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Atlas Gaming

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Everything posted by Atlas Gaming

  1. Hey I've updated KIFA to skip items that are defined with this mod. Can you remove the requirement to uninstall parts of my mod to install this mod?
  2. That's my mod. Errors were not getting generated on that. Started when I installed ksp_partvolumes
  3. Hey @linuxgurugamer can you help me diagnose this... [LOG 13:40:22.399] Done patching [WRN 13:40:22.399] 3 warnings related to GameData/DecoupleWithControl/DecoupleWithControl.cfg [WRN 13:40:22.399] Errors in patch prevents the creation of the cache [LOG 13:40:22.550] ModuleManager: 29362 patches applied, found <color=yellow>3 warnings</color>, found <color=orange>16 errors</color> 16 errors related to GameData/partVolumes.cfg [ERR 13:38:49.528] Error - node name does not have balanced brackets (or a space - if so replace with ?): /partVolumes/@PART[CST-100?Heat?Shield? [ERR 13:38:49.528] Error - node name does not have balanced brackets (or a space - if so replace with ?): /partVolumes/@PART[CST-100?Heat?Shield? [ERR 13:38:49.542] Error - node name does not have balanced brackets (or a space - if so replace with ?): /partVolumes/@PART[CST-100?Heat?Shield? [ERR 13:38:49.542] Error - node name does not have balanced brackets (or a space - if so replace with ?): /partVolumes/@PART[CST-100?Heat?Shield? Here is the part its getting error on... is it the ()? PART { name = CST-100 Heat Shield (Black) module = Part author = Hanson Ma, Colton Franke,VoidCosmos,Drakenex,zer0Kerbal mesh = model.mu rescaleFactor = 0.83 node_stack_bottom = 0.0, -0.3 , 0.0, 0.0, -1.0, 0.0, 2 node_stack_top = 0.0, -0.041 , 0.0, 0.0, 1.0, 0.0, 2 CoPOffset = 0.0, 1.0, 0.0 CoLOffset = 0.0, -0.5, 0.0 fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple sound_vent_large = decouple TechRequired = heavyAerodynamics entryCost = 1800 cost = 900 category = Thermal subcategory = 0 title = CST-100 Heat Shield (Black) manufacturer = Boeing description = Heat shield for CST-100 attachRules = 1,0,1,0,0 mass = 1.0 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 breakingForce = 100 breakingTorque = 100 crashTolerance = 100 maxTemp = 3000 fuelCrossFeed = False PhysicsSignificance = 0 stageOffset = 1 childStageOffset = 1 bulkheadProfiles = size3 thermalMassModifier = 1.0 MODULE { name = ModuleDecouple ejectionForce = 75 explosiveNodeID = top staged = true stagingToggleEnabledEditor = True stagingToggleEnabledFlight = True stagingEnableText = HeatShield Not Staged stagingDisableText = HeatShield Staged } MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 } RESOURCE { name = Ablator amount = 650 maxAmount = 650 } } https://www.dropbox.com/t/nqwZYA34dcVEoncV
  4. Hi - if you're still updating the mod, can you consider adding a preferences which are saved to a cfg file. I think you can find an example of code in the GravityTurn mod by linuxgurugamer's code https://github.com/linuxgurugamer/GravityTurn. It would be nice to be able to hit a save after doing a successful sim test using KRASH and then just have those settings load on the 'real flight'
  5. Getting these errors in MM log [ERR 20:50:02.824] Error - node name does not have balanced brackets (or a space - if so replace with ?): /partVolumes/@PART[CST-100?Heat?Shield? [ERR 20:50:02.824] Error - node name does not have balanced brackets (or a space - if so replace with ?): /partVolumes/@PART[CST-100?Heat?Shield? [ERR 20:50:02.832] Error - node name does not have balanced brackets (or a space - if so replace with ?): /partVolumes/@PART[CST-100?Heat?Shield? [ERR 20:50:02.832] Error - node name does not have balanced brackets (or a space - if so replace with ?): /partVolumes/@PART[CST-100?Heat?Shield? [ERR 20:50:02.832] Error - node name does not have balanced brackets (or a space - if so replace with ?): /partVolumes/@PART[CST-100?Heat?Shield? [ERR 20:50:02.832] Error - node name does not have balanced brackets (or a space - if so replace with ?): /partVolumes/@PART[CST-100?Heat?Shield? [ERR 20:50:02.832] Error - node name does not have balanced brackets (or a space - if so replace with ?): /partVolumes/@PART[CST-100?Heat?Shield? [ERR 20:50:02.832] Error - node name does not have balanced brackets (or a space - if so replace with ?): /partVolumes/@PART[CST-100?Heat?Shield? [ERR 20:50:02.832] Error - node name does not have balanced brackets (or a space - if so replace with ?): /partVolumes/@PART[CST-100?Heat?Shield? [ERR 20:50:02.832] Error - node name does not have balanced brackets (or a space - if so replace with ?): /partVolumes/@PART[CST-100?Heat?Shield?
