Katten

Members
  • Content count

    44
  • Joined

  • Last visited

Everything posted by Katten

  1. 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 =)
  2. How about air augmented solid fuel boosters? Is that a thing?
  3. 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."
  4. 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); } } } }
  5. 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
  6. 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?
  7. I did choose 3.5 when creating the project. There doesn't seem to exist a way to confirm this choice in 2017 tho.
  8. 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.
  9. 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.
  10. 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...
  11. 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
  12. Attempting to reproduce on another computer... so far no issues! Mods for reference
  13. It seems you still have mods in the Squad folder: "Squad/KAS/Parts/cPort1/part/KAS_CPort1" Maybe just do a complete uninstall and install if the folder structure is confusing
  14. An error report that seems to be related to this mod. This happens at launching a small vessel, tried a couple of times and it happened every time. Cleared up after uninstalling.
  15. Hello! Have an issue lately after migrating to 1.3.1, updating modes and installing new ones. But it doesn't seem related to other modes afaik. Any ideas? Output: (Filename: Line: -1) InvalidOperationException: Cannot get volume before parent has been linked! at B9PartSwitch.PartSubtype.get_TotalVolume () [0x00000] in <filename unknown>:0 at B9PartSwitch.PartSubtype.get_TotalCost () [0x00000] in <filename unknown>:0 at B9PartSwitch.ModuleB9PartSwitch.GetModuleCost (Single baseCost, ModifierStagingSituation situation) [0x00000] in <filename unknown>:0 at Part.GetModuleCosts (Single defaultCost, ModifierStagingSituation sit) [0x00000] in <filename unknown>:0 at KSP.UI.Screens.Editor.PartListTooltip.Setup (.AvailablePart availablePart, .Callback`1 onPurchase, UnityEngine.RenderTexture texture) [0x00000] in <filename unknown>:0 at KSP.UI.Screens.Editor.PartListTooltipController.CreateTooltip (KSP.UI.Screens.Editor.PartListTooltip tooltip, KSP.UI.Screens.EditorPartIcon partIcon) [0x00000] in <filename unknown>:0 at KSP.UI.Screens.Editor.PartListTooltipController.OnTooltipSpawned (KSP.UI.Tooltip tooltip) [0x00000] in <filename unknown>:0 at KSP.UI.UIMasterController.SpawnTooltip (ITooltipController tooltipController) [0x00000] in <filename unknown>:0 at KSP.UI.PinnableTooltipController.OnPointerEnter (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerEnterHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerEnterHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) UnityEngine.EventSystems.PointerInputModule:ProcessMove(PointerEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() .cfg PART { name = kube_test title = Kube Test author = Katten manufacturer = m3tech description = Take a moment to appreciate this elegant shape! By using advanced technologies, we have been able to construct a part whose every side is the same form as all the other sides! Remarkable, yes. But beware - if you drop it on the floor, you might not know what side is up anymore! MODEL { model = Kube/Parts/kube_test } rescaleFactor = 2.5 node_stack_top = 0.0, 0.5, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.5, 0.0, 0.0, -1.0, 0.0, 2 node_stack_left = 0.0, 0.0, 0.5, 0.0, 0.0, 1.0, 2 node_stack_right = 0.0, 0.0, -0.5, 0.0, 0.0, -1.0, 2 node_stack_front = -0.5, 0.0, 0.0, -1.0, 0.0, 0.0, 2 node_stack_back = 0.5, 0.0, 0.0, 1.0, 0.0, 0.0, 2 node_stack_cargotop = 0,0.48, 0.0, 0.0, -1.0, 0.0,1 node_stack_cargobottom = 0,-0.48, 0.0, 0.0, 1.0, 0.0,1 mass = 0.1 module = Part category = Electrical heatConductivity = 0.12 skinInternalConductionMult = 4.0 emissiveConstant = 0.4 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 breakingForce = 70 breakingTorque = 70 crashTolerance = 20 maxTemp = 1200 TechRequired = start entryCost = 10000 cost = 1000 subcategory = 0 attachRules = 1,0,1,1,0 bulkheadProfiles = size3 tags = baseVolume = 2000 MODULE { name = ModuleB9PartSwitch moduleID = core title = Core switcherDescription = Core SUBTYPE { name = Solid node = left node = right transform = core_solid transform = node_collider_solid } SUBTYPE { name = Truss node = cargotop node = cargobottom transform = truss_hollow transform = node_collider_hollow } SUBTYPE { name = Closed truss node = left node = right transform = truss_hollow transform = truss_solid transform = node_collider_solid } SUBTYPE { name = Tank node = left node = right transform = core_tank transform = truss_hollow transform = truss_solid transform = node_collider_solid } } MODULE { name = ModuleB9PartSwitch moduleID = tanks switcherDescription = Tank baseVolume = 1000 SUBTYPE { name = None } SUBTYPE { name = LFO tankType = LFOX addedCost = 1 addedMass = 1 crashTolerance = 50 transform = tank_lfo } SUBTYPE { name = Liquid Fuel tankType = LF addedCost = 1 addedMass = 1 crashTolerance = 50 transform = tank_lf } SUBTYPE { name = Monopropellant tankType = MonoPropellant addedCost = 1 addedMass = 1 crashTolerance = 50 transform = tank_monopropellant } } }
  16. Retrograde Locking

