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mateusviccari

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Posts posted by mateusviccari

  1. Ok this mod convinced me to buy the volumetric clouds mod and now I don't know what I was doing before. The game looks amazing. Did a few cheats to get to some planets in aethera and they look very polished. It was a long time since I last played stock system. Just started a new career, finished the first minmus contract, didn't even unlock the first fission engine but already got an "explore aethera" contract. Seems to me that it escalated quickly but the mission briefing says it is "easy as pie" so let's see.

  2. I think I saw a mod that allowed us that enables transferring of EC between undocked vessels, I just can't remember its name. I want to make a planetary base with a nuclear reactor, but I want to deploy the reactor on a rover to keep it at a safe distance from the base so I need it to be connected with the base somehow. I think kerbal attachment system allows this using cables but I want to deploy it remotely if possible.

  3. On 8/11/2023 at 3:46 PM, CalvonVulcan said:

    i see there are configs for parallax 2.0, but the scatterers dont work, so i dont get rocks on the moon surface and other places, any idea whats happening

    It doesn't have parallax 2.0 compatibility yet. Only ground textures. I'm not sure sure anyone's working on it.

  4. 13 hours ago, Voculus said:

    Does anyone have any examples of working submarines? I followed the guidance on the Wiki page as best I could. I've tried massive amounts of ballast, massive amounts of trim, on all sides, fore and aft, and everything in between, with varying levels of flow control. Nothing seems to get to get the boat to rest level at neutral buoyancy underwater. It either sinks to the sea floor, or bobs at the top, and never level.

    Could it be related to Scatterer? I think it changes the water physics, at least when on the surface.

    Are you using ferram aerospace research? It is known to mess with underwater physics

  5. @Astra Infinitum You don't necessarily have to wait for the whole game to load. You can open ModuleManager.configCache from GameData as soon as the patches finish applying, then alt+f4 and look for one of the parts you are modifying. Even with heavy modded installs it shouldn't take than long to save the cache. Still not ideal but way less time consuming than waiting for the whole game to load.

  6. 17 hours ago, jediKatana said:

    Minor problem here, but I don't have the mental energy to search 304 pages for the answer.

    How do you edit all instances of a node? I'm trying to alter multiple copies of RCS modules (Bluedog Design Bureau often has more than one RCS per part) but the handbook just doesn't seem to explain it, or maybe I'm just too oblivious to comprehend.

    I think this is what you need:

    @PART[*]:HAS[@MODULE[ModuleRCS*]:HAS[@PROPELLANT[MonoPropellant]]]:FOR[YourModName] {
        @MODULE[ModuleRCS*],* {
            //DoSomething
        }
    }

    The * after the comma targets all modules. You could also target by module order, like @MODULE[ModuleRCS*],0 or @MODULE[ModuleRCS*],1

  7. On 6/19/2023 at 9:45 PM, linuxgurugamer said:

    Try 3.4.4.1 before you do anything else

    Hi, sorry for the delay. I've tried it, also did not fix it. But I found the culprit. As I suspected, since I was apparently the only one having the problem every time entering VAB, it was another mod causing a conflict. More specifically, the RP0.dll from Realistic Progression One. I guess I'll open an issue on their GitHub.

  8. On 6/18/2023 at 11:13 AM, linuxgurugamer said:

    New release, 3.4.4

    • Moved initiation of cached values for the toggles from being initted at class instantiation to in the Start
       

    I think this might fix the problem of the key toggles for Symmetry mode and Angle snap of being set to null.  Please let me know if it happens after you install this version

    LGG

    It didn't work unfortunately, but I didn't try reverting to VAB as @Krazy1 did, which was also causing the unexpected behavior for me. I'll try isolating all my mods to see if I can find an inconsistency with one of them.

  9. 3 hours ago, linuxgurugamer said:

    Is it really every time, or just most?  It's something that I may look into, but need to be able to replicate it.

    It only happens occasionally for me with my JNSQ.

