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Posts posted by Tacombel
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3 hours ago, ruiluth said:
The docking ports are open, that was the first thing I checked. If you look closely, you can see in the screenshots that the lower space includes both docking ports and the next part, and the upper space does not extend as far as the docking port. So that's definitely not the problem.
Then probably that part has no configuration for CLS, or it is not pasable in that direction. I think that you can check the CLS configuration on the VAB.
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11 hours ago, seaces said:
(I don`t know how to insert image, the button Insert image from URL does not like this link and imgur gives error when I try to upload there).
Get the link from Imgur. Use Under image from URL just under your message and add .PNG to the end of the link. Done
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1 hour ago, ruiluth said:
I'm having another issue that I can't figure out how to solve. I have two parts that are connected and passable, but for some reason, CLS is not putting them in the same internal space. I cannot figure out why. I even went through my persistence file and verified that the parts have the CLS module and it's enabled and configured properly. Nothing relevant in the logs. Anybody have any ideas for things I could try? For now I've enabled "allow unrestricted crew transfers" but that kind of defeats the point of having this mod at all.
Check that the docking ports are open. Ship manifest can help with this.
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9 hours ago, Jackmason said:
it all started with a old mod that stuffed my recall i deleted the mod and fixed recall but when trying to get in it gets stuck on the updating parts thing here's my . log please help
Install zerominiavc and it will correct it.
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3 hours ago, mjl1966 said:
Fill a Kontainer with stuff -- take it out for spin. Engineer hops off, grabs their drill, opens the kontainer and... can't do anything EVA. For example, can't grab a KIS pylon and put in the ground. The only thing they can do it transfer stuff from the kontainer to their equally inaccessible "inventory," if it's something real small. Is this my design, a possible bug or am I missing something?*
*"Inventory" = the two slots with raised/shaded texture, not their personal inventory with many slots. I don't get this new inventory thing - it's just two slots and Kerbal can't do nothin' but look at them or move them to a Kontainer.It seems to me that you are mixing stock inventory with KIS, which are not compatible. If that is the case, you would get better help from the KIS thread.
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4 hours ago, Gotmachine said:
No. MM will only register a CLSInterfaces keyword if the interface dll is present. MM adds NEEDS keyword by looking for *.dll names and gamedata root folders names.
As long as no ConnectedLivingSpace.dll exists, and that no ConnectedLivingSpace gamedata root folder exists, a NEEDS[ConnectedLivingSpace] patch won't be applied.That's what I mean. As soon as somebody installs Kerbal Health, the DLL is there, whithout the "main" mod present, no?
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14 minutes ago, Gotmachine said:
It will cause any mod having a MM patch relying on a NEEDS[ConnectedLivingSpace] to have that patch wrongly applied when CLS isn't actually installed.
Wont that already happend ?
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16 hours ago, AtomicTech said:
Does this work in KSP 1.12.2? I'd love to use this!
If not are there any alternatives.
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3 hours ago, garwel said:
The only solution I can come up with is to replace the DLL with a wrapper class that we can include directly in the source code. It's the way things are done with Blizzy's Toolbar, for example.
Would changing the name of the DLL work? As in clsvxxx.dll
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4 hours ago, micha said:
Hi @Tacombelou're asking about making a mod in CKAN that's a possibility although won't really remove the issue - for people not using CKAN, it will still be need to be bundled with mods.
Exactly that. But the library should be indicated as a dependency to be downloaded separately, which of course has its own problems with users. But as it is now people installing both mods will not be able to play unless they install one of the patches by Gotmachine or Lisias, or zerominiavc, that will tell them to delete one of the DLLs to avoid the conflict. But if they are not aware of any of this the first thing they will know is the game crashing with no idea of what is causing it.
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At the same time that I was testing, I was changing the absolute paths of your scritp to relative paths, because I prefer to have all your files in a subdirectory, so perhaps I screwed something, but I am getting this when launching the script
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On 10/21/2021 at 6:42 PM, KriLL3 said:
... Where would that tab be? Can you go through it step by step? I've looked around the settings both in-game and on the main menu and I can't find something TAC related.
Beware that you are quoting a post more than two years old.
