Jump to content


  • Posts

  • Joined

  • Last visited

Everything posted by bcqJC

  1. I'm also on KSP 1.12.2. So far, the mod has been working ok for me. It is a pain but you probably need to uninstall-reinstall the mods you use a few at a time to isolate which one disagrees with NavUtilities. FWIW, here's a list of the mods I have installed. It may help lessen the list of stuff you guys have to eliminate.
  2. You might want to look at OPT and OPT_Reconfig for examples. It does something close to what you're trying to achieve. And it also involves B9PartSwitch. Look for "FeatureBiasA" and "FeatureBiasB" in the CFG files. FeatureBiasA switches the variant fuel mixes. FeatureBiasB switches between the variant ISPs (by switching atmosphereCurve profiles).
  3. I installed the WorldStabilizer mod to fix that issue.
  4. I use the small Epstein drive a lot. Here's the patch I came up with to deal with the missing plumes in cruise mode. Placed it in GameData/__LOCAL. Seemed to me that the issue was caused by Cruise and Overdrive sharing the same effects. So the patch I came up with creates a new effect - running_open - by cloning the existing one and changing the plume model. It then assigns the new effect to the definition Cruise mode.
  5. Aside from its own parts, Hangar only provides models for stock parts. But if you don't have any qualms regarding clipping parts (some people do), you can radially attach hangars inside OPT cargo bays (or any other similar bays). In the craft below, I shoehorned a resized Radial Hangar to fit inside a OPT Humpback craft. Because the part I used, Radial Hangar, doesn't allow crew transfers, I had to do the following MM patch to allow the Radial Hangar to transfer crews into craft inside the hangar.
  6. One way to achieve this now is to play around with the color palette in ScanSat's Settings/Color Management section. You can use the color palette for Kerbin as a guide. The color map for Kerbin uses a separate color for water/sea level - blue with the gradient getting darker - that's why it's easier to tell the sea level parts when you're viewing a hi-res altimetry map. You can do the same for the moons and planets you are interested in.
  7. Save your game, preferably from the Space Center. Then load the save you just created and go back to flying your craft. The game should recognize your Engineers now. My experience is that every time I move the Engineers around to or from the Workshop or the Assembly Line parts, the mod seems to lose track of them. I'm playing 1.11.2. So I've made it a habit to save and load before I try to use the Workshop or Assembly line.
  8. @MODULE[ModuleEnginesFX]:HAS[#engineID[CenterOnly]] { } And another block for AllEngines, of course.
  9. Lisias, I have attached the logs to issue 92 above. As I've said, I have a workaround for it so it is not a biggie for me. Thanks!
  10. I'm on 1.11.2 and am using the most recent stable release of TweakScale. I'm aware that TS is not supported in 1.11.x. For those who are ok with workarounds... Below are the issues I've encountered and how I've worked around them. Scaled part reverting to defaults when copied. Workaround. With the part still attached, I rescale it 1 step down, then scale it back up to my desired scale. Somehow, this forces TS to re-do its magic and I end up with the target values for that scale, i.e. recalculated ISP, thrust, etc. Offsetted parts reverting to the attachment node when reloading a craft. For example... Scale up a part, partA; then attach another part, partB, to one of the attachment nodes. Then offset partB and attach another part, partC, to partB. When you reload the craft, you'll see that partB is no longer offset from the attachment nodes. Of course, anything attached to partB, partC in this case, has also moved. Workaround. Leave partB alone since it insists on going back to the attachment node. Just offset partC instead. This is where you'll learn the virtues of using the tiny Cubic Octagonal Strut. It's small enough to be practically invisible.
  11. WOW! I'm also experiencing this alt-copy reducing PAW to a slit (still works but the window is literally a slit); and copied parts spawning below VAB (only found out about it because I use Hangar Extender) issues. I've just dealt with it by exiting editor to the space center and coming back. It mostly happens to me when copying SPXR labs (Aqua and Greenhouse) so I though SPXR was to blame. But since I have a workaround, didn't bother reporting it. Never even mildly suspected it was Snacks.
