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WaywardScythe

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Posts posted by WaywardScythe

  1. On 12/5/2022 at 11:33 AM, Ghostii_Space said:

    All good! 

    Unfortunately I cannot answer any of these questions!! You'll just have to wait for KSP2 to come to your own conclusions about them :wink:

    aww darn, I was hoping to hit stuff far enough away from gameplay to not be covered by the stuff you have to follow. I eagerly await the release to plumb the depths of kerbal culture, through explosions and crashes. 

  2. 1 hour ago, linuxgurugamer said:

    You overwrote the existing ZeroMiniAVC when you installed it?

    Initially, yeah. functionally though, I ended up using ckan to delete my overwrite install and then I installed it fresh (not overwriting anything), manually. Sorry if I'm being confusing. 

    1 hour ago, linuxgurugamer said:

    Which version of CKAN are you running?

    I'm using v1.31.2

  3. 12 hours ago, linuxgurugamer said:

    New beta release, 1.1.3.1

    Windows 10 
    KIS the only mod I know of that has a miniAVC  
    Tested on both KSP 1.12.3 (on accident) and 1.12.4 
    Behavior of ZeroMiniAVC was identical in both versions. A pop-up appeared saying it found things to prune and that the game would need to restart, and then the game restarted on its own a single time. No pop up after the restart, and the game loads and plays normally. For my 1.12.4 install Sandcastle seems to be broken pretty badly and the game plays as expected in that state and it didn't seem to affect ZeroMiniAVC at all. 
    ZeroMiniAVC Log for 1.12.4

    INFO:2022-11-20 19:15:42.156  ZeroMiniAVC started at: 11/20/2022 7:15:42 PM
    INFO:2022-11-20 19:15:42.159  ZeroMiniAVC: Awake
    INFO:2022-11-20 19:15:54.847  Arg[0]: D:\SteamLibrary\steamapps\common\Kerbal Space Program\KSP_x64.exe
    INFO:2022-11-20 19:15:54.847  ZeroMiniAVC started ...
    INFO:2022-11-20 19:15:54.851  cleanMiniAVC
    INFO:2022-11-20 19:15:54.853  MiniAVC pruned for KIS
    INFO:2022-11-20 19:15:54.854  MiniAVC pruned for KIS, path: D:\SteamLibrary\steamapps\common\Kerbal Space Program\GameData\KIS\Plugins\MiniAVC-V2.dll.pruned
    INFO:2022-11-20 19:15:55.665  showwin set to true
    INFO:2022-11-20 19:16:10.675  startInfo.FileName: D:\SteamLibrary\steamapps\common\Kerbal Space Program\KSP_x64.exe, startInfo.Arguments: 
    INFO:2022-11-20 19:16:24.557  =================================================
    INFO:2022-11-20 19:16:24.558  ZeroMiniAVC started at: 11/20/2022 7:16:24 PM
    INFO:2022-11-20 19:16:24.561  ZeroMiniAVC: Awake
    INFO:2022-11-20 19:16:37.546  Arg[0]: D:\SteamLibrary\steamapps\common\Kerbal Space Program\KSP_x64.exe
    INFO:2022-11-20 19:16:37.546  ZeroMiniAVC started ...
    INFO:2022-11-20 19:16:37.550  cleanMiniAVC
    INFO:2022-11-20 19:16:37.553  ZeroMiniAVC destroyed...

    ZeroMiniAVC Log for 1.12.3 :

    INFO:2022-11-20 18:53:34.704  ZeroMiniAVC started at: 11/20/2022 6:53:34 PM
    INFO:2022-11-20 18:53:34.707  ZeroMiniAVC: Awake
    INFO:2022-11-20 18:53:40.927  Arg[0]: D:\Kerbal Space Program\KSP_x64.exe
    INFO:2022-11-20 18:53:40.927  ZeroMiniAVC started ...
    INFO:2022-11-20 18:53:40.938  cleanMiniAVC
    INFO:2022-11-20 18:53:40.941  MiniAVC pruned for KIS
    INFO:2022-11-20 18:53:40.941  MiniAVC pruned for KIS, path: D:\Kerbal Space Program\GameData\KIS\Plugins\MiniAVC-V2.dll.pruned
    INFO:2022-11-20 18:53:41.513  showwin set to true
    INFO:2022-11-20 18:54:02.346  startInfo.FileName: D:\Kerbal Space Program\KSP_x64.exe, startInfo.Arguments: 
    INFO:2022-11-20 18:54:15.568  =================================================
    INFO:2022-11-20 18:54:15.569  ZeroMiniAVC started at: 11/20/2022 6:54:15 PM
    INFO:2022-11-20 18:54:15.570  ZeroMiniAVC: Awake
    INFO:2022-11-20 18:54:21.777  Arg[0]: D:\Kerbal Space Program\KSP_x64.exe
    INFO:2022-11-20 18:54:21.777  ZeroMiniAVC started ...
    INFO:2022-11-20 18:54:21.792  cleanMiniAVC
    INFO:2022-11-20 18:54:21.796  ZeroMiniAVC destroyed...


