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About tomf

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    Sr. Spacecraft Engineer

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  1. The latest version works for 1.4.2 and I believe 1.5
  2. tomf

    SpaceX Discussion Thread

    Didn't the test flight deliberately spend some time hanging around before burning for it's trans-martian orbit deliberately to demonstrate this capability?
  3. Ive uploaded a new release that fixes a couple of broken localization tags - thanks to Wyzard256
  4. New release! I've finally got round to fixing the things found by linuxgurugamer
  5. tomf

    Mars 'impossible" to terraform

    I don't think you particularly need diluent gasses. My basic chemistry says that only the partial pressure of a gas affects its reaction rate, not the partial pressures of any other gasses. We had a thread about this a while ago and I don't think we could find a reason why humans couldn't live comfortably in a 0.2 atm pure oxygen atmosphere, after a suitable period of decompression to get the existing nitrogen out of our systems.
  6. Well then what would be the point of the research lab? Where you can timewarp years in a few minutes? The whole point of this mod is to force you to find a way to haul massive components around the solar system.
  7. That's a pity, you missed out on KAL's dialog. Ok, I'll give you a clue The staging is a bug though
  8. Ok, I admit it might be a bit mean that there isn't any in game hint but there is a way to get the cargo bay open. If you have seen the film you should be able to work out out. I guess I could put in a spoiler tag
  9. Wait a few hours and I should have uploaded version 2 which I am much happier with. It does require KIS installed but it's much closer to the film.
  10. Yup, that got that exception. Still doesn't work though but there is one less exception in the logs. Now I get NullReferenceException at (wrapper managed-to-native) UnityEngine.Transform:INTERNAL_get_position (UnityEngine.Vector3&) at UnityEngine.Transform.get_position () [0x00000] in <filename unknown>:0 at FlightGlobals.getFoR (FoRModes mode, UnityEngine.Transform referenceTransform, .Orbit orbit, .CelestialBody body) [0x00000] in <filename unknown>:0 at FlightGlobals.GetFoR (FoRModes mode) [0x00000] in <filename unknown>:0 at FlightCamera+<Startup>c__Iterator0.MoveNext () [0x00000] in <filename unknown>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) FlightCamera:OnLevelLoaded(GameScenes) FlightCamera:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)
  11. You should uninstall the original Joolian discovery mod and use only the files from the modified version. If you are getting big spaces it looks like it is picking up the original somehow. I doubled the size of everything, removed the hatch on the main pod and tweaked some other stuff.
  12. I'm attempting to make another custom node for Making History, this time an action to change the focussed vessel. This one fires and changes the focus but seems to be causing an error in the MH code and preventing the next node from firing. Can anyone (probably @SQUAD) tell me what is wrong? The code for the node And the Logs
  13. I'm looking for a way to spawn a dead kerbal or kill an existing one. The scenario is: Frank is out on EVA, a trigger occurs and then The active vessel is snapped to another vessle it becomes impossible to make frank the active vessel, or Frank is replaced with something that looks like a kerbal in a space suit but doesn't behave like one. Does anyone have ideas of how it could be done? I'm wondering if the same mechanism that makes rescue kerbals unfocusable before you get within physics distance of them could be used to make a kerbal uncontrolable until you get with say -1m of them.
  14. I've created a couple of custom nodes for the making history expansion mission builder. They aren't ready for release yet but the source is here One node simply kills the warp when triggered, the seconds checks that the active vessel has a specified part on it. I'm interested if anyone else is thinking about extending MH?