4x4cheesecake

Members
  • Content Count

    1,669
  • Joined

  • Last visited

Everything posted by 4x4cheesecake

  1. 4x4cheesecake

    [1.5.x] KSP-AVC Add-on Version Checker Plugin - MiniAVC

    Oh, I missunderstood you the first time, I got it now
  2. 4x4cheesecake

    [1.5.x] KSP-AVC Add-on Version Checker Plugin - MiniAVC

    Sounds reasonable to me and I have an idea how this can be added easily (and it would be much more fun than creating an UI ). Since I'm already working on some changes for AVC I could add this feature as well but I'll wait for a response from @linuxgurugamer ZeroMiniAVC just affects MiniAVC, right? MiniAVC doesn't have a config file, it doesn't even include the code to read the config from AVC. So, adding this feature to MiniAVC, would make it less mini and more AVC. I didn't add the "Override Compatibility" feature in MiniAVC so far for the same reason. I think, it is supposed to be "mini" and just perform a simple version check, nothing else.
  3. 4x4cheesecake

    Science Lab Not Transmitting

    Uff, there are a lot of exceptions regarding the science lab: NullReferenceException: Object reference not set to an instance of an object at ModuleScienceLab.updateModuleUI () [0x00000] in <filename unknown>:0 at ModuleScienceLab.onPartActionUI (.Part p) [0x00000] in <filename unknown>:0 at EventData`1[Part].Fire (.Part data) [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) EventData`1:Fire(Part) UIPartActionWindow:CreatePartList(Boolean) UIPartActionWindow:UpdateWindow() UIPartActionController:UpdateActiveWindows() UIPartActionController:UpdateFlight() UIPartActionController:Update() This message appears ~360 times. I thought this happens due a mod incompatibility since "LonesomeRobots Aerospace: Station Parts" is released for 1.3.1 but the mod doesn't contain a .dll file, just a bunch of models, textures and configs. I've checked the config for the science lab and it looks fine though. Kinda puzzled here...
  4. 4x4cheesecake

    Ask the Mods questions about the Forums!

    Had this idea as well, but it just doesn't work for me. When I try this, I'll just copy/cut the text from the quote, not the whole box, even though the box is selected as well. Anyway, I assume you have tried it before answering the question so I've done a test on my laptop instead and suddenly, it works. Still not on the desktop pc but now I know that it is a local issue. Have to figure out what's going on there.... Thanks
  5. Well, I thought my idea would be a bit rough but sometimes, a mediocre idea will lead to a better solution just by pointing out a different way so I shared it ;) I actually found something in the API which may fit's your requirements: https://kerbalspaceprogram.com/api/class_flight_input_handler.html#ab309a576ff6585b88866641ea108b86b
  6. Little disclaimer: I'm far away from beein good in this and I have no clue how to code it properly in this case How about getting the config node of the keybindings, get the keys for pitch, roll,yaw and than check if these keys are pressed (Input.GetKeyDown(Keycode))?
  7. On windows, the output_log.txt is here: %USERPROFILE%\AppData\LocalLow\Squad\Kerbal Space Program (you can copy&paste the path into the adress bar of any folder) If you are not on windows, please take a look into this thread, it got a list with the log locations for win, mac and linux: And please, don't copy&paste the log here. Upload it to a filehoster/cloud and share a download link
  8. (honestly, we need a log, otherwise all we can do is guessing and this will take much longer than necessary)
  9. 4x4cheesecake

    [1.5.x] KSP Resonant Orbit Calculator

    install:
  10. 4x4cheesecake

    [1.5.x] KSP Resonant Orbit Calculator

    @Javelius welcome to the forum Did you install the dependencies as well?
  11. 4x4cheesecake

    Ask the Mods questions about the Forums!

    hm...do you know this one? It's a close call Anyway, I have a serious question though How can I add a proper quote while editing a post? If I use the quote button or mark some text to quote the section, it will always be added to the 'new post' editor, not in the 'edit post' editor. If just add an empty quote and copy&paste the text there, the autor of the original message will not be pinged and the quote also doesn't provide a link to the post so I would like to use the other options. Any ideas?
  12. 4x4cheesecake

    Making a long, multi-orbit burn

    Don't worry too much about the timing. On a long transfer, the timeing becomes less relevant and it is more about precision. On a transfer between Kerbin and Jool, a burn of ~1m/s dV can make the difference between "you got an encounter" and "you will miss the whole jool system". Even if you don't hit the perfect transfer window, you may need to spend ~10m/s dV more but that shouldn't be an issue. Just launch 10-15 days ahead of the transfer window, split the burn 3 or 4 times so you will end up in an orbit with an Ap close to the orbit of Minmus. You can go further out but it will only take ~50m/s dV more to reach the edge of Kerbins SOI while the orbital preiode will increase much more. This is one of the things where you can spend hours of planning without getting a huge benifit from it, so if you have a little bit of dV to spare, I would suggest not to plan this maneuver too much. Just do it Maybe someone here wants to do the maths but you will probably save more fuel by splitting the burn than by hitting the perfect transfer window
  13. 4x4cheesecake