    Let me know if there are any other mods with MiniAVCs you'd like me to test. 
    Oh, and as a disclaimer, I have no idea what MiniAVCs are/do so I won't be able to provide much insight beyond what behavior I observe and what's in the logs
    One more thing, dunno if it's helpful or not, but when I manually inserted the beta into the GameData folder ckan was *extremely* unhappy. It threw an error when applying any other mod updates that an object being referenced didn't exist, and when hitting "continue" instead of quit it brought up the "mods to install" window with no list at all. But when I ignored all those warning signs and hit "apply" anyways it properly updated/installed the mods I selected and then removed ZeroMiniAVC. I reinstalled the beta manually after that and then ran the program from it's icon in the file system, so I don't know if ckan is still angry at it.
    Before I manually replaced the ckan install with the beta, I was also experiencing ckan freezing when hitting "apply" to remove the ckan install of ZeroMiniAVC, but it was also freezing even if I just clicked the little checkbox in the list. I let it try to resolve for over three minutes one time before force quitting ckan

  4. I had a mod running that re-ordered parts within their category to be a bit more sensible, but in dealing with a corrupt HDD I've lost it. I've dug through a bunch of versions of mods on ckan already and still can't find it. 

    I did install it from ckan, and one of the things I remember distinctly about where it moved things was that the RV-1 Cub Vernier was up at the top by the Twitch engine. 

    I feel, yeah, pretty dumb for not being able to find it again, but if anyone could help me out it'd be greatly appreciated. 

  5. 6 minutes ago, Space Kerbalisation Tech said:

    not sure if a cargo bay would be airtight though...

    You're probably right that it wouldn't, cause it would definitely add layers of complexity and it makes sense from practical gameplay and real life to have it not be airtight. And actually it would be kinda insane if it were airtight because you could ship chunks of water/air to other planets. Which would do wonderful lovely things to the CPU load. 
    Gosh could you imagine dropping water or air as lag bombs on players in multiplayer?   

  6. Not sure why I crave this so much, but it would be cool if like you could use MK3 bays as proper boat hulls, as in water didn't clip through.  
    I seriously doubt this is something the team is working on though. water isn't a main focus of KSP gameplay. It would be pretty hard to implement too. you either need to have the model running all the time no matter what chunk you're in or you'd need it to load contextually ( like as your vessel approaches the liquid in a similar fashion to how collision code is grabbed right before a collision ).  
    My pie in the sky wish is that enclosed spaces are treated in such a way that fluid  dynamically flows into them when opened. like if you open a MK3 bay underwater, water rushes in. similarly, in atmo kerbals could move around an enclosed bay but get blown around when it opens. (both of these would require some better collisions and friction modeling for the kerbals too).  it'd be fun to have these as makeshift pressurized spaces too for hardcore play. 
    However, if this is sonething any of you good folks working on KSP2 want to do, then I'd definitely prefer this as an add-on feature than as something that would extend the timeline, especially considering how complicated it could be. 

  7. On 4/29/2021 at 6:38 PM, Kerminator K-100 said:

    Does it work with any other mods or just stock so far?

    I just tested it out and it sorta works with other parts. Since they don't have colliders you can just float through the closed hatches. you could float outside the vessel too, but that's kinda beside the point.  Not all of the stock parts have complete colliders tho, also I think Restock/+ messes with some of the hatches (?) 
     

    It also seems that if you pass into a part that isn't known to the mod and back into a known part, you can't interact with some of the hatches and chairs that you could previously. 

  8. This might be a bit niche, but it'd be great if you could move kerbals around in closed cargo bays/structural fuselages while in flight in atmo. It'd be really cool to be able to actually move kerbals around inside some of my massive aircraft rather than using crew transfer. I suppose a simple way to implement this would to have internal surfaces to the cargo bays that kerbals feet can magnetize to. Though I'd also be down for having an option for kerbals to magnet boot to all vehicle surfaces. A more rigorous way to implement this might be something like having kerbals not interact with the air inside cargo bays and then not treat the internal surface as moving while inside. I dunno if any of this is practical/possible with how KSP is coded. 

