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Caradhtinu

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Posts posted by Caradhtinu

  1. Alright, if I understand correctly you want that, but without having to click so many times for every single RCS thruster, right?

    On 7/5/2021 at 9:26 PM, Blaarkies said:

    trQVj.jpg

     

    I think I can help with that

    I have a module manager script I copied from somewhere else in this forum

    @PART[*]:HAS[@MODULE[ModuleGimbal]]
    {
    	@MODULE[ModuleGimbal]
    	{
    	%enableRoll = false
    	}
    }

    That deactivates the gimbal of every single engine in the game to prevent it from going haywire on roll, but leaves pitch and yaw activated

    So I guess I can figure an equivalent script for your problem

    @PART[*]:HAS[@MODULE[ModuleRCSFX]]
    {
    	@MODULE[ModuleRCSFX]
    	{
    		%enableYaw = false
    		%enablePitch = false
    		%enableRoll = false
    	}
    }

    Just tried it and it seems to work. Every time you place a thruster on a ship, it starts like the picture Blaarkies posted

    You need to put that in a text file. Copy and paste onto Notepad or whatever, and give it a name finished in .cfg

    Say, something like rcsConfig.cfg. Then go to your game directory and put that file within GameData

    If you had any mods already, chances are you're done. If you were completely stock, you'll need to add the ModuleManager.dll there to GameData too

  2. Usually staging, but today I found out Jeb snuck in a probe-controlled rescue ship. Made the rendezvous, got the rescuee to the hatch of the pod and couldn't get in because it was already occupied. As a punishment, made Jeb deorbit inside the derelict and jump off once the flames were out. Good thing Kerbin is so smol

  3. Hi, was coming to report some bug. I crashed a ship and the game got incredibly slow. Not exactly frozen but the surviving parts were moving like a frame a sec. So I went to do something else, returned later to the computer and the debris was still moving, the kerbalism window said a science experiment was still biome «in space»

    But the game didn't crash, I just quit through the menu. The log was all spammed with this:

    [EXC 21:47:12.440] NullReferenceException: Object reference not set to an instance of an object
    	KERBALISM.Lib.CrewCount (ProtoVessel pv) (at <c01b58fa9151425eac28bc1f9ddf5307>:0)
    	KERBALISM.VesselData.FieldsDefaultInit (ProtoVessel pv) (at <c01b58fa9151425eac28bc1f9ddf5307>:0)
    	KERBALISM.VesselData..ctor (Vessel vessel) (at <c01b58fa9151425eac28bc1f9ddf5307>:0)
    	KERBALISM.DB.KerbalismData (Vessel vessel) (at <c01b58fa9151425eac28bc1f9ddf5307>:0)
    	KERBALISM.Reliability.FixedUpdate () (at <c01b58fa9151425eac28bc1f9ddf5307>:0)
    	UnityEngine.DebugLogHandler:LogException(Exception, Object)
    	ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    	UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
    [EXC 21:47:12.619] NullReferenceException: Object reference not set to an instance of an object
    	KERBALISM.Lib.CrewCount (ProtoVessel pv) (at <c01b58fa9151425eac28bc1f9ddf5307>:0)
    	KERBALISM.VesselData.FieldsDefaultInit (ProtoVessel pv) (at <c01b58fa9151425eac28bc1f9ddf5307>:0)
    	KERBALISM.VesselData..ctor (Vessel vessel) (at <c01b58fa9151425eac28bc1f9ddf5307>:0)
    	KERBALISM.DB.KerbalismData (Vessel vessel) (at <c01b58fa9151425eac28bc1f9ddf5307>:0)
    	KERBALISM.Reliability.FixedUpdate () (at <c01b58fa9151425eac28bc1f9ddf5307>:0)
    	UnityEngine.DebugLogHandler:LogException(Exception, Object)
    	ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    	UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

    So, not a big deal, but here it is in case it's useful

    Great mod otherwise

  4. It depends. I guess you can right-click the shortcut you use to open the game, and select "properties" at the bottom.

    Within that folder, there's another folder called "saves". The file you want to edit is .sfs you don't need to worry about .loadmeta

    The .sfs are really big, just press F3 and search the current name of that kerbal

    (Edit) If you mean to modify them from C#, I suggest string Kerbal.crewMemberName from https://kerbalspaceprogram.com/api/class_kerbal.html

  5. I had a crazy idea

    @PART[SurfAntenna]:AFTER[zzzKerbalismDefault] {
        @MODULE[ModuleDataTransmitter] {
            @antennaType = INTERNAL
        }
    }

    Yes, it's very hacky but at least it stops that antenna from interfering with others. The bad thing is that if you have a plane that only has the surface antenna, it can't transmit science anymore. This way it's only useful for probe control.

