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Nether

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  1. Is there a way to complete sentinel missions? I accepted one for comets and it doesn't complete unless I turn off Kopernicus asteroid spawner and use stock one. Searching the thread it seems like the answer would be no but I was wondering if I could have kopernicus asteroid spawner and stock one working at same time. I want Kopernicus one for new systems but being able to complete sentinel missions would be nice too.
  2. I'm back with some asteroid problems, they are spawning everywhere but majority spawn near Trappist1 watching console log, like 80% of them spawn there and then rest are spread all over, so getting an asteroid spawn in my system is rare and can take years. I found the issue which is in the base configs for GU. these were settings regarding max asteroids for sun spawnGroupMinLimit = 30 spawnGroupMaxLimit = 35 and for Trappist1 spawnGroupMinLimit = 30 spawnGroupMaxLimit = 45 As far as I know these Kopernicus settings are global and not unique to the body, and since I already had 42 untracked objects throughout all the systems when I sped up time, 0 could spawn in Kerbol/Sun system, changing maxLimit to 70 for Sun made them spawn at a good rate. For even distribution of asteroids between all systems spawngroup limit settings should be same for all objects.
  3. Works on KSP 1.11 and has amazing baseline PID, way more stable than mechjeb baseline. Just wish it had auto-land feature.
  4. Does this mod alter asteroid spawn rates and locations a lot? I'm getting only 15% probability and all of them are spawning in non kerbol system, I am getting 0 asteroids near Kerbin. I tested kopernicus only and that works fine, I don't have any other mods that I could think off that would alter asteroid spawns, so figured I'd ask. Edit: I see in config files that it does change asteroid spawns only to be in the belts instead of Kerbin flybys, I still got 0 spawns though fast forwarding 20 days watching tracking station. Edit2: Seems I just needed sentinel to see them, I'm getting spawns now.
  5. I get "An error occurred while creating node" when trying to use transfer to target with any option other than at optimal time. If I want to do it sooner for higher deltaV for example I can't cause MechJeb doesn't even make the node. I also get same error trying to do any kind of transfer to another planet. I tried Dev version also but it did not help. LOG: https://www74.zippyshare.com/v/PvSSEo1l/file.html ingame console error: https://imgur.com/sbKuuen
  6. Sorry to bother you again. I was trying to weld some parts from KSP Interstellar extended mod, specifically their fuel tanks and noticed that resulting config had a WeldedMeshSwitch module, I tried similar set up for welded engines to test if it can stop cowlings and some parts of them from showing up and it worked. This was the format. MODULE { name = WeldedMeshSwitch objectIndicies = 4; 8 objects = COL1,Engine,Mount1; COL1,Engine,Mount1 advancedDebug = 3 destroyUnusedParts = True } Basically object indices is the index of the model in the file counting from 0 and objects are the meshes loaded from .mu file by name for each object specified in indices. This could be a way to make welding work with current KSP version but it would be a lot of work most likely.
  7. One possible solution for people who really want to build big and don't mind doing a lot work for it, is to have 2 KSP installs one they play on and one of older version like 1.4-1.5 just for .mu files. Any time a part flickers after welding you could try and copy .mu file for the base parts from older version before it had variants inside the .mu. This is not a plug and play solution but it could work. I only tested this method with Rockomax X200-32 and no other parts yet, but it seems to work. Done very little testing so far though. Alternatively its possible to edit .mu files with blender and remove variants from there for broken parts.
  8. I tested it with different parts and it does work with FL-T800 Fuel tank as you said by using first variant. Then trying to weld together Rockomax X200-32 Fuel tank and it breaks with flickering meshes. Both should be stock parts, looking at their .cfg files the way they define variants is different for the stock parts. Edit: Opening those part .mu files in blender it seems the one that works only has its base collider and model in the file while the one that breaks has all the variants inside .mu file itself so ignoring variant module makes the game mesh everything inside .mu file which causes it to display all the variants and flicker.
  9. Is this adjustment supposed to fix welded variants looking buggy, I put it in and .cfg files for welded parts dont have variant lines but in game for example fuel tanks still look like all the variants were meshed over each other and they flicker.
  10. Wondering if someone could help with an issue, my goal is to remove variants from .mu files for a mod that breaks with variants to work. After removing variants the part looks fine in shading window preview, bu in game the shading looks off. I tried just importing a part, doing 0 changes and then exporting it, and it still breaks. This is how it looks in the preview: https://imgur.com/chULkio In game it looks like this : https://imgur.com/LRCOltv And when I import it back into Blender it now looks like this, there is a line that breaks the smoothness of the surface and at that line there is drastic change in shading. https://imgur.com/ytFwiJ7
  11. For anyone really wanting this to work for parts with variants on 1.7.3 you can use Blender and .mu exporter/importer addon to by hand remove Variants from .mu files. I tested so far with RockMax fuel tanks and it seems to work.
  12. I tried to weld parts on 1.4.3 and textures were very messed up for variant parts. Going into .cfg file of the part and deleting the part related to variants fixed the textures. The welded part will use some default texture that might not be very good looking to you like orange fuel tanks instead of black and white ones but textures at least looked properly when I did it. As example this was the part I removed from my .cfg file for the part and it fixed the textures of variant parts. On 1.7.3 I'm having a problem where when I click to save the welded part nothing happens if I click to save again it asks to overwrite the file and if I click okay nothing happens again. I am using MM 3.1.3. The part file is being written into GameData\__LOCAL\net.lisias.ksp\UbioWeldingLtd\Structural\test1 but its empty. There is no log error for initial save but when I try to overwrite I get same error as someone did back in July, its trying to look for __LOCAL in wrong place. The error from log is below. Creating appropriate folders that it cannot find does appear to fix the issue and lets me save the part and then use it by moving it into parts folder. In the case of 1.7.3 deleting variant part of .cfg file did not fix messed up textures for variant parts.
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