  12. Whenever you get the chance, do a "Full Save". Go to the Space Center, press F5 to save. After the save completes, re-load the saved file. When you do a full save, you're saving the game state with the vessels not active. So KSP is just saving the last location and state of each vessel. Re-loading the save effectively resets the game. For me, this minimized Krakens, letting me enjoy the game longer without restarting. I have about 100+ mods installed. So restarts are a big deal for me. Keep your part counts low. This makes for smoother gameplay. Less parts for your PC to keep track of in flight. So any mod that allows me to minimize part count, is a plus. TweakScale lets me size up parts - why use 3 engines when you can size 1 up to give you 3x the thrust? Hangar let me carry vessels in a packed state. When you carry a docked vessel, each and every part of that docked vessel is simulated even though it's not in use. Configurable Containers lets me partition 1 tank to carry multiple types of resources vs 1 tank for each resource. Related to keeping part counts low... Avoid docking ships if you can. When you dock, 2 ships become 1. Ergo, more parts. Also, I read somewhere that KSP uses 1 thread/vessel. So by keeping vessels separate most of the time, you're using the multi-threading capabilities of your machine. Autostruts. Almost always, Autostrut to Grandparent (I use FullAutoStrut to enforce this). This gives a part 2 or more "attachment" strut points - the point of attachment, and its grandparent - making it less likely to detach when stressed. The "or more" occurs when the grand parent is symmetrical. When the grandparent is a symmetrical part, each occurence of the symmetrical part IS a strut point. You can see this by displaying autostruts - from Cheat menu/Physics, select visualize autostruts. Experiment using Radial Symmetry and using at least a 3 part symmetry - the lines overlap when you use a 2 part symmetry so you don't see the extra strut lines. By doing this, you are adding additional struts that act as a scaffolding around your ship WITHOUT increasing part count.
  13. Look at the TankTypes.CFG in GameData\000_AT_Utils. It has settings to add LqdMethane as a valid resource IF WarpPlugin mod is present. But it also adds a slew of other stuff. So... You can either create a WarpPlugin folder in GameData to trick CC into thinking that WarpPlugin (aka KSPIE) mod is installed - if you don't want to install KSPIE. OR install KSPIE. OR modify/replace TankTypes.CFG with a copy that includes LqdMethane in the list of "PossibleResources" for "CryoCooling" and "Cryogenic" tanks.
  14. Check that your installation has all the requirements. For me, this works in 1.11.1. I've gone through the cycle of capturing an asteroid, mining it for Ore, converted that Ore to Material kits using ISRUs, then coverting the MatKits to SpecializedParts, and eventually constructing craft.
  15. On the ground, SimpleLogistics allows you to refuel without even touching another craft. Unfortunately, it doesn't work in space because it requires both craft to be landed. In space, you can mount any of the grapplers to a robotics piston so that you can grab any external part of another ship which effectively docks with said ship. Personally, I use SPXR crew tubes for docking.
  16. The heat exchangers really good at drawing heat away from a part - 600x more efficient; and they can hold on to a ton of heat. This makes the attached part(s) (it only affects parts in its immediate vicinity) survive longer as long as the heat exchanger itself doesn't fail. But they're not as good at getting rid of that absorbed heat - 25% less efficient. That is why you need radiators - preferably Thermal Control Systems- to get rid of all that absorbed heat.
  17. I was having issues before around launching my OPT Humpback SSTO. Those are gone now after I installed TS and the latest version of EasyVesselSwitch. I don't really know which one actually fixed the issue or whether both fixed it. Nevertheless, things are working fine now. Thanks!
  18. This is hopefully the last update on the spawn issue for a while. Unless I encounter any game-breaking issue, I'll stay put with the current state of mods I have. Installed the latest Tweakscale update yesterday - TS Also EVS 2.2. The spawning issue is gone. I've switched over to a default config for WorldStabilizer to see if I can get rid of the CFG customizations. My OPT Humpback SSTO now launches without hiccups. I don't know which of those 2 updates fixed the issue. Things are stable so far. Looking forward to some gameplay this weekend.
  19. An update to the spawn issue... Note, I'm running 1.11 with a lot of mods - 100+. I got tired of using VesselMover to spawn my OPT Humpback ssto with the troublesome cargo ramp; and individually boarding kerbals onto it. So I tried (and failed a lot) ways to get around the problem. Here's the workaround/solution that I finally settled on. WorldStabilizer stays as before. But this time, give it more time to do its thing by bumping up stabilizationTicks to 500 (from 100); groundingTicks to 250 (from 6); maxUpMovement to 25.0 (from 2.0); displayMessage to True (from false). The settings are in WorldStabilizer.cfg. By doing this, WS ran for about 10 seconds on my laptop before I got the "World has been stabilized" message. On the Humpback ssto, give WS some discrete targets to use as reference points when it moves the craft up/down on spawning. I used a couple of M-2x2 Structural panels as the