  6. This module manager patch seems to work for me. Just copy it in a text file called whatever.cfg within the GameData directory

    @PART[SurfAntenna]
    {
    	MODEL
    	{
    		model = Squad/Parts/Utility/commsDish16/model
    		position = 0.0, 0, 0
    		scale = 0.01, 0.01, 0.01
    		rotation = 0, 0, 0
    	}
        MODULE,0
    	{
    		name = ModuleDeployableAntenna
    		showStatus = false
    		isTracking = false
    		pivotName = seg2
    		windResistance = 99999999
    		animationName = antenna
    		extendActionName = #autoLOC_6005056 // = Restart <<1>><<2>>
    		retractActionName = #autoLOC_6005055 // = Shutdown <<1>><<2>>
    		extendpanelsActionName = #autoLOC_6002400 // = Toggle <<1>>
    	}
    	@MODULE[ModuleDataTransmitter]
    	{
            DeployFxModules = 0
        }
    }

    I had to add a tiny hidden copy of the other early antenna because for some reason ModuleDeployableAntenna refuses to work if there isn't an actual animation in the mesh file for the pivotName to use. But otherwise works fine as far as I can tell.

     

    BTW, thank you hoover270, it works


  7. Hi, I want to ask what is really the intended behaviour of upgrades. I think there are two approaches to them.

    Option A: As technology progresses, better hardware is available but also upgrades to earlier hardware that keep everything rouhgly balanced. Once you know how to make lighter hard drives you can put them anywhere.

    Option B: Only newer models can be upgraded. Old technlolgy is tried and tested, but also monolithic. The new models are more modular, designed with upgrades in mind.

    I personally like A better, but kerbalism right now uses option B. Maybe this was intended behaviour, but the layout of the upgrades along the tree seems to go better with option A.

    I started a new game, science mode and kerbalism as the only mod. Going to the R&D building straight away you can see the unupgraded stats of each item
    .

    Spoiler

     

    pod-start.png
    stay-start.png
    large-start.png

    I manually edited the savefile to have thousands of science points, unlocking the whole tree.

    Spoiler

    pod-upg.png
    stay-upg.png
    large-upg.png

    Out of these three examples, only the large probe core has been upgraded. Clearly option B, but it strikes me as odd. The only way to have the unupgraded versions of some probes is to play career mode and not pay the upgrades that come earlier in the tree.

    The heart of the matter is in KerbalismConfig/System/ScienceRework/Patches-HardDrives.cfg

    // Applies upgrades to relevant parts based on their initial drive size.
    @PART[*]:HAS[@MODULE[HardDrive]:HAS[#dataCapacity[>2],~experiment_id]]:NEEDS[FeatureScience]:FOR[zzzKerbalismDefault]
    {
        @MODULE[HardDrive]
        //(code for applying upgrade here)
    }
    @PART[*]:HAS[@MODULE[HardDrive]:HAS[#dataCapacity[>16],~experiment_id]]:NEEDS[FeatureScience]:FOR[zzzKerbalismDefault]
    {
        @MODULE[HardDrive]
    ...

    Towards the end of the file, all those *Capacity[>something] can be changed to be "lesser than" instead. *Capacity[<something] switches everything to option A. Maybe it was intended like it is, but I like better the other way so I will keep mine edited.
     

    Spoiler

    pod-edit.png
    large-edit.png

     

  8. Just to make sure, do you have "invert steering" set on that wheel? Sometimes that can wreck havoc as SAS tries to correct only making things worse.

    You may already know this, but for some reason the landing strip is bumpier than the surrounding grassland. When I have a twitchy plane I turn around and taxi away so I can takeoff from even ground.

  9. There is a minor incompatibility with Kerbalism and the way it modifies the mystery goo and the materials bay experiments.

    The deal is that Kerbalism replaces the stock ModuleScienceExperiment with a module just called Experiment, here's how it looks in the save file:

