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Tonas1997

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  1. Sorry, I didn't phrase it correctly. Kerbalism experiments use a "toggle" animation rather than separate open/close ones; somehow, I got it to work with a telescope from another mod by referencing its TSTSpaceTelescope module's baseTransformName field, so I thought about trying to use the same solution on the TST advanced space telescope. Since that field doesn't exist on the part, I wanted to know if baseTransformName has a default value.
  2. Thanks! Would "open" be the equivalent to the Telescope transform found on the other space telescope? I reckon that one is more of toggle, which is what I need. MODULE { name = TSTSpaceTelescope maxZoom = 4 xmitDataScalar = 0.5 labBoostScalar = 1.2 baseTransformName = Telescope cameraTransformName = CameraTransform lookTransformName = LookTransform }
  3. Would this mod allow me to enable engine burning during time warp without fully enabling physics? I saw it being mentioned somewhere as an alternative to Persistent Thrust, which is somewhat broken in 1.10...
  4. Is anyone having issues getting this mod to work with bipropellant engines in 1.10? Weirdly enough, ion engines work just fine and generate thrust during time warp, but other ones don't: the PAW shows them as not having their fuel requirements met (even if they work just fine if I uninstall Persistent Thrust) and I can "ignite" them, but no thrust is generated and I can't see the Waterfall exhaust effects. The engine does appear to emit light as predicted by Engine Lightning, so something's acting up For reference, this is happening in an RO modpack.
  5. What's the default name for the deploy animation? I'm making a compatibility patch for Kerbalism and I need the animation name for the advanced space telescope.
  6. Is it possible to use ElectricEngineControllerFX to allow ion engines from other mods or stock to work during time warp? Most of them work quite simply (just regular engines accepting xenon and electric charge as propellants), but I can't find any documentation for this module Ideally I would be using PersistentThrust, but the mod seems a bit broken in 1.10...
  7. MAS seems to make the screen go black when a capsule implementing its IVA elements detaches from a Modular Launchpads base. The issue was identified here and I managed to replicate it as well
  8. Is the Pandora capsule weightless for anyone else? The config says it should have 3.0405 tons, but when I place it on the editor it immediately goes to 0... EDIT: nevermind, it was a faulty MFT config lol
  9. Getting a weird error in the orbit MFD screen (which doesn't show the orbit diagram with the blue ellipse, for some reason): [EXC 13:42:42.815] MissingMethodException: Vector3d Orbit.Up(double) JSI.MonitorPage.RenderBackground (UnityEngine.RenderTexture screen) (at <05eb104d0dd24f118b48a18639af1146>:0) JSI.RasterPropMonitor.RenderScreen () (at <05eb104d0dd24f118b48a18639af1146>:0) JSI.RasterPropMonitor.OnUpdate () (at <05eb104d0dd24f118b48a18639af1146>:0) InternalProp.OnUpdate () (at <c1858a3f77504bd1aaa946fdccf84670>:0) InternalModel.OnUpdate () (at <c1858a3f77504bd1aaa946fdccf84670>:0) Part.InternalOnUpdate () (at <c1858a3f77504bd1aaa946fdccf84670>:0) Part.Update () (at <c1858a3f77504bd1aaa946fdccf84670>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
  10. How do I get this to work with RPM? I have both mods installed, but I get blank screens on the MFD and a couple of errors: [ERR 20:23:23.940] Matrix stack full depth reached [ERR 20:23:23.940] Matrix stack full depth reached [EXC 20:23:23.948] MissingMethodException: Vector3d Orbit.Up(double) JSI.MonitorPage.RenderBackground (UnityEngine.RenderTexture screen) (at <05eb104d0dd24f118b48a18639af1146>:0) JSI.RasterPropMonitor.RenderScreen () (at <05eb104d0dd24f118b48a18639af1146>:0) JSI.RasterPropMonitor.OnUpdate () (at <05eb104d0dd24f118b48a18639af1146>:0) InternalProp.OnUpdate () (at <c1858a3f77504bd1aaa946fdccf84670>:0) InternalModel.OnUpdate () (at <c1858a3f77504bd1aaa946fdccf84670>:0) Part.InternalOnUpdate () (at <c1858a3f77504bd1aaa946fdccf84670>:0) Part.Update () (at <c1858a3f77504bd1aaa946fdccf84670>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
  11. There's something weird going on with random parameters... I have a "launch satellite" contract of which there can be a few simultaneous instances. The contract type has a random resource requirement parameter that seems to work fine when the contracts are generated, but after a while they all end up requiring the exact same resource amount EDIT: I was snooping through the persistent.sfs file and came across one of these glitched contracts; the parameter node delegate kept the random resource quantity the contract was generated with (710 units of ComSatPayload): PARAM { name = HasResource id = HasComSatPayload state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = AdvSatellites.RepeatComSats title = notes = completedMessage = hideChildren = True allowStateReset = True capacity = False RESOURCE { resource = ComSatPayload minQuantity = 1040 } PARAM { name = ParameterDelegate`1 state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 title = Resource: ComSatPayload: At least 710 units notes = completedMessage = } } Why did the minQuantity field change to something else? One of the contract instances was firstly generated with a 1040 unit requirement, so did CC assign that value to the rest of them? For reference, here's the actual contract definition:
  12. Is it possible to instead configure vents to use an EFFECTS node as you would with an engine?
  13. Hello! Two questions: Is the config MM-tweakable? It would be nice for us to be able to add in new patches like this @CIT_BAM_SETTINGS:FINAL { // Standard bipropellants @resdef ^=:$:;Kerosene,0.001: @resdef ^=:$:;LqdMethane,0.00064: @resdef ^=:$:;LqdHydrogen,0.00271: // hypergols @resdef ^=:$:;Hydrazine,0.00526: // intert gasses (absorb explosions) @resdef ^=:$:;Nitrogen,-0.0005: @resdef ^=:$:;Helium,-0.0003: // others @resdef ^=:$:;Antimatter,24.289: } but I can't see this node anywhere on the cache Does the mod provide a default configuration for non-patched resources? I jumped in game and parts that aren't explicitely configured don't produce any explosions
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