pseudamin

Members
  • Content Count

    17
  • Joined

  • Last visited

Community Reputation

1 Neutral

About pseudamin

  • Rank
    Bottle Rocketeer

Profile Information

  • Location Europe

Recent Profile Visitors

72 profile views
  1. pseudamin

    [WIN] KML - Persistence file editor

    I would if I could but I deleted the file when I realised that KSP did not recognize it. You both might well be right that it got borked/windozed but I'm thinking that keeping a separate backup folder for copies of whatever persistence files that I'd want to edit with KML might be a better (and less disorganised) solution in the future.
  2. pseudamin

    [WIN] KML - Persistence file editor

    Thanks for the tips, I really appreciate that. It was definitely a very haphazard design process, where I built the shuttle first and then built the station component to fit into it afterwards, then altered the shuttle a bit to fit it in - all in the same session. So all in all, I did not have a clear plan from the beginning, which probably is a key component in the quagmire it turned in to. EDIT: Also, thanks for the offer to attempt to recover the save file, @linuxgurugamer. But I actually don't mind starting over, as I had intended to make some considerable alterations to my network of communication satellites that probably is easier to redo from scratch.
  3. pseudamin

    [WIN] KML - Persistence file editor

    You're absolutely right. I did make a backup and edited a copy of it in KML - though I'm not sure how thoroughly I read the OP I did so by changing the name of the savefile and adding a "BACKUP_" prefix to it. But when I changed it back again by removing the prefix, KSP did not recognise that file either.
  4. pseudamin

    [WIN] KML - Persistence file editor

    Too true. I took a few screenshots that might put more context into the KML schematic of the vessel. These also highlight the two docking ports that I had trouble with. First, highlighting the docking port [87] on the transported station part: And this, highlighting the docking port that connects (edit: should connect) the transported station part to the cargo shuttle. Note that this is node attached to the first 2m section of the cargo bay. I initially thought it better to design the cargo bay with radial separators on the inside of the cargo bay, but that did not quite work for me in the VAB. So, as the pictures show, the shuttle's docking port (that connects it to the station) is an Mk2 type with attachment nodes at either end and a radially orientated docking port. This is [7] in the schematic view. The regular Clamp-O-Tron that I attached to the cargo bay, as the link between whatever was supposed to be transported and the shuttle itself, does not appear in the schematic. So perhaps that docking port is the root of the problem (or why KSP marked the two docking ports, [87] and [65], on the station part as "disabled"). In any case, the problem is a bit moot as the edits I made turned the savefile incompatible with KSP, so I had to restart my career ambitions. However, it might be nice to discuss the issue further in order to prevent these issues from arising in the future using better construction designs or construction hierarchies.
  5. pseudamin