    PART
    {
        name = GooExperiment
        cid = 4294422510
        uid = 3031043241
        mid = 2961929553
        persistentId = 2899502642
        launchID = 1
        parent = 0
        position = 0,0,0
        rotation = 0,0.70710665,-0.707106888,0
        mirror = 1,1,1
        symMethod = Radial
        istg = -1
        resPri = 0
        dstg = 0
        sqor = -1
        sepI = -1
        sidx = -1
        attm = 1
        sameVesselCollision = False
        srfN = srfAttach, 0,collider
        mass = 0.0573000014
        shielded = False
        temp = 305.95995024898889
        tempExt = 305.84427350630295
        tempExtUnexp = 305.84353176691593
        staticPressureAtm = 0.98752894990978901
        expt = 0.5
        state = 0
        attached = True
        autostrutMode = Off
        rigidAttachment = False
        flag = Squad/Flags/default
        rTrf = GooExperiment
        modCost = 0
        EVENTS
        {
        }
        ACTIONS
        {
            ToggleSameVesselInteraction
            {
                actionGroup = None
            }
            SetSameVesselInteraction
            {
                actionGroup = None
            }
            RemoveSameVesselInteraction
            {
                actionGroup = None
            }
        }
        PARTDATA
        {
        }
        MODULE
        {
            name = Experiment
            isEnabled = True
            issue = 
            situationId = 50331649
            didPrepare = False
            shrouded = False
            remainingSampleMass = 0
            privateHdId = 3031043241
            firstStart = False
            expState = Running
            status = Waiting
            stagingEnabled = True
            EVENTS
            {
            }
            ACTIONS
            {
                StartAction
                {
                    actionGroup = None
                }
                StopAction
                {
                    actionGroup = None
                }
            }
            UPGRADESAPPLIED
            {
            }
        }
        MODULE
        {
            name = ModuleSYPartTracker
            isEnabled = True
            id = 2899502642
            TimesRecovered = 0
            Inventoried = False
            stagingEnabled = True
            EVENTS
            {
            }
            ACTIONS
            {
            }
            UPGRADESAPPLIED
            {
            }
        }
        MODULE
        {
            name = HardDrive
            isEnabled = True
            hdId = 3031043241
            effectiveDataCapacity = 0
            effectiveSampleCapacity = 1
            stagingEnabled = True
            EVENTS
            {
            }
            ACTIONS
            {
            }
            UPGRADESAPPLIED
            {
            }
        }
    }

    That remainingSampleMass represents the "mass of available goo to be exposed", in tonnes. The experiment can be run partially, and then in a different biome, but can't be run for more than "the total of one run". After that, a new goo canister is needed.

    If you recover a craft with a depleted goo canister and relaunch it right away, the goo won't work. Fine, that's intended behaviour. You can edit in the VAB, select in ScrapYard and choose to use a new part, KCT will correctly take some time in refurbishing the craft. But after rolling out to the launchpad again, it turns out the brand new part copied the whole Experiment module from the part that was replaced.

    So this is clearly a misunderstanding between mods, and I'm not sure whose fault it is or which mod should correct it. Maybe Kerbalism could take that remainingSampleMass out of the module, and turn it into a RESOURCE{} so that the "fill tanks" option in Kerbal Construction Time could "refill" the canisters. Or maybe ScrapYard could discard the MODULE[Experiment] despite it having a UPGRADESAPPLIED{}

    Anyway it's not a really big deal, a workaround is to remove the part in the editor and place a new one. It's just a nuisance when it had a lot of parts attached to it with very precise offsets to keep balance.

  10. Hi, I found an "issue" where there's actually nothing wrong with Kopernicus but turns out a snippet of code can help make Kerbin look better.

    So recently I went back to playing KSP and downloaded version 1.9.1

    It just looks great as we all know

    Spoiler

    1-9-1-fresh-install.png1-9-1-fresh-install-ts.png

    Latyer I thought I was up for a greater challenge, but not yet ready for RSS, GPP or JNSQ. So I looked for some way to give Kerbin axial tilt and make it twice as big. Found this old but still functional python script, Harder Solar System

    But, the horror, now Kerbin's atmosphere was lit all the way around. Must be some Kopernicus bug, ¿right?

    Spoiler

    1-8-1-fresh-install.png1-8-1-fresh-install-ts.png

    Wrong. I spent a couple hours trying to troubleshoot all the mods, just to find out that's just the way stock 1.8.1 Kerbin looks like.

    So I copied some RSS configs, fiddled a bit in Kittopia and came up with some code to get rid of that white ring
     

    @Kopernicus:FINAL
    {
        @Body[Kerbin]
        {
            %ScaledVersion
            {
                %Material
                {
                    color = 1.4,1.4,1.4,1
                    rimPower = 3
                    rimBlend = 1.5
    
                    Gradient
                    {
                        0.0 = 0.45, 0.55, 0.7, 1.0
                        0.3 = 0.2,0.15,0.05,1.0
                        0.6 = 0.0,0.0,0.0,1.0
                        1.0 = 0.0,0.0,0.0,1.0
                    }
                }
            }
        }
    }

    So just copying that in a .cfg file makes the atmosphere look like this.

    Spoiler

    1-8-1-koper-patch.png1-8-1-koper-patch-ts.png

    I guess those values can still be adjusted a bit, and maybe a similar workaround can be used for Laythe. But for now I'm just putting that info there in case it can help anyone.

    And I was also thinking, since 1.9.1 Kerbin looks so much better, would it be possible to take all that graphics data trough a Kittopia dump, so it can be used with 1.8.1 Kopernicus?

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