    You'd need a PI or PID regulator! EDIT: You already do I think in 's'! lol. I'm new to ksp programming
  17. tr-3b mod (help required)

    Remove the space between "thrust" and "Transform" in the cfg! =)
  18. Alright, cool! I saw B9 is updated for 1.3.1 now too, so I guess it's just a matter of time before everything is running
  19. Hi everybody! I'm working on a set of parts for building larger spaceships of non-round shapes! Would love some feedback. Here are all parts at the moment. Some are configurable via B9 Part Switch to include different meshes, attach nodes and resources. https://imgur.com/a/CDhcf Here's an example of a "small" craft using this system: https://imgur.com/a/fVvJa And a round vessel using some of the rounded edge parts and adapters: https://imgur.com/a/IrVx0 I'm more or less a beginner on modelling and texturing, so any here's what I would like to ask: * What do you think of the concept, is it worth continuing building on this? * Any advice how to take the modelling and texturing to the next level? * Any idea about how I would make models flow together better? I have tried to match up the textures but it becomes pretty hard when there is multiple shapes involved. Updated with v.0.03: https://www.dropbox.com/sh/ue8t26tqn6b6vx2/AACPEC4-Atm4hG4yvYA8j4Kqa?dl=0 Patch log: Requirements: * B9PartSwitch * NearFutureConstruction (I use the fuel tanks from there - I don't know if that is legit.. might change over to IFS instead in any case) Recommended: * ReCoupler (larger crafts will benefit from using all the extra attach nodes that the cube format creates) Planned: * Improve texturing * Transfer to IFS * Add engine mounts * Add areospike engine * Add IVA??
  20. Hi there! How would I go about adding a mod from Spacedoc to CKAN? Specifically this one: https://spacedock.info/mod/1539/Kube I tried to follow the guide here, https://github.com/KSP-CKAN/CKAN/wiki/Adding-a-mod-to-the-CKAN. But I don't understand from it what netkan does, what I'm supposed to do with it, what I'd put the netkan file. I have poked around in the master.tar.gz file and can create one of those .ckan for my mod, but I don't know if this is really the normal workflow... Advice, please =D
  21. [WIP 1.3.1] Kube - spaceship parts

    v0.03: Today I'm making adapters. So many adapters, lol. Couple more pics here. https://imgur.com/a/CDhcf Also testing in space! Some new 5m parts! Both the front cone and the back cylinder are single parts. The habitats and the cargos are 4 wedges each! https://imgur.com/a/IrVx0 The patch worked great, thanks so much! The content of extra categories tend to be removed when reloading the database, but that seem to happen for all mods, so I won't bother solving that.
  22. tr-3b mod (help required)

    Hey! Did everything go well after (y)our chat?? =)
  23. Kerbal Space Program 1.3.1 is live!

    Fix Cannot Deploy while stowed messages. AMG!! <3
  24. Big Kerbal Rocket, to the Mun!

    I see, so I think a small definition of what this means in ksp would be good. For example, is that a 2 stage rocket specifically? Is aesthetics/shape a factor? Should it have a big cargo bay/nose cone or is it ok without it?
  25. Big Kerbal Rocket, to the Mun!

    What's BFR??