    [WIN] KML - Persistence file editor

    Hi. I have a quick question. I had some problems undocking a station part that I was ferrying in a shuttle to a station. The station part in question built (in VAB) into a cargo bay of an SSTO Shuttle, connected via docking ports. When I docked the shuttle to the station, there turned out to be no "undock" options in the context menu for the docking ports holding the station part in place in the cargo bay. So, looking for a solution I came across this program. The question: the docking parts on the station part show up in KML as "disabled" and I'm not entirely sure what this means, in terms of docking status, nor how I can change the status? Additionally, I do not know if this will solve the lack of an undock-option in the parts in-game context menu. It looks like the docking port in question is not connected to the shuttle part as I built it in the VAB. The ferried station parts docking port [87] should have been connected below [7], rather than the main control module of the station part [63] being radially connected to [9]. I don't know if changing this structure will solve the abovementioned problem or not. But is possible to edit hierarchy in KML? '
  6. Hi (again), I've noticed that the attachment nodes for the LVT-45 "Swivel" Liquid Fuel Engine are offset. I've tried removing the Squad and SquadExpansionfolders in RealplumeStock folder, and it had no effect on it. And it seems to be only that engine that has its attachment nodes offset. Removing Restock eliminated the issue for me, so I reckon it might be the cause of it too. I think it might be a Restock conflict with the Squad engine configs maybe? Just a heads up.
  7. I decided to hit up the scatterer settings on your recommendation, and it appears that it is set up to use a Laythe's atmo cfg for Kerbin? I do not seem, however, to be able to alter which .cfg file it should be using (pressing load) does nothing. Is that a Spectra related setting?
  8. Thanks for the reply, I'll give it a spin and report back. EDIT: Thanks Rawenwarcrow. It was indeed the Realplume stock cfgs conflicting with Restock. The matter is resolved.
  9. So, as Spectra was just released for 1.6, I decided to swap out SVE for it. Spectra recommends using Restock, and I figured "hey, that looks pretty - I'll take it!". But then I ran into this odd feature, where the exhaust from the rockets is offset quite considerably below the vessel. Similarly, the Aerodynamic Overlay marker in the VAB is offset in the same manner. It does seem to be affecting the performance (flight) of the vessel, so I don't believe that it's just a graphics glitch. I removed Restock from my setup to confirm that it was the cause of the offset, and things went back to normal when I removed it. Now, my dilemma is that I would REALLY like to include Restock (and Restock+) in my setup as it is super-solid work and it looks brilliant. Any ideas as to what is going on? Has anyone else seen this issue? In case it might be an engine specific issue, the engines depicted are Mainsails. Here is my log, should it be required.
  10. I'll try to remove Scatterer just to check the difference. But I'm not entirely convinced that that's the culprit. I know of that issue, and I've seen it before while using Scatterer, but this seems to not be the ocean level but the actual landscape surface - usually jumping in and out of VAB will reset the Scatterer water bug but this is persistent. And it came about after I installed Spectra. (Spectra) ¯\_(ツ)_/¯ (Scatterer)
  11. Thanks. Restock was just updated to 0.1.2 so I will try and update it and check if that resolves it first. If not, I will try and remove it and check what happens without it. So. Removing Restock (and Restock+) did the trick! Why it happens though (and how to fix it) is something I'll move over to their thread to figure out. However, do you have any ideas about why the grasslands around the KSP Space Center is a dark blue-ish colour? Cheers.
  12. Thanks. Restock was just updated to 0.1.2 so I will try and update it and check if that resolves it first. If not, I will try and remove it and check what happens without it.
  13. So, as Spectra was just released for 1.6, I decided to swap out SVE for it. But then I ran into this odd feature, where the exhaust from the rockets is offset quite considerably. Similarly, the Aerodynamic Overlay in the VAB is offset in the same manner. It does seem to be affecting the performance (flight) of the vessels, so I don't believe that it's just a graphics glitch. I'm 99% certain that it is caused by Spectra, as my setup did not feature this oddity prior to me switching from SVE to Spectra. But here is my log, in any case. Any ideas what specifically could be causing it?
  14. pseudamin

    [1.6.x] TextureReplacer 3.7 (25.1.2019)

    Hi shaw, I have shaved down my mod list to avoid the issue, so I am not myself sure that I can reproduce it. But removing TR seemed to do the trick. I think it might have been a rendering issue or order of rendering conflict, as the parts were loaded and present (as in, you could see them when hovering the cursor over them) they just weren't visible. Anyways, here is a .craft file which I know had the issue. I run KSP on Windows 10, with CKAN and without any additional parameters.
  15. pseudamin

    Visual Bug

    Thanks for the reply 4x4cheesecake. I found a mention in the TextureReplacer thread, that describes an issue similar to mine. That, coupled with endless "NullReferenceException" errors in my log that mention TextureReplacer, makes me think that it may be an issue related to that mod. So I have disabled the mod from my setup with positive results and posted a query in that thread also. Seems to be an issue with Reflective surfaces on stock parts. Here's an example of what my log says regarding TR, over and over again when I load up a craft file, either in the VAB or on the Launchpad.