Katten

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About Katten

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  1. Thanks for the suggestion! I tried it, unfortunately with the same result. The idea with this decoupler is being able to have a probe with two "noses" or other parts that only have one stack point. For example, a parachute on one end and a solar particle collector on the other end. Or an antenna, etc. So there is room to put a parachute inside the hollow area, attached to the bottom of the base plate. The base has a mesh collider that is just the plate, and the same thing goes for the decoupler. There are no colliders for the struts and nothing inbetween them.
  2. Ah right, here's the base: And here's the decoupler:
  3. Hi! I have created a decoupler, but it has an issue. It consists of two parts, the lower part which is the actual decoupler (on the right), and a base structure that remains on the vessel (attached to the core). * Now, if I attach the decoupler directly to the core, it will eject nicely. * If I attach it to the "base", it can decouple, but it doesn't eject. That happens both if I attach it to the bottom of the base plate, and if I attach it to the lower "virtual" attachment point which is the intended target for it. * However, if I turn the base upside down, and attach the decoupler to the other side of the plate, it will again eject correctly. Any ideas why this is happening? What is the requirements for an ejection force to be applied?
  4. Aha, good points. So, how about in ksp if you ship an air augmented booster as an ascent stage to a planet with oxygen, would that be a business case? Does any ksp planet have oxygen btw? Ive only been to duna really =)
  5. How about air augmented solid fuel boosters? Is that a thing?
  6. Let it be known for all future that Aelfhe1m rocks! Totally worked, after (for reference) clicking "Tools -> Get Tools and Features -> Modify -> Workloads -> .NET desktop development."
  7. Aha again! There is no such choice for me, so probably need to install it... thanks, checking! I wouldn't have guessed, considering the first option actually was able to run, catch key events and print debug output
  8. Aha! I chose Universal Windows! Trying "Class Library (.NET Standard)" now... I chose 3.5 again, but after creating the project it says Application -> Target framework = .NET standard 1.4 Sounds weird?
  9. I did choose 3.5 when creating the project. There doesn't seem to exist a way to confirm this choice in 2017 tho.
  10. Hi! I'm trying to make what is more or less a hello world mod. I got it running okey, but when adding another line of code accessing the FlightGlobals variable I get the following error: FileNotFoundException: Could not load file or assembly 'System.Runtime, Version=4.0.20.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies. Any ideas of what this means? I'm using VS2017, chose net 3.5 when creating the project (but this is not visible in the project file) and added references to Assembly-CSharp, Assembly-CSharp-firstpass, UnityEngine, UnityEngine.UI. using System; using System.Collections.Generic; using System.Linq; using System.Text; using UnityEngine; namespace NamespaceName { [KSPAddon(KSPAddon.Startup.FlightAndEditor, false /*once*/)] public class ModName : MonoBehaviour { public void Update() { if (Input.GetKeyDown(KeyCode.F5)) { Debug.Log("F5"); // Causes exception when the following two rows are added: Vessel vessel = FlightGlobals.ActiveVessel; Debug.Log("Name: " + vessel.name); } } } }
  11. How do I space?

    I like the mod "Unmanned before manned", which requires you to have a more natural progression, starting from probes rather than manned missions. It also supplies you with contracts that will bring you further and further, providing some guidance on what to do.
  12. Does it work to click Alt+F12 to open the debug menu? In that case, go to Input Locks -> Clear, that's a classic moce that will solve some stuff like this.
  13. Right-click the klaw, there should be an option there to Lock or Release the pivot (or some similar wording). Lock it when it is outside ofc! And don't relasease the grip itself tho, especially if you have a mission to catch it - the asteroid will count as previously touched and will not be counted for the mission. The hard part is trying to match up the center of thrust with the center of mass, so your ship doesn't spin when you start the engine...
  14. Alright, I have progressed a little bit to reach the point of my first computer, and started getting crashes. Here's 4 logs, sometimes at launch, reverting or going to space center. https://www.dropbox.com/sh/z8fbmt9gwa2dhr3/AAA8dwEtKoVq7CBjfXhgDtxWa?dl=0
  15. Attempting to reproduce on another computer... so far no issues! Mods for reference