Jump to content

chris-kerbal

Members
  • Posts

    281
  • Joined

  • Last visited

Everything posted by chris-kerbal

  1. Playing Kerbalism and always had issues with the ATV to properly supply my ISS. So I sat down and wrote a MM patch for Kerbalism and the five ATVs, trying to mimic their payload as much as possible. It is working for me in Stock Kerbalism, as well as JNSQ Kerbalism. Just the dry mass payload above food you need to add Gas tanks are duplicated, to allow Nitrogen or Oxygen. There might be better options to structure the PartSwitch, happy on feedback to learn. Leaving it here, for anyone interested.
  2. Also getting lots of errors with Kerbalism/DMagic config with the new 4.2.0 [ERR 13:56:36.085] Error - Cannot parse variable search when inserting new key anim_deploy = #$../MODULE:HAS[#experimentID,~name[Experiment]]/animationName$ [LOG 13:56:36.086] Applying update KerbalismConfig/Support/DMagicOrbitalScience_Science/@PART[*]:HAS[@MODULE[DM*]:HAS[#experimentID[magScan]]]:NEEDS[DMagicOrbitalScience,FeatureScience] to DMagicOrbitalScience/UniversalStorage/USProbeSci/MagBoom.cfg/PART[dmUSMagBoom] and for plumes [ERR 14:06:19.171] Error - Cannot parse variable search when inserting new key plumeIdentifier = #$/PLUME[Ammonialox]:HAS[~processed[*]]/plumeIdentifier$ [ERR 14:06:19.171] Error - Cannot parse variable search when inserting new key transformName = #$/PLUME[Ammonialox]:HAS[~processed[*]]/transformName$ [ERR 14:06:19.171] Error - Cannot parse variable search when inserting new key localRotation = #$/PLUME[Ammonialox]:HAS[~processed[*]]/localRotation$ [ERR 14:06:19.171] Error - Cannot parse variable search when inserting new key localPosition = #$/PLUME[Ammonialox]:HAS[~processed[*]]/flarePosition$ [ERR 14:06:19.171] Error - Cannot parse variable search when inserting new key fixedScale = #$/PLUME[Ammonialox]:HAS[~processed[*]]/flareScale$ [ERR 14:06:19.171] Error - Cannot parse variable search when inserting new key name = #$/PLUME[Ammonialox]:HAS[~processed[*]]/plumeIdentifier$-flare [ERR 14:06:19.171] Error - Cannot parse variable search when inserting new key transformName = #$/PLUME[Ammonialox]:HAS[~processed[*]]/transformName$ [ERR 14:06:19.171] Error - Cannot parse variable search when inserting new key localRotation = #$/PLUME[Ammonialox]:HAS[~processed[*]]/localRotation$ [ERR 14:06:19.171] Error - Cannot parse variable search when inserting new key localPosition = #$/PLUME[Ammonialox]:HAS[~processed[*]]/plumePosition$ [ERR 14:06:19.171] Error - Cannot parse variable search when inserting new key fixedScale = #$/PLUME[Ammonialox]:HAS[~processed[*]]/plumeScale$ [ERR 14:06:19.172] Error - Cannot parse variable search when inserting new key energy = #$/PLUME[Ammonialox]:HAS[~processed[*]]/energy$ [ERR 14:06:19.172] Error - Cannot parse variable search when inserting new key speed = #$/PLUME[Ammonialox]:HAS[~processed[*]]/speed$ [ERR 14:06:19.172] Error - Cannot parse variable search when inserting new key emissionMult = #$/PLUME[Ammonialox]:HAS[~processed[*]]/emissionMult$ [ERR 14:06:19.172] Error - Cannot parse variable search when inserting new key alphaMult = #$/PLUME[Ammonialox]:HAS[~processed[*]]/alphaMult$ [ERR 14:06:19.172] Error - Cannot parse variable search when inserting new key saturationMult = #$/PLUME[Ammonialox]:HAS[~processed[*]]/saturationMult$ [ERR 14:06:19.172] Error - Cannot parse variable search when inserting new key name = #$/PLUME[Ammonialox]:HAS[~processed[*]]/plumeIdentifier$-plume [ERR 14:06:19.172] Error - Cannot parse variable search when inserting new key name = #$/PLUME[Ammonialox]:HAS[~processed[*]]/plumeIdentifier$-audio [ERR 14:06:19.172] Error - Cannot parse variable search when inserting new key volume = #$/PLUME[Ammonialox]:HAS[~processed[*]]/plumeScale$ [LOG 14:06:19.173] Applying update RealPlume/000_Generic_Plumes/Ammonialox/@PART[*]:HAS[@PLUME[Ammonialox]:HAS[~processed[*]]]:AFTER[zRealPlume]:NEEDS[SmokeScreen] to Squad/Parts/Engine/liquidEngineMk55/liquidEngineMk55.cfg/PART[radialLiquidEngine1-2] Additionally MM seems to get stuck in a loop, waiting for patching to finish. So in the splash screen it shows 57 errors, in the log file it is 46K errors. Hence seems to continuously keep writing error log. Reverting to 4.1.4 seems to remove all that issues. Let me know if I can help somehow.
