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About JebIsDeadBaby

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  1. JebIsDeadBaby

    [1.5.1] Advanced Jet Engine v2.12.1 (Nov 11)

    Hi, for every AJE jet engine I get the following error in KSP.log However everything looks just fine in Modulemanager.ConfigCache. Can anyone take a look and hopefully figure out what is the problem? ModuleManager.ConfigCache KSP.log EDIT: solved. I noticed in KSP.log that AJE still depends on 3.6.1 version of Solver Engines, while I had it updated to the latest 3.7.0. After downgrading to 3.6.1 AJE started to work properly. KSP.log I attached shows previous version of AJE installed, as I was trying different versions at the time of posting and didn't notice it's the log from that trail. However the latest 2.12.0 version of AJE depends on 3.6.1 version of Solver Engines too and that's the working combo I use now.
  2. JebIsDeadBaby

    [1.5.1, 1.4.5, 1.3.1] RemoteTech v1.9.0 [2018-10-29]

    Yeah, sphere got v2 variant to. And few others. You need to add configs for all of them if you want to make them obey RT rules. Just check Squad/Parts/Command folder for new v2 variants. Can confirm there is no delay though, both with new and old cores.
  3. JebIsDeadBaby

    [1.5.1, 1.4.5, 1.3.1] RemoteTech v1.9.0 [2018-10-29]

    Is it the new OCTO probe you're using? New probes introduced in 1.5.0 have different names in config files than the old ones, probably to let players use old versions in their ships designed in 1.4.5. So the new OCTO is now called probeCoreOcto_v2 while the old one is just probeCoreOcto. RT was not updated for version 1.5.0, so it obviously has no configs for these new probes. You can however add them by yourself by editing RemoteTech_Squad_Probes.cfg. Simply copy a config for the old core, paste it below and add _v2 to part name. I had the same problem as you and this solved it.
  4. Sure, it's pretty easy as it turns out. Just word of advice - in FerramAerospaceresearch -> CompatibilityChecker line 61 - set Versioning.version_minor == to match your KSP version. Otherwise it won't work.
  5. Can't see anyone trying to recompile against 1.5.0, so I gave it a try. Thanks to @MicUK88 for detailed instructions. Here is the link to zipped .dll files. They should go to Kerbal Space Program\GameData\FerramAerospaceResearch\Plugins as usual. Everything seems to work as it used to for me. This was however my very first contact with Visual Studio, compiling and all that stuff so I don't give any guarantees. Feel free to test it. Also @Cholerix I can confirm that without setting minor version to 5 in CompatibilityChecker.cs, new .dll's did not work and affected aerodynamics in a strange way. Some instruments in Mk1 pod (altimeter, atmometer and speedometer) did not work at all, as if the game somehow could not get this information. Above 1000 m drag was almost nonexistent.
  6. JebIsDeadBaby

    Kerbal Space Program Update 1.5 Grand Discussion thread

    Anyone else's Mk1 v2 pod comes with half of the instruments in IVA not working at all?
  7. JebIsDeadBaby

    [1.3] Real Fuels v12.2.3 July 30

    Hi, is it RF that adds extra tank to command pods? If yes, where these tanks are defined? In the game they are described as Service Modules, however tweaks to this type of tank in RealTankTypes.cfg does not affect tanks in command pods. EDIT: OK, I found it in RealFuels-Stockalike/Fuel_Conversions.
  8. JebIsDeadBaby

    [1.3.x/1.4.x/1.5.x] Kerbalism v2.0.0

    I guess I was wrong on what mod does what. In my game every capsule has some internal volume available, in case of Mk I it's 50 liters. You can fill it with any mixture of resources you like. On the list there are Kerbalism resources as well, so I was always convinced this feature was introduced by this mod. It so happens that if you use this volume in MK I for EC only, you can fit 50k of EC in there. Now that I think of it, if this volume was not introduced by Kerbalism, then it's Real Fuels probably and volume taken by resources is probably defined somewhere in Community Resource Pack... Well, thanks for clearing that up for me anyway.
  9. JebIsDeadBaby

    [1.3.x/1.4.x/1.5.x] Kerbalism v2.0.0

    I think volume per electric charge unit should be tweaked a bit, like multiplied by 100. Right now you can fit 50k units of EC in a Mk I pod. It's an equivalent of 500 small stock batteries, which would weigh 2.5 t and would require 63 layers of 8 batteries each. Abusing this is very tempting in early career game. I think 500 EC should be all you could fit in a MK I.
  10. JebIsDeadBaby

    [1.5.0] Procedural Fairings (2018/10/18)

    I have a problem with a fairing shaped as on the picture above. On the ground it behaves properly. In space however it seems like ejection force is gone and only ejection torque remains. Slimmer fairings work OK. I never had any problems with procedural fairings. It so happens that I installed Principia mod recently. Could it be Principia causing this? EDIT: so it seems that reducing size (diameter) of this particular fairing to 1.25 makes ejection force to work in space again. Anything larger and ejection force is gone. EDIT 2: actually it seems ejection force is gone the moment a rockets leaves the pad. EDIT 3: and with Principia removed ejection force works as intended again. So it is Principia after all. Principia is mostly .dll files so it will be hard to figure out why does this happen I guess?
  11. JebIsDeadBaby

    Help with basics of exporting from Unity

    That was it. A noob mistake indeed. I assumes that root is where .cfg file is, when in fact it's in Game Data, where Module Manager sits. Thx a lot.
  12. Hello, sorry if answers form my questions can be easily found elsewhere but I literally started my modding adventure yesterday and still can't wrap my head fully around all this new Blender, Unity and forums stuff. So I believe I imported my new part to Unity properly (I followed Unity part of this tutorial step by step). Very basic stuff, just a textured cylinder. I use Unity version 2018.1.1f1, KSP PartTools from the first post in this thread and play KSP 1.3.1. My part does not appear in the game. KSP log goes as follows: I have .mu and .mbm files in my mod folder, as well as .cfg file. What could possibly be wrong? Will my Unity+PartTools combo even work with KSP 1.3.1 or is it for 1.4+ only? I know that there may be dozens of possible causes but maybe I did some basic noob mistake...
  13. JebIsDeadBaby

    [1.3] Real Fuels v12.2.3 July 30

    Hi, I'd like to write a config file for an engine. Is there some formula that allows for translation of real world parameters into RF ones? Or is it done by trail and error until engine performance makes sense in the game?
  14. JebIsDeadBaby

    [1.3] Real Fuels v12.2.3 July 30

    Well, according to the description of the Service Module tank from the 3rd post of this very thread: So to my understanding you need a highly pressurized tank for RCS to work (so Service Module of Fuselage types). Yet they work just fine on a rocket with Default tanks only.
  15. JebIsDeadBaby

    [1.3] Real Fuels v12.2.3 July 30

    Hi, KSP 1.3.1 + RF 12.5.0 + RF Stockalike Configs 3.2.4 - RCS works with no problem even when no Service Module is attached. Is this intentional or a bug withing RF or RF Stockalike Configs?