? This is about the only blocking thing from me starting my KSP Let's Play. :P

  8. 52 minutes ago, bpilgrim said:

    I hate to bring up ghosts from the past, but I've had a few issues with EC recently that have resulted in Kerbals burning up or freezing to death.

    The first one: I have a station in 200 km circular orbit with a lab, greenhouse, and 4 gigantor arrays (and other stuff but those are the big EC elements). Occasionally (maybe 30% of the time) when I go to 10000x or higher warp the station's EC drops to 0, life support off, Kerbals dead. It appears that if the station it happens when the station is in shadow at the start of a warp but I'm not completely sure about this.

    The second one: I did a Mun mission today with a command module and lander. After landing I got the lander into low orbit (6000m Pe) to set up rendezvous. I switched to the command module (in higher orbit but still 6000m Pe) so that I could warp faster and soon after I sped things up to 1000x the lander EC dropped to zero, Kerbals dead. At first I figured that I hadn't aligned it's panel's properly so I reloaded, double checked, tried again. Same result. Switching tactics, I moved the lander into a higher orbit and kept it as the active vessel during time warp. Now, the command module's EC drops to 0, Kerbals dead. At this point I decided to do some investigation and get some screenshots. After playing around a bit, it seems that Kerbalism is considering the vessels to be in shadow at times when they are clearly not. If the vessel is active this doesn't seem to matter; I was still gaining EC from the panels despite the shadow icon in Kerbalism. But I'm guessing this is what was causing the problem when the vessel is not active. Screenshots link below so you can see for yourself.

    http://imgur.com/a/xw7Zz

     

     

    This would explain why my probe just randomly ran out of power despite having backups and production maxed out...

  9. 4 minutes ago, ShotgunNinja said:

    A lot of mods assume experiments DataScale to be 1.0. That was okay for some stock experiments (but not all of them), so the problem is in how Final Frontier and other such mods forget to consider DataScale when evaluating the science credits.

    1

    Understood mate. I'll relay this over to Nereid and hopefully something gets done.

  10. Final Frontier has a little quirk with Kerbalism where the data size in megabytes is what sets off the science ribbons and not the actual science data gained. Noticed this when I sent up Jeb for 30 days to finish a contract. Easy Research VII or something without actually getting 1000 science. I'm posting this in both threads so you guys can collaborate on a fix or something. Both mods are pretty essential to me. haha

  11. Final Frontier has a little quirk with Kerbalism where the data size in megabytes is what sets off the science ribbons and not the actual science data gained. Noticed this when I sent up Jeb for 30 days to finish a contract. Easy Research VII or something without actually getting 1000 science. I'm posting this in both threads so you guys can collaborate on a fix or something. Both mods are pretty essential to me. haha

    EDIT: ShotgunNinja has replied, something about the value of DataScale needing to be checked and not hardcoded.

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