Wercho

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About Wercho

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  1. I was able to resolve that with this config: PQSCity_Groups { GROUP { name = KSCUpgrades body = Kerbin CENTER { CentralPQSCity = KSC } } GROUP { name = KSCUpgrades2 body = Kerbin MODS { PQSCity = KSCUpgrades_ksideradar3_0 } } I haven't had a chance to test the latest version of KKtoSD, to check on the spawn point changes yet.
  2. Yep, worked like a charm Thanks!
  3. Dang, I wish I'd known about that before I worked on the config I suggest adding a link to that in the OP under the PQS section. Everything seems to be working fine now. Second, is there a way to exclude a static from KKtoSD? There are a few that shouldn't be relocated (like the radar tower from KSCUpgrades) because they match specific geographical features.
  4. First, this is a great mod and a big help for resizing things. Great work. Second, I've been having a go at creating PQSCity groups for KerbinSide. My config is attached below. I used the method of looking for the PQSCity names in Kittopia, and creating the config file from that. The good: The stuff around KSC (KSCUpgrades in KerbinSide) works great, and everything shows up where it should be, except the KSC VAB Helipad. The bad: all the other KerbinSide sites aren't being moved together as groups. (I've been trying on 3.2x rescale with buildings at 1x.) Also, on some of them the a spawned craft starts under the terrain, while on others it is on the pad like normal. Anyway, it seems like this feature is partially working, but not many people seem to be interested in it so it's probably a low priority. For others who are interested, for lauchsites and runways (and any other spawn point) Kerbal Konstructs seems to create a PQSCity name that matches the name of the Launchsite in the KK config file. For other things, it creates a PQSCity name of of [groupname]_[staticname]_[index] (without the brackets). Index starts from 0 and counts up for duplicate statics in a group. So, an example would be TheShelf_ksidelighthouse_0. Config File
  5. I just wanted to confirm I'm also getting this same bug. I notice that the normal recovery screen (where it lists the parts and values), says recovered "at Untagged" where it normally says [distance from KSC]. I tried at two different KK launchsites and got that same text, with a % recovery that seemed to be based on distance to KSC. I've got KK 1.1.0 and KS 1.4 installed from CKAN.
  6. FYI, Sigma Dimensions is mildly incompatible with Stock Visual Terrain. I'm going to drop a note on Sigma's thread too. Basically, because SVT's module manager configs act after SigDim's, the PQS sections get two "Mods" and two "Material" blocks, which seems to result in completely flat textures. i.e. the ground around KSC is visible, but it is a textureless green. I seem to have fixed the issue (have only tested around KSC) by removing the ":FOR[SVT] block from SVT's configs, which makes them happen first in the :LEGACY section of module manager's work. Then SigDim operates on them and everything seems fine. This problem stems from the fact that MM works in alphabetical order. I'll leave it to Sigma and Galileo to work out a permanent solution to this.
  7. FYI, Sigma Dimensions is mildly incompatible with Stock Visual Terrain. I'm going to drop a note on that thread too. Basically, because SVT's module manager configs act after SigDim's, the PQS sections get two "Mods" and two "Material" blocks, which seems to result in completely flat textures. i.e. the ground around KSC is visible, but it is a textureless green. I seem to have fixed the issue (have only tested around KSC) by removing the ":FOR[SVT] block from SVT's configs, which makes them happen first in the :LEGACY section of module manager's work. Then SigDim operates on them and everything seems fine. This problem stems from the fact that MM works in alphabetical order. I'll leave it to Sigma and Galileo to work out a permanent solution to this.
  8. In case anyone is having trouble making MM patches for version 1.2.1.1, the tags have to be capitalized unlike the example in the OP and the other examples that have been posted (which are for 1.2.0.1). I don't know if this has changed recently. Try it like below. I'm not sure about some of the other options (like "chanceWhenUnstable") but try with the first letter capitalized and not and see what works. Also, I haven't tried the ullage simulation in 1.2.1.1, so I assume that doesn't work as others have posted. MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 1 AutoIgnitionTemperature = 800 IgnitorType = Lower UseUllageSimulation = false }
  9. This line could probably be worded better ;). Seriously though, you run so many wonderful mods.
  10. No problem, I just wanted to know which version was the latest. I'll stick with the dev version for now.
  11. The new dll seems to have fixed the problem. The fact that the problem dealt with launchpad reconditioning explains why I later discovered it didn't apply to the planes I was making. Thanks for the quick fix. Is that fix in 1.3.2?
  12. New information: It's not Take Command, it just seems to happen anytime the vessel moves for the first time with a Kerbal in the command seat. Specifically, to further test this I created a vehicle with 2 EAS-1 command seats and a normal cockpit. Put only Jeb in the cockpit on launch. The vessel is fine if I first drive it somewhere, then move Jeb out to one of the seats. Then it works normally. However, if I move Jeb to a command seat first (not with a mod, just by EVA), and then start driving the vehicle goes bonkers as described in my first post. This is a pretty strange bug, I think.
  13. Nope, that didn't fix it. If it helps, the 25 reputation shows up in the vessel recovery summary, under the crew page. It doesn't create the popup text that the other strategia bonuses do.
  14. First, I LOOOOOVE this mod. Second, I seem to have found an incompatibility with KCT. Specifically, I find that when I Take Command spawns Kerbals in a seat, that craft has a problem. When it goes over about 2.5 m/s (across the ground, like a rover; up like a rocket, doesn't matter) the game resets it to the ground, rotated 90 degrees (so lying flat if a rocket) and then KCT spawns a ton of exceptions. Sometimes the game recovers (from the exceptions, and sometimes not). This only happens after KCT builds something over time. It does not happen if using KCT's simulation feature. It does not happen with normal command pods, unmanned craft. It does not happen if I spawn a kerbal in a normal pod then move him over to the seat. This is happening on an install with only KCT, Take Command, and GCMonitor. Logs: KSP.log, player.log Has anyone else encountered this? I've crossposted this on the Take Command thread also. Playing on Linux x64
  15. First, this is a really valuable mod. Second, I seem to have found an incompatibility with KCT. Specifically, I find that when I Take Command spawns Kerbals in a seat, that craft has a problem. When it goes over about 2.5 m/s (across the ground, like a rover; up like a rocket, doesn't matter) the game resets it to the ground, rotated 90 degrees (so lying flat if a rocket) and then KCT spawns a ton of exceptions. Sometimes the game recovers (from the exceptions, and sometimes not). This only happens after KCT builds something over time. It does not happen if using KCT's simulation feature. It does not happen with normal command pods, unmanned craft. It does not happen if I spawn a kerbal in a normal pod then move him over to the seat. This is happening on an install with only KCT, Take Command, and GCMonitor. Logs: KSP.log, player.log Has anyone else encountered this? I'm gonna crosspost on the KCT thread also. Playing on Linux x64 EDIT: Turns out Take Command isn't the problem, Take Command just makes it easy to get command seat only vehicles that don't move at all before a Kerbal is in the command seat, which seems to trigger the problem. Carry on