targets. These are attached to docking ports that are offset so that the structural panel is level with the landing gear. Make it so that those targets are easily discarded - I set the docking ports to decouple by staging. Basically, when the craft spawns, it should rest on the landing gear and the structural panels. On launching the craft from Editor, give WS a second to get its bearings. As long as everything is above or flush with the runway, hit stage to decouple the structural panels before WS can finish. The ssto will calmly settle on the runway. Here's a screenshot of my ssto in the Editor to showing the placement of the structural panels. They look larger because I'm using Tweakscale to bump up the size to 200%. I don't know whether this will work for all cases. YMMV. As you can see, I'm using KerbalFoundries for my landing gear. I don't know whether that is the reason why I ended up having to use the structural panels. KF landing gear don't have colliders while stock landing gear have. I did not spend time to try out the stock landing gear because I'm not a fan of them anyway.
  20. Remember this? "Make sure your seatbacks and tray tables are in their fully upright and locked positions." (I never thought I'd miss those words until now)... In 1.11, you can add this. "Make sure your landing gear is stowed and the SAS is OFF." Landing gear and water don't mix apparently. Must be the spring and dampener logic trying to bounce the craft on water. And keep them stowed. SAS is trying to keep the craft level but the water is bouncing it around. Eventually, SAS will over-compensate enough to bounce your craft off the water high enough that it breaks into pieces when it lands/crashes back on the water. So... "Make sure your landing gear is stowed and the SAS is OFF."
  21. Yes, at least for me, WorldStabilizer is still needed because of my insistence on using the OPT Humpback parts. Also, it is still needed when restoring saved games and launching craft that don't have any of the kraken inducing parts.
  22. @Lisias, thank you for figuring this out and sharing it. Because Vessel Mover only allows the selection of 1 crew when spawning a craft, I now follow a 2 stage sequence when launching. I created a "bus" to carry the crew complement and launch it from Editor. Then, when Flight scene kicks in, and WorldStabilizer has done its stuff (I enabled the message to be displayed in the WS cfg file), I use VesselMover to spawn my spaceplane with a pilot. I then proceed to board the crew. Extra steps, but there's a bit of realism in it. And it allows me to still fly my craft that still uses the Humpback Cargo Ramp. Thank you, @JadeOfMaar, for keeping OPT updated.
  23. You're right. TCA has since been fixed to address that issue. It fixes this by letting you assign a "Mode" to the engine when its "Role" is set to Maneuver only. So with your setup, your JE1 Turbofan must be assigned its own engine group - e.g. G2. Its "Role" set to Maneuver instead of Manual Control. Once you set it to Role=Manuever, Mode becomes available. Set Mode to Rotation and Translation. With engine group 1, G1, leave them at Thrust and Maneuver. Hint: once you get the hang of crusing around and stopping, try experimenting with setting them to Thrust only. In TCA parlance, Thrust means the engine is focused on providing lift, keeping your craft hovering. Maneuver is directed in the horizontal, either for moving laterally or rotating, moving your craft around. It would also be nice to put some RCS thrusters on your craft so that it can easily rotate and translate rather than relying on tilting the entire craft to redirect thrust. You might need some mods that provide you with RCS thrusters that share the same fuel with your engines. Once you've set it up that way, "cruising" around will be possible using TCA. Don't forget to set your maximum horizontal speed to get your craft moving in cruise mode. And remember that Stop means ALL STOP. Your craft will refuse to budge. If you want to nudge your aircraft around, Stop, then once stopped, toggle Stop off. But if you want to use Manual Control for horizontal engines instead... A note when setting Role=Manual Control. TCA uses Thrust Limiter to control engine output. To do this, TCA will set the throttle for that engine to 100% (Full Throttle) then fiddle with the Thrust Limiter to control engine output. For manual control engines, always set the their Thrust Limiter to zero in the editor or in the TCA Engine Profile. You don't want your horizontal engines in full burn when you turn on TCA. To control the manually controlled engines, bring up the TCA window, click on Engines Control, and toggle Show Manual Engines. It would be nice to be able to assign manual engines to a custom Axis Control Group - hint,hint @allista
  24. That happens if the craft you're trying to assemble fits the assembly space.
  25. I use the SimpleLogistics mod to allow craft share resources. Craft with larger tanks automatically top up craft with smaller tanks.
  • Create New...