Yo can find the options tab here:
Esc>settings>Difficulty options: custom
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Our messages crossed :-)
I had just modified one paragraph
50 minutes ago, Tacombel said:One thing that is a pity, compared with MA is that as the last event is not the las, but one that goes backwards, the final spacecraft state is not that of the final final event but that of the encounter between (+) and (-), so you lose that feedback.Now I think I understand that this makes sense no more, as the kinematic state is already defined as my desired target and all the calculation is aimed at merging (+) and (-) -
Working perfectly. I already adapted it to intercept Jool satelites and was spot on.
One of the things that confused me of your examples is that I think the (+) (-) are not always related to forward and backward propagation. I will check.
In your .mat some constrains are duplicated, any reason?
One thing that is a pity, compared with MA is that as the last event is not the las, but one that goes backwards, the final spacecraft state is not that of the final final event but that of the encounter between (+) and (-), so you lose that feedback.Now I think I understand that this makes sense no more, as the kinematic state is already defined as my desired target and all the calculation is aimed at merging (+) and (-)One discrepancy of what I did compared with your instructions is that when I edited the constrains I had no edit window, but a pop up saying position, speed and time had been selected or something like that, so no checkboxes or scale factors to introduce. I edited then the constrains to introduce the scale factors.
Also, you don't specify the objective function. I selected Total spacecraft mass, correct?
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What a great explanation. I will try it as soon as possible, thx.
A couple of doubts:
Where does the value for C3 come from?
And the values for event 5?
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Hi @Arrowstar
I am in a new run of KSP and tried again my hand at KSTOT, but I still dont get how to make LVD work. MA was, for me, more intuitive, but LVD has so many options, propagations and posibilities that I hardly get anything.
What I am trying to accomplish was relatively easy with MA. I start in a circular orbit above kervin and want to plan a simple trip to Jool. Do you have any step by step guide to accomplish this?
Arrowstar or anybody help is welcome :-)
Thx.
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54 minutes ago, linuxgurugamer said:
Which mods have the CLSInterfaces .dll installed?
Connected living spaces and Ship manifest, both from the same authors. In this case the second one is the "original".
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Hi, Micha. It has been not a problem until now, but with the recent "stuck on Loading part upgrades" that happens when there are duplicated dlls, I see that shipmanifest uses CLSInterfaces.dll as a plugin. May I suggest changing this dll to be its own mod to avoid this situation?
Just a suggestion, not even a request, as I haven't been able to detect any problems with the current situation.
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zero Mini AVC is also detecting for me two sets of duplicated dlls, the already mentioned katlib.dll and also CLSInterfaces.dll, but I am having no problems, that I know. Would it be wiser to leave things alone if it is working?
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When you added the new mods you probably added some duplicated dlls, that is what causes the problem you describe.
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Another try failed, this time to 75km. It reduced the throttle to 0.1twr and never reached the target altitude, finally giving a failure message.
On the other matter, is a two stage rocket with a target Ap of 250km. The first one is enough to reach target Ap, so the engine cuts. It keeps coasting until 70km and then stages and simultaneously turns towards the circularization node, creating some confusion.
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Is it really a problem to launch to a orbit below 250km? I usually launch my rockets to 100km.
Edit: I just went to 100km without problem.
Also, the script stages the second stage when 70km are reached and immediately points to the circularization node, creating a small caos. It would be more beautiful if there where some time between the two events. Staging as soon as target apoapsis is reached would be ok.
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Hi @Qwarkk:
SOLVED: The problem was the absence of launch clamps.
Trying to use your script, and KOS, for the first time, but running into some trouble, that is probably my fault or interference with another mod.The problem is that when I launch, the main engine starts to ramp up, but after a few seconds it stages the second stage. It is a simple rocket with just a main engine (Skipper) and a insertion engine (terrier).Thx
[1.12] Stockalike Station Parts Redux (June 12, 2022)
in KSP1 Mod Releases
Posted · Edited by Tacombel
@Brigadier
This is a problem that occurs when you have two DLLs with the same name. It is a known KSP and has nothing to do with this mod in particular. To solve it you can install zerominiavc and follow any advice it gives. Also, you can try with communityfixes. The first one in ckan an the other