  6. This used to be one of my top must have mods! Thanks for all the hard work over the years. Will miss it if it never gets updated but I've also lost a HD with all the Ark mods I did years ago so I know the interest in rebuilding just to get to roughly the same place is low.
  7. Seems to be working with updated Kerbal Inventory for All.
  8. OK - it is updated with above... although I'm not sure its worth updating further if yours does the same thing but better? I can just deprecate
  9. I agree about confusion, but think its more accurate in GT, because in the VAB the default position of the "cockpit" of the rocket is with the 'top' on the south side of VAB. So when you launch to 'top' of space shuttle for instance would be on south sitde, of focket and to fly east and have shuttle on top, you would rotate 90 deg. TO have the shuttle upside-down as IRL you would rotate 270. If GT if you fly a polar orbit you should not need to rotate at all because you will end up facing 0/360 once rotating with the cockpit will be on top .
  10. There are situations I've had where the first time GravTurn does a stage it does not ignite the first stage engines. This has only happened when using mods that add ignition to engines for me though. Not really a problem since I can always hit stage manually at launch. I've had throttle go back and forth like that when my control part was not facing UP at launch on pad.... check that
  11. As of KIFA 1.2 Universal Storage was not listed as 1.11 compatible. So no testing was done with it. This mod is ONLY intended for use with other mods compatible with 1.11. Hmm.. ok I'll go take a look and fix as needed. Seems to work fine with the [] though. I've been away for a month or so on another project, but yes, as KIS itself is updated, it may break some KIFA functionality. KIFA was based on KIS as of Dec 2020. I'll update as necessary, but KIS developer was going to be re-writing it for native support of 1.11 inventory at some point.
  12. LOL - glad its working... it sounded like something I had already fixed... I was running USI for a while but have removed all of them until the next release comes out. I found a number of inconsistencies (not major but some) and took it out for now to focus on running the new Near Future/Far Future mods.
  13. Oh it's definitely locked.... if it was free it would flop around pretty easily with every move... no this is 'locked'
  14. Very nice! Will work well with the Tundra mod!
  15. I recorded this short video to show how shortly after grabbing a capsule the claw seems to rotate around itself with no force applied, and doesn't go 'back to normal' at all... just keep bending itself. Its not a game breaking bug for me (other than asteroids) but is annoying! I'm assuming this is some mod doing this, but it is the case with ALL claws... from standard, to the mini, to the mining expansion mega claw... they all bend after grabbing something. And in cases of asteroids, they bend the ship into an asteroid and if you ever leave the ship, when you comeback it all explodes. Question is which mod is responsible? Anyone have the same problem? How did you fix it? (oh I tried joint reinforcement and it made no difference. This video is without it) Modlist:
  16. Yup... I did not explicitly remove the seats from having inventory added... If there is an inventory the game will not let it be put into another inventory. I will do that in the next version... thanks for the catch!
  17. I was wondering if I was the only one not seeing it any longer?
  18. The only relationship is that KIFA uses KIS inventory physical containers and adds stock container space to them based on KIS definitions. You can still use both. One is not a replacement for the other. KIFA is really a mod to use while other authors transition to stock inventory and will eventually not be needed. On the KIS board it seems like KIS will be rewritten to use stock inventory (and extend it - whatever that entails) but may not be out for a while.
  19. Fair enough... I'd just like the option - maybe at less efficiency - to run in automated mode... maybe if they break after a year or something they need to be rebuilt from scratch... I can do full ISRU automated right now. Seems odd that to reduce part count requires Kerbals to go prison
  20. Hey out of curiosity, why does it have to be one way? Why not have the kerbals assemble the production line and then a month later they come back from their business trip while the WOLF factory/distribution center runs autonomously. I think that is the goal for all kinds of real world facilities as well.. Musk had a fully robotized plant and only really added more people to it because of the number of defects. Bezos wants to have fewer and fewer people in warehouses and use more automation every year. You do it the way you like as the author, but I think there is a good argument for having Wolf be automated and just consume resources, but allow the initial kerbals who went to build it, to come back from their business trips!
  21. I guess I'm just an old school BB user (from the 90s) where you always put your comment on top, and add the quote below - in case someone wants to read it - rather than putting quote up front - so someone has to scroll down past it to read your post. But you do you!
  22. Hey @linuxgurugamer I see a small bug/inconsistency with the camera part of the mod. I think an update or 2 ago you changed the mod to 'remember' the position of the KURS camera from docking systems. This was great because camera window came back to the same spot and didn't have to be moved every it was used. However the same code is not in the Camera part in the mod. For the Camera part, the window always pops up in upper left. Not a huge problem, but would be great if in the next update the camera window also used the same code as docking port to save window position. Thanks!
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