  9. @BuzzFeed4Lief  I'm not sure what filter you mean? I can give you some more feedback though if you describe it. EDIT if you mean the category filter, it shows up if you expand the categories, easy to find. 
    The turrets included in my screencap are the only ones I could see that matched up, and obviously they aren't scale. I've had to modify configs for BDA supported guns in another mod before, and it seems that maybe it's not super hard to get the turrets to behave if you can copy paste the working info from the mods. Here's a list of current Kriegsmarine weapons in the Naval Artillery System mod
    2 cm FlaK 38 Quad Mount (Flakvierling)
    3.7 cm SK C/30 Anti-aircraft Gun Dual Mount
    10.5 cm SK C/33 Naval Gun
    20.3 cm SK C/34
    28 cm SK C/28 Twin Turret
    38 cm SK C/34
    FuMO 61 "Hohentwiel U" Radar

  10. @linuxgurugamer Thanks for taking on this mod.

    I've run across some issues, they aren't gamebreaking for me but it'd be nice to know if we can look forward to a fix or not. 

    • Structural Boom has a floating node in addition to it's sensibly located node.
    • Structural Boom will attach to stock parts normally on both nodes (floating and sensible) but attaches only to the back of retrofuture part nodes.
    • Tanto and Shoto  engines still don't rotate correctly when placed mirrored, others have detailed the issue above
    • Kento engine does not have a VTOL option at all.
    • Rectangular SAS doesn't have a part variant though there is a clickable option
    • RetroFuture Control Surface does not deploy correctly when placed with mirror symmetry though flight controls work fine.
    • Spoiler and Airbrake both can only be toggled, raised, lowered via action groups, they don't have a right-click menu option.
    • MK X-31 Advanced Cockpit, Place Anywhere Cockpit MK2, and High Dome Cockpit are the only ones with built in BD Armory weapons managers (they do work now, though I'm not sure if any of the other cockpits were supposed to also include them) 
    • 30mm Cannon Gondola and 4x.50cal Nose Guns show up as BD Armory ammo containers and contain ammo, but do not function as weapons. 

    Seriously though, thanks so much for all the mod work you do, and sorry if I missed in the threads somewhere where you explicitly addressed these things. 

  11. 17 hours ago, Dreinakh said:

    The author in the new version very strongly reworked engine parts. Therefore, he decided to softly stop supporting old parts - they are available on flying crafts and saved builds, but are not available in the builder list.
    They can be returned through the modification of * .cfg files or the installation of an earlier version of the mod.

    Sorry I wasn't clear. The legacy parts are supported as described, but All the New parts are gone too, though they are also supported in previous craft. 

    I'll double check my files and see if anythings gone wrong there. 

  12. Hi, I updated the mod this morning and all of the parts seem to have disappeared. Ones that had been attached to previous vessels still exist and work, including old ones like Buzzard engine ( thanks for the plume rotate btw), and can be moved  and attached to new craft from merging, but the parts don't show up in the parts list. I've got Restock and Restock + installed but also a bunch of other stable and quasi stable mods. Any ideas on what's gone wrong or is there a kind of mod that might not be playing nice (new resources ground construction etc) ? 
    Thanks. 

  13. 19 hours ago, allista said:

    Ah, yes, there's indeed the wiki I made for the mod; asteroid hangars should be covered pretty well, as far as I remember.

    Thanks so much! 

    19 hours ago, allista said:

    In principle it could be done using shroud module (like engines do), but I honestly don't like the idea.

    In any case, currently you can do something like this:

    Hatch>square port>square-port-adapter>[middle of the vessel with radially mounted engine blocks]<square-port-adapter<Gateway

    No problem, honestly I'm just super happy that you're maintaining this one. 
    And thanks for the tip, I may end up doing that. 

  14. On 6/11/2019 at 2:07 AM, allista said:

    BTW, no one mentioned the asteroids :blush:

    I understand that to use them one must first catch them, which is a feat in itself. But I wonder if hangar building in asteroids ever gets used at all?

    They're probably using procedural parts instead :cool:

    Pretty much the whole reason I have Hangar installed is to make a neato asteroid base that has it's own defense ship, or can service visiting ships. I'm working on one right now in fact! 
    And in that vein, while I understand that having attachment nodes on both sides of the gateway doesn't make a whole lot of sense with the doors and all, it would really help out mission planning, at least for me. (currently I've got one hatch w/ a mine attached, and I'd like to send up another hatch and a gateway in one go). Would it be hard to make it decouple on that node, and add in a decoupler texture that shows up when you attach something there?
    In any case, thanks for the awesome mod, I always manage to get my part count up there, so having hangars as an option is really nice. 


    P.S. are there conditions to meet before a hangar will accept a vehicle "in flight"? or is there a wiki or forum post I should read to answer that?
     

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