• Content Count

  • Joined

  • Last visited

Everything posted by JebIsDeadBaby

  1. JebIsDeadBaby

    [1.6.1] kOS v1.1.6.2 : kOS Scriptable Autopilot System

    What I have i mind is even simpler. I dunno a technical term for it, I think it's called Automatic-Line-Of-Sight-Guidance, where both tracking and guidance are performed by ground installations. The missile is kinda like an RC plane - it has no means of self guidance. This video from the 60s explains it. In-game it would mean that the T0/T1 core would work just as a regular core, as a ground based operator could run programs just like a Kerbal on-board a vessel (because the actual core would actually be a ground based IBM 704 style monstrosity, the in-game part would just serve as an interface for the player and could imitate a dedicated antenna for example). But a working connection would be required to transmit commands to a vessel. Without a connection it would be like trying to send commands to RCS thrusters on a ship with disabled RCS - the script would try to do it's thing but with no effect.
  2. JebIsDeadBaby

    [1.6.1] kOS v1.1.6.2 : kOS Scriptable Autopilot System

    After discussion about kOS core placement in the Tech Tree in Probes Before Crew mod (where the 0.625 core is available at Start, making the 1.25 core available later virtually obsolete) I got an idea of a new part for kOS and I hope this thread is the right place to share it. PBC mod places the 0.625 core at Start to let players toy with small sounding-type rockets before advancing to bigger ones. In stock kOS probe cores come a bit late and for a good reason, as they are a very powerful tool. However, how about a Tier 0 or Tier 1 part that would simulate early, ground based computer guidance? The part would be small enough to fit on 0.625 or smaller rockets, maybe radial. It would give an access to the terminal just as a standard core but: - it would have no internal storage - it would require connection to KSC (script would still run in the background until failure but the core would not be able to control the ship) - it would be a subject to signal delay This last thing would be quite hard to implement I imagine but if sensor readings like radar alt were delayed too, it would add a very interesting programming challenge for someone wanting to make a lunar landing with ground based guidance. On Hard setting the 1.25 core is the only one available for quite a long time, so it's the core of choice for early Mun missions. It's cumbersome and heavy enough to make a laggy, unreliable ground controlled core an interesting option.
  3. Sorry, it comes with Real Fuels (and it Coxswain, I misspelled it). I thought it's stock. I play on hard, so probably lower than usual, so yeah, maybe that's what I asked for. Anyway, that's just an opinion of someone who uses Real Fuels and will use your mod from now on. First RCS available at T4 becomes a challenge on Hard difficulty and I'll probably move it a bit lower to T3. BTW, I dunno if the only reason RCS thrusters come so late in stock is that they are not really necessary until you research a docking port or upgrade the Astronaut Complex (which allows for rescue missions). I don't think they would make the game any easier at lower tiers for someone who plays with stock reaction wheels settings.
  4. Separatrons, as all solid fuel engines in RF, have only one ignition, while Coxwain has 4, not to mention later orbital engines, which have 24. So I don't think separatrons will do. My bad, it's T5 indeed. And I just noticed I do have a linear RCS at T4 thanks to RLA mod. But I'm still a bit stuck anyway. I'm short of 30 Science to unlock it, I milked all the science possible with thermometer, goo, geiger counter and pressure sensor and the next contract requires me to get to a stable orbit and then recover the vessel. Without RCS it's kinda hard to ignite the second stage for orbital insertion and then again to deorbit the ship. Nope. And unless I miss something I'd say this mod is unplayable without RSC for reasons I explained in my answer to u/lordcirth (unless one uses reaction wheels to rotate the ship every time before ignition, which looks kinda silly and may not be even possible with Mandatory RCS mod).
  5. Hey _Zee, just discovered your mod, and it's amazing. Just started a new career and it's almost like playing KSP for the first time. I have some suggestions for early techs already: - thing very important for me as a Real Fuels user: in RF liquid fuel engines are subject to ullage, which means that in zero gravity environment they need a little push before they can be started. I usually use RCS thrusters for this. In my recent game I got stuck, because all RCS thrusters are T6 tech, way beyond my reach, so I can't progress beyond stable orbit mission. RF users will need at least linear RCS thruster as soon as Coxwain engine. - I'd switch 0.6m and 1.25m kOS cores. 0.6m core is smaller and lighter than 1.25m and makes it virtually obsolete from the beginning. I think 1.25m is available first in kOS for a reason - it's supposed to represent older, bigger and heavier electronics. I guess your idea was to allow players to use it with smaller rockets first, but early suborbital missions are so simple that they don't really require automation. kOS cores become useful in orbital missions, for which 1.25 engines are a must anyway (at least with stock parts).
