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About tomf

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    Sr. Spacecraft Engineer

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  1. 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.
  2. That's a pity, you missed out on KAL's dialog. Ok, I'll give you a clue The staging is a bug though
  3. 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
  4. 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.
  5. 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)
  6. 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.
  7. 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
  8. 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.
  9. 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?
  10. I thought about that but I know the film better, and there isn't a Saturn analogue anyway. I'm not 100% happy with the climax but I can't think of a way to do it better without writing code for custom nodes, which I'm not sure anyone has done yet. If you have any better ideas let me know.
  11. I've created a version 2 of this mission pack which feels a lot closer to the film in structure. The second mission, taking the Discovery to Jool has been updated using some custom nodes and the Kerbal Inventory System and can be downloaded from To play it you are gong to need to have KIS already installed and then open the zip file which contains the missions, The 2001 parts and the code for the custom nodes. If you don't have/don't want KIS then the original is still available from the link below. --Original post below To celebrate the 50th anniversary of the release of the film of 2001 - A Space Odyssey I've created a pair of missions that parallel the films. They should take a couple of hours to play through. It requires some slightly modified versions of @NecroBones' Joolian Discovery parts which are included in the zip
  12. And another in the series of "TomF finds things that don't work as he expects in making history" A simple mission - drive Jeb in a prebuilt rover from the runway to the launchpad - within 100m However if you cross the boundary on foot or in a command chair the result doesn't trigger Do it in the command pod and it works fine
  13. Um download the source, comment out that line and recompile it? Ok, new version coming.
  14. tomf

    Checkpoints become dirty

    This is in a mission that I am creating and the mission nodes that I am changing are significantly in the future of the checkpoints that are being invalidated. E.g. my mission consists of 40 nodes. In a playthrough I get up to node 30 and notice that something has gone wrong. I go back to the editor. At this point I have checkpoints corresponding to nodes 10, 15 and 20. I make my change to node 30. I would expect that the checkpoints for earlier nodes are unaffected but I am finding that the checkpoints for nodes 15 and 20 have become invalid. Are my expectation of how the checkpoints work wrong?
  15. I have the event node box ticked on a Take kerbal node in my mission. Despite this it shows up as n objective right from the start of the mission, although it does seem to have added a yellow lightning bolt symbol to it in the mission summary panel. It also seems to be ignoring several other nodes that are marked as event nodes. What does the yellow lightning symbol mean, and why are nodes I expect to be hidden being shown?