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tomf

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Everything posted by tomf

  1. 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
  2. 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.
  3. 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)
  4. 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.
  5. 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
  6. 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.
  7. 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. https://github.com/tomforwood/MHNodes I'm interested if anyone else is thinking about extending MH?
  8. 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.
  9. 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 https://drive.google.com/open?id=1asta11TvSZA9Im7hkWQRXPT_LL3rJiE- 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. https://drive.google.com/open?id=1-6RlCEByRBbInr20cQ_WoggmcO_US0BR It requires some slightly modified versions of @NecroBones' Joolian Discovery parts which are included in the zip
  10. 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
  11. Um download the source, comment out that line and recompile it? Ok, new version coming.
  12. 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?
  13. 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?
  14. I'm creating a fairly long mission, its currently up to 46 modes long, all of which are pretty linear. I want to be able to play through it to test, and use checkpoints to make it less tedious. Hyperedit would be nice too but that's another question. However, when I make an edit to a node further down the chain, something i won't get to in my playthrough for quite a while it is marking all the checkpointws as dirty except for the first 3, created right at the start of the mission. Any idea why and how to have usable checkpoints for later points?
  15. if you click on your start node the settings bar contains a button to edit difficulty settings. Under mission is a slider for starting funds..
  16. You can get line breaks in dialogs with the html line break <br>
  17. There are pert mods which only add new parts to KSP. These don't require any programming There are plugin mods which add additional functionality. These do require programming and are almost always (I don't know of any counterexamples) written in C#
  18. I seem to remember reading in the weekly updates that the mission builder was going to be extendable with modders able to create new builder node types. I'm currently wanting nodes to Unspawn a craft - no explosions, it just doesn't exist any more change the camera focus A variation on the dock/undock node that tests for a ship splitting at docking nodes and then adds the parts to the builders ship list. I want to be able to say that a ship that was docked to a space station goes somewhere. Has anyone created any kind of custom node or is there an @SQUAD tutorial of how it can be done?
  19. I spent yesterday creating a mission in the mission builder. When I come to try and load it this morning I get an error in the console and an exception in the logs IndexOutOfRangeException: Array index is out of range. at PartCrewManifest.FromConfigNode (.ConfigNode node, .VesselCrewManifest v) [0x00000] in <filename unknown>:0 at VesselCrewManifest.FromConfigNode (.ConfigNode craftNode) [0x00000] in <filename unknown>:0 at Expansions.Missions.Runtime.MissionSystem.ValidateCrewAssignments (Expansions.Missions.Mission mission) [0x00000] in <filename unknown>:0 at Expansions.Missions.Editor.MissionEditorLogic.MissionToLoadSelected (System.String fullPath) [0x00000] in <filename unknown>:0 at Expansions.Missions.Editor.MissionsBrowserDialog.onButtonLoad () [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <filename unknown>:0 at UnityEngine.UI.Button.Press () [0x00000] in <filename unknown>:0 at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update()
  20. To launch to The moon from a high inclination launch site you want to have the ascending or descending node of your parking orbit to be at the point where you want to do your trans munar burn. The desc/asc node will be 90 degrees away from the launch sight for the minimum inclination orbit. So Check the phase angle for going to the Mun (100 degrees ish) Centred on Kerbin, with the Mun at the top of the screen find the angle around kerbin that is 100 degrees clockwise find the angle that is 90 degrees before that Wait until Kerbin's rotation brings the launch site to that angle Launch - heading initially due east Circularize at AP as usual Place a node at the AN/DN Drag the prograde node out until you get an intercept with the Mun - don't worry about the inclination of the transfer orbit Fine tune the transfer node ad execute Do a mid course correction burn to get a low equitorial pe at the Mun At Munar PE set the inclination to whatever you require.
  21. There was a bug with Kuarqs. Should be fixed with a new release.
  22. The initial orbit does specify an inclination accuracy of 90 degrees so if you are in a polar orbit it will be easy to be slightly over with an inclination of 90+ The objectives definitely seem bugged once you get to the munar 2 launch. It wants you to target a specific munar orbit but it won't tell you what it is. By quick saving then loading I got it to draw a target orbit.
  23. There are a couple of things that might stop you getting results. The first is the position of the flashometer. It needs to be located above the virtual horizon of the impactor i.e. it needs to be visible in the sky ignoring any mountains that get in the way. The flashometer also needs to be less than 500km away. The second thing I've seen is a very weird bug that seems to occur when multiple craft have the same name. I haven't reliably been able to reproduce it though.
  24. It doesn't only contain the zip, it also contains the files for the mod in the correct directory which the previous one didn't. The zip shouldn't be in there though.
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