  6. Suddenly my game started ignoring Kerbalism changes to experiment definitions. Science Box reappeared, low orbit EVA reports are again biome dependent, pressure and temp scans are now recoverable AND 50% transmittable. I checked KSP.log and it seems that all changes are discarded because I don't have FeatureScience, whatever it is... Is it a mod or sth? I checked older Kerbalism version and it seems that NEEDS[FeatureScience] was always there, so it seems something changed on my end. DMagic Orbital Science got an update recently, could it be something it? I've never heard about this FeatureScience...
  7. And here, although it never occured to me it may be caused by Kerbalism and I hadn't played without Kerbalism in a long time, so I don't remember if it was any better without it.
  8. Disclaimer: I'm not the mod developer, in fact I can't even program in C#. That being said... #autoLOC_number are handles for strings defined in localization files. Whenever the game finds such a handle, it looks for a string defined for this handle in config files. Squad's file is located in GameData\Squad\Localization and is called dictionary.cfg. You'll find all these #autoLOC_number handles there with their corresponding strings. You'll also notice that strings missing from e.g. Configurable Pods are all tech tree node names. The reason for this is, to the best of my understanding, that Kerbalism code tries to get these names by looking for title field in GameData\Squad\Resources\TechTree.cfg, where all tech tree nodes are indeed defined. However, this particular field uses #autoLOC_number handle and the code doesn't know this. So it copies the handle string and that's what you see in the game. The only solution I see is to manually change tech titles from handles to their proper names (which is not hard as they are literally in the same line, at the end). Then they will appear properly in the game modded with Kerbalism.
  9. Since no one seems to know the answer, you can easily check it yourself. Rename your GameData folder to, say, myGameData, create a new empty GameData and fill it only with mods (+dependencies) you want to check (+ Squad folder of course). Once you're done, rename your folders again. This way you can easily run the game with different mod configurations without deleting and reinstalling all of your mods.
  10. It is for me. I specifically created GameData folder with Kerbalism and VSR only (+ dependencies) to check VSR effect on Kerbalism and there is no doubt about it. I'm not saying it's the only mod that causes conflict with Kerbalism, I'm saying it's the only one of 36 mods I use.
  11. Well, it looks like you're using some ancient Kerbalism version meant for KSP 1.3.1, while playing KSP 1.6.0. I'd start with manually deleting Kerbalism from GameData folder and replacing it with the latest version downloaded from here: (2.1.1). Don't use CKAN, it sometimes gets confused by version numbering and downloads a wrong version, which is what I think happend to you. EDIT: and you may encounter the same problem as I had if you keep VSR, so try it without VSR at first.
  12. Are you sure you've attached the right log? Unless I miss something, the log shows you run KSP 1.3.1 with no mods whatsoever.
  13. OK, so I figured out what was causing all my problems, which included: - Kerbalism planner not working in VAB, only the header with SOI appears - resources not consumed correctly (for example solar panels do not produce EC, oxygen is not consumed, EC is consumed but shown as perpetual in the planner) - inability to move up and down in VAB (!!!) And the mod causing all this trouble is... VenStockRevamp (of all things!!). Without this mod everything works fine. With VSR, the moment you place mk1 pod in VAB, log gets spammed with this message Now, I have no idea why, as the new, revamped mk 1 pod is not affected by VSR (to the best of my knowledge), it has nothing to do with liquid hydrogen and I don't even think VSR messes with resources. The problem is easily replicated with KSP 1.6.0, Kerbalism 2.1.1, CRP, MM 3.1.2 and the latest VSR release. Would be nice if this conflict got solved as VSR still has some nice looking parts I like to use.
  14. I have the same problem (one of many). Have you figured it out?
  15. Please keep maintaining Basic DeltaV. Stock dV does not work with Real Fuels, so your mod is still very useful. v4.0 has a slight problem with KSP 1.6 though - display background color does not work. Instead of dark gray it's white, so white text becomes unreadable. It's readable with transparency set to 0% (or 100%? No color basically) but it's not as convenient as dark background.
  16. OK, so Kerbalism 2.1.1 with KSP 1.6 is a total mess for me. For starters, Kerbalism planner does not work in VAB, only the header with a name of a ship is visible. It shows in flight but resources like oxygen and EC always show perpetual even though they are consumed. But that's not the annoying part. The annoying part is - if I send a ship without food and water into space and switch to the map, Kerbal dies of hunger and dehydration in a matter of seconds. This does not happen if I don't switch to the map but for example return to KSC. The moment I switch to the map all hell breaks loose. No one seems to complain about this problem, so I guess I'm quite unique here? I also downloaded Kerbalism-master 2.2.0 that has some of bugs already addressed but it's just as bad.
  17. My guess is this is your problem. You're probably using new probe cores introduced in 1.5.1. RT 1.8.13 has no config files for them, they were introduced in RT 1.9.0. Without config files these probe cores do not obey connectivity rules and are controllable when there is no connection. Update your RT and this should solve the problem.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. JebIsDeadBaby

    [1.5] Real Fuels v12.7.3

    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.
  24. 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.