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Festivejelly

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Everything posted by Festivejelly

  1. It was installed manually yes. I believe I do have the latest versions of MM and CRP. I might try deleting the cache files for MM so that it regenerates them. I know there was a bug in KSP 1.6 which means the configs werent being loaded. Maybe thats it. I have "VERSION": {"MAJOR": 2, "MINOR": 0, "PATCH": 1, "BUILD": 0}, So maybe I need to update it. Nevermind that is the latest version.
  2. Im getting an issues where I have 2 kerbals on mimus. In eva their CO2 levels go up around 1% a second. I also have 2 kerbals in orbit, when I eva them their co2 goes up around 0.01% every 20 seconds or so. Whats the difference here? I assume a bug? All of them have their scrubbers turned on.
  3. Oh this sounds like exactly the kind of tool im looking for. As theJetsuit said I also think its my antenna that are consuming lots, but ill still checkout the tool.
  4. Im really struggling with this mod. I seem to be running out of EC all the time, but I have no way of telling what is consuming the most EC so I can shut it down. Even with solar panels in direct sunlight I get a warning that I dont have any EC and then it doesnt seem to recharge at all. Is there any way I can see a list of things using EC so I can shut them down or correct them?
  5. Magic thanks. I'll do some comparing now. Looks the same. Saw this https://github.com/sarbian/ModuleManager/issues/135 so maybe I need to just wait till its fixed.
  6. just curious. Could you post your modules that you have contained in the part file for this part? That way I can compare it with mine to see what the dealio is.
  7. Sadly restarting didnt fix it, nor did deleting the module manager cache. I guess I could reinstall and try again but that sounds like a look of effort :-/
  8. Ah I see so restarted empties the cache? Is there a way to manually delete the cache? I wonder if its something to do with module manager patching the parts.
  9. So i've placed an SM-18 on my rocket but I cant actually see inside the thing when inside the VAB. The enable cutaway thing just doesnt work (it does if I launch it, but I need to see inside it in the vab so that I can put stuff in it) Here's a screenie: Any tips? it would be super useful to have this part for snacks
  10. I actually think it was the garbage collections causing the frame drops. I used the awesome memgraph tool to pad the heap to 4gb and the FPS drops disappeared. I guess the mod just made the GC stutters more frequent. No bother though the graph thing fixed that.
  11. Hah, i'm a tester and I hear "its not a bug its a feature" every day I get a solid 60 without, but with it drops from 60 to 45ish and hovers around there. I'll do some testing just to make sure i can reproduce it.
  12. Is there a way to disable the shaders in kerbalism? I deleted the folder and I get much better FPS (the mod still seems to work but all the menus are gone) with the shader folder there, im going down to 45 fps Not sure what the shaders in that folder are for as they are labelled with just numbers?
  13. I'm not sure if i'm barking up the wrong tree here but I have a craft thats way out of range of the antenna but I can still control it. I cant see the option to restrict control of it.
  14. Craft files are just json, wouldnt be hard to write your own app in something like xamarin.
  15. So i've started to write my own mod, and I know its going to be a long journey so I first want to get the basics covered. So what I want is when I have an engineer on EVA if I right click him i'll see the option "Build Craft" So in essence I need to know how I add this new "build craft" button to the eva context menu, but only for an engineer. So I assume itle be some sort of field with a condition. I dont necessarily need the answer but id at least appreciate some tips on where to look Cheers
  16. Just to let you know im not dead yet. I'm working hard at this but understand I have a lot of learning to do so this may take some time
  17. Thank you, good to be here! Ah thats a really good idea, regarding the engineer skill level. The lower the level the lower the max part count. I figured there should also be some basic stuff too like him having a screwdriver in his inventory. I cant imaging he/she would have much luck building a ship without one. Looking at the source it seems Vessel Mover has a lot of the stuff i'd need with the KIS api offering the rest. The first challenge for me is to implement the logic to grab the ship information from the sub assembly collection and check whether the nearby KIS containers have the required parts. No doubt i'll be needing some tips soon so thanks for the information. I have no idea at all how i'd implement the hologram thing like is in KIS so i'll likely need to enlist some help there.
  18. schoolboy error. 20 laps of the playing field. In all seriousness though thats been a pain in the backside for me too. I wish I could tell steam to always launch 64 bit.
  19. That's very helpful thanks, i'll take a look at that. I my part will be implement the logic checking the parts exist etc and also generating the craft in the world. Seems all the hard work has already been done! I pop the Git location in my sig once i've got something.
  20. Thank you, i'll get some screenshots up soon and tidy up my post a bit. I'm in work at the moment so just wanted to make a quick post while the idea was fresh in my head.
  21. Thanks thats super handy i'll check that out. For anyone who's interested I have started on this idea. You can find the thread here: I'll update it more when I get home from work.
  22. I'd like to introduce you to In Situ Assembly of Craft or I.S.A.C. Now to introduce myself. I'm Festivejelly or Nick whichever you prefer and i'm new to the modding scene. I've watched in amazement over the years of the dedication and talent that the modding community has. A result of this is that you have all inspired me to get off my backside and start using some skills I learned. As a C# developer i've always had a keen interest in programming, especially in Unity. So I figured I should have a crack at writing my own mod. The idea of this mod is that you would be able to take a sub-assembly that you have lovingly created in the VAB or SPH, and build it on another celestial body, or in space, or wherever you have an engineer with desire to build! I know other mods exist that achieve the same goal but I wasn't happy with how they were implemented. I love how Kerbal Inventory System (KIS) deals with items in the game so I figured it would make sense to make it a major component of this mod. I also think OSE workshop would be a great complement to this mod as it allows you to build individual parts out of material kits. These parts are then stored in KIS storage, which is where my mod comes in... How does it work? 1. Planning stage So first you'll need to hop into your VAB or SPH and create a sub assembly for the craft you wish to build and save it. (side note, perhaps I could also allow crafts that are not subassemblies) 2. Parts In order to create your craft you'll need to ensure you've got all the parts. These parts will need to be stored in a KIS compliant container and be within X meters of your engineer before you can commence the build. 3. Build! You eva your engineer to a site you want the craft built, right click to bring up the eva GUI and click "Assemble Craft", this will bring up a new UI window allowing you to select a craft you'd like to build. Once selected a list of parts will be shown highlighted green if you have them, and red if you dont. If the parts are red you cant build the craft. You then click the "Assemble" button and a hologram of the ship will be shown at your mouse cursor. This will then allow you to rotate it and raise and lower it etc so that it doesnt clip into the landscape when you build it. When you have chosen a suitable orientation etc and you click the left mouse button, the craft will be built and the items removed from KIS storage. This is still very much a proof of concept and I will no doubt hit hurdles on the way, but if anyone would like to offer their assistance or suggestions then im all ears. I'll update this space when I have more progress.
  23. I like that, the blueprint. Do you mind if I get started on coding this using the KIS API? It would be a seperate mod, and I should what you could do is when you have an engineer on EVA you would right click and hit "build craft" and it would give you a list of sub assemblies and when you click one, you name it and it will check you have the available parts before constructing the craft for you and placing it when you hover over the mouse cursor. Id be happy to share my code with you should you wish to use any of it
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