    Science Lab Not Transmitting

    In the mean time, just to be sure, it's actually science which is stored in the lab and you don't mix it up with data? The usual process looks like: do experiment, put the data from the experiment into the lab, start researching the data, wait some time, get science out of the lab.
  14. 4x4cheesecake

    request for module manager: Remove the Nyan Cat

    Save the cat (honestly, it's just a fun addition to an awesome mod)
  15. 4x4cheesecake

    [1.4.X] KS3P

    This is exactly what is planned for the next release
  16. 4x4cheesecake

    [1.4.X] KS3P

    Interesting, didn't know scatterer got issues with dx11 as well. Hard to say what the reason for the bright sky now, have to guess here: 1) Check be the ambient light settings of Distant Object Enhancement 2) At least for testing purposes, disable the Eye_Adaptation of KS3P in the config file (probably bloom as well but it doesn't look like bloom). Look for: Eye_Adaptation { Luminosity_Minimum = -8 Luminosity_Maximum = 4 Maximum_EV = -5 Minimum_EV = 1 Dynamic_Key_Value = True Type = 0 Speed_Up = 2 Speed_Down = 1 Range = 0.5,1 Key_Value = 0.3 } in the config file and put a // in front of each line (if you use notepad++, you can mark all lines and press ctrl + k). The entrywill appear multiple times for different scenes (flight, EVA, KSC...), be sure to disable all of them or to check the results in the scene settings you've changed. Well, or try these
  17. 4x4cheesecake

    [1.4.X] KS3P

    I guess it will work fine. As far as I know, there is no difference between the offical and unoffical version except for the DX11 support but I've never tried it on my own. Whoopsi *grabs a tissue to clean the glasses*
  18. 4x4cheesecake

    Crossrange... what???

    I found a really nice post about this topic: https://aviation.stackexchange.com/questions/21981/how-does-the-space-shuttle-slow-down-during-re-entry-descent-and-landing/23889 Down at the "S-turn" headline, you will find 2 pictures to describe the bank roll (I have honestly no clue why it is called a bank roll...I would call it just a "roll" but I'm not a native english speaker^^) and the crossrange
  19. 4x4cheesecake

    [1.4.X] KS3P

    I'm pretty sure, that this is your problem: KSP_x64.exe -force-d3d11 -popupwindow KS3P doesn't (officially) support DX11 (IIRC it is planned for the next release) but in the meantime, @jrodriguez build a DX11 compatible version: KSP itself doesn't officially support DX11, so you'll probably come across some other visual issues and it is something you should always mention if you run into a problem and report it here in the forum
  20. 4x4cheesecake

    Visible Planets

    When I installed the mod "Distant Object Enhancement" for the first time, I was totally blown away by the feature to see planets in the night sky. I never thought about this before and it didn't bother me but since I've experienced how it can be, I don't want to miss it anymore. Looking around during the launch or in orbit to find the planet I'm going to visit actually became one of my favourite things to do^^ On a fresh game, you will always see the inner planets beeing lines up and if you visit the jool system or eeloo, you can see the whole solar system...it is just beautiful So, I support this suggestion to add this feature to the stock game
  21. 4x4cheesecake

    [1.5.1+] Tweakable Everything Continued (replacement)

    When I check the config in my install, it's not empty: <?xml version="1.0" encoding="utf-8"?> <config> <vector2 name="bounds"> <x>-Infinity</x> <y>Infinity</y> </vector2> <double name="stepMult">1</double> </config> So, I guess something happend to your install. No idea what's going on there and reinstalling the mod would be the easiest solution, but out of curiousity: Are the other .xml files empty as well? There should be one in "TweakableDockingNode" and "TweakableReactionWheels".
  22. In the screenshot, do you see the very last button in the toolbar on the right? That's the button of Distant Object Enhancement and it will open the menu What's not working? What did you expect and what happend instead? Log file?
  23. 4x4cheesecake

    [1.4.X] KS3P

    the output_log is kinda hidden: %USERPROFILE%\AppData\LocalLow\Squad\Kerbal Space Program\output_log.txt and the KSP.log is in the same directory as your KSP_x64.exe (in yiur case, it should be in D:\KSP)
  24. 4x4cheesecake

    screen on start up

    If it is still the 22. february where you live, you can also start the game today to see the cats
  25. 4x4cheesecake

    [1.4.X] KS3P

    I assume you talk about the error.log which will be created on a game crash but I'm talking about the output_log, which will be written as soon as the game starts and since you got a screenshot which shows the issue, I guess that your game actually still launches and you can enter the game. Many mod issues are already logged during the loading screen, so a log would actually help