  3. So after a bit of trial and error, it seems, that the values in the config correspond to the KSP keyboard Layout. So using e.g. a "Ö" will work correctly for a German password. Maybe something to add to the First post?
  4. And probably in the new version? I just looked in the "classic" one and that is all different coloured metal.
  5. Uh ok, but how does the programming code actually translate the word written in the config into a key? Is it using some programming language match or something out of KSP?
  6. Was that a question to something obvious I missed, or just no one knows?
  7. On some screenshots of Soyuz, I see a texture copying the fabric look of the original. Is that Tantares as well and I only need to activate it somewhere?
  8. Is there actually a reference list for the key bindings? As non native it is quite hard to figure a translation for the keys. And I suppose they are all based on US Englisch layout?
  9. As far as I know, the modes should be visible all the time, if your pilot/core has the correct level. So probably worthwhile to check if that is the case.
  10. Only thing I could spot so far is incompatibility with the new inventory system (so already pre 1.12). Configured Items put into the Inventory will come out in some random (not the base item) setting. E.g. to be tested with the Habtech2 Truss connectors.
  11. Set the traverse rate to 2 and only do small partial movements. If you need to build e.g., a station, always put the arm in the right position to pick up and drop off parts in the VAB and note down the angles (sort of dry run). If you pick up parts, always see if the magnetic forces of the grapple fixture have bend the arm. you can see that , if the actual angle is not matching your defined angle. Correct that first, before you e.g., undock a piece in the shuttle bay.
  12. I have that as well, but in all situation it worked to rescue the Kerbals. It does not look nice, but works. But as I said, if that needs/wants change, either benjee needs to update it or you can edit the configs.
  13. Not sure what "working properly" in that case means. It is pulling the capsule away from the rocket, so seems to work. If you want to have it more stable, you probably need to edit the part to first initiate some srb angled to move away from the rocket, than straight for a flight path. Also you could try to have fins down at the capsule, see if that helps.
  14. I have the same issue, but not sure if this is a Kerbalism issue. My Go-ob ED Monitor actually says 10% were transmitted, however the contract matching that is not updated.
  15. @benjee10 Just a small thing I found in the APASv2 model: It has this black dot on the side, which is very helpful in docking to properly turn the adapters. However if you remove the sensors from the ring, there will be a dot on the other side as well. Which then makes it hard to find the right orientation. Not sure if that is the same in the real world original, but maybe it could be removed?
  16. Not sure, but from the looks it is very much what is named APASv2 (C-100 androgynous docking) in the newest version?
  17. Yeah, have that. But even putting the cross directly on the KSC won't end up in hitting it. It seems there are other factors as well (e.g., how long you glide or how steep you brake in the atmosphere) that influence where you end up. Hence a sort of plan would be helpful to test and practice. So probably better question is, on how to make landing repeatable at the same spot.
  18. Does anyone actually have an idea or plan on how to land at a specific point on Kerbin in JNSQ? E.g., starting from 100k, target KSC with Periapsis of X, then enter angle of Y, etc.? Something to at least come close where you want to land?
  19. I recently made another observation: While having a add-this-to-satellite mission, I successfully added the part to the craft, however my Kerbal was then glued to the satellite. RCS would still work, however move the whole satellite. Wasn't able to fix it and had to reload and avoid finishing the contract. Did anyone experience similar behaviour?
  20. You can bisect. Split your mods 50:50 continue in the half where you still have the error and repeat that until you can identify the error mod.
  21. If I understand correctly, there will not be an easy upgrade path for all of your new work? Like the old ones will be soft deprecated with missing textures, etc. but I basically need to exchange all (changed) parts in the game?
×
×
  • Create New...