    Wierd

    Yes, every time. Just leaving VAB and entering again is enough for the keys to stop working. I also started experiencing this very recently. Since this mod hasn't been updated in a while, I suspect some other mod might be causing the issue. Here's my mod list:

    Spoiler

    000_ClickThroughBlocker
    000_Harmony
    000_KSPBurst
    000_TexturesUnlimited
    000_Toolbar
    001_ToolbarControl
    999_Scale_Redist.dll
    AJE
    AtmosphereAutopilot
    B9PartSwitch
    B9_Aerospace_ProceduralWings
    BahaSP
    BetterLoadSaveGame
    BetterTimeWarp
    CareerManager
    CommunityCategoryKit
    CommunityResourcePack
    ConformalDecals
    ContractConfigurator
    CryoEngines
    CustomBarnKit
    Custom_FARAeroData.cfg
    DeployableEngines
    DepthMask
    DistantObject
    EasyVesselSwitch
    EditorExtensionsRedux
    EngineGroupController
    EnvironmentalVisualEnhancements
    FarFutureTechnologies
    FerramAerospaceResearch
    Firespitter
    FShangarExtender
    HabTechProps
    HaystackContinued
    HeatControl
    HideEmptyTechTreeNodes
    HUDReplacer
    HullCameraVDS
    InternalRCS
    JanitorsCloset
    JSI
    KerbalChangelog
    KerbalImprovedSaveSystem
    Kerbalism
    KerbalismConfig
    KerbalJointReinforcement
    KerbalKonstructs
    KerbalRenamer
    Kopernicus
    KSCSwitcher
    KSPCommunityFixes
    KSPWheel
    LunarTransferPlanner
    MagiCore
    ManeuverNodeSplitter
    MechJeb2
    MemGraph
    MeusMods
    ModularFlightIntegrator
    ModuleManager.4.2.2.dll
    ModuleManager.ConfigCache
    ModuleManager.ConfigSHA
    ModuleManager.Physics
    ModuleManager.TechTree
    NavBallTextureChanger
    NavHud
    NavyFish
    NearFutureConstruction
    NearFutureElectrical
    NearFutureProps
    NearFuturePropulsion
    NearFutureSolar
    OfCourseIStillLoveYou
    OSSNTR
    Palette
    PatchManager
    PersistentRotation
    PlanetShine
    PreciseManeuver
    ProbeControlRoom
    ProceduralFairings
    ProceduralParts
    RCSBuildAid
    RealAntennas
    RealChute
    RealExoplanets
    RealFuels
    RealHeat
    RealismOverhaul
    RealPlume
    RealSolarSystem
    REPOSoftTech
    ReStock
    ReStockPlus
    RetractableLiftingSurface
    REX-Textures
    ROCapsules
    ROEngines
    ROHeatshields
    ROLib
    ROSolar
    ROTanks
    RP-1
    RP-1-ExpressInstall
    RP-1-ExpressInstall-Graphics
    RSS-Textures
    RSSDateTime
    RSSVE
    Scatterer
    ScattererAtmosphereCache
    Shabby
    ShipManifest
    SlingShotter
    SmokeScreen
    SolverEngines
    SpaceDust
    SpaceTuxLibrary
    Squad
    SquadExpansion
    StagedAnimation
    StationPartsExpansionRedux
    StationPartsExpansionReduxIVAs
    SXT
    SystemHeat
    SystemHeat_Extras
    TestFlight
    TextureReplacer
    TimeControl
    toolbar-settings.dat
    TrackingStationEvolved
    Trajectories
    TriggerTech
    TUFX
    VenStockRevamp
    VesselView
    Waterfall
    WaypointManager
    zKerbalismSystemHeat
    ZTheme

     

  10. 1 hour ago, UltraJohn said:

      

    steamButton.

     

    Probably not, although I haven't tried RP-1 so I don't know how it interacts with that. Try removing HUDReplacer and see if it's fixed, and post your logs.

    Did that, the culprit was actually "Hide empty tech tree nodes". Should have tried it before posting, sorry for that. Amazing mod by the way, revamping the interface was something that made the game even more enjoyable.

  11. 17 minutes ago, Nori said:

    Is there a way to search for a specific module when a part has multiple of that part? For instance if there are two modules called configure. I can easily grab the first one or the second one, but I would like to make sire I grab the correct one. Can I use something like HAS[title[start xyz]] ? 

    Yes, you can. It would look something like this:

    @MODULE[configure]:HAS[#title[xyz*]]

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