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theSpeare

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Everything posted by theSpeare

  1. I have a lot of mods and no real time to investigate thoroughly so this may be a long shot. I was wondering if anyone else is having the disastrous problem of a sudden part malfunction (while in full time warp) leading to one part (regardless of which part malfunction) overheating to max and exploding the entire base. This is happening while drilling and converting ore at full time warp.
  2. Hi, Have you considered balancing reaction wheels and RCS systems? I've always wanted preferring RCS over reaction wheels, as at the moment reaction wheels seem to be far easier (and cheaper) to use.
  3. Here RoverDude, my save file: https://www.dropbox.com/s/wx87rp156i48z6l/speare_save_USIbug.zip?dl=0 Mods: Toolbar USI Life Support EVE Crew Manifest Distant Objects ESLD Beacons Firespitter KAS + KIS Kerbal Engineer Kerbal Joint Reinforcement Routine Mission Manager Kerbal Alarm Clock + Transfer Window Planner Karbonite and Karbonite+
  4. Hey, I recently switched back to an old vessel that had 7 years worth of supplies and the life support info window was no longer reading anything out. Furthermore, debug was throwing exceptions constantly. and Any help? I have Karbonite and Karbonite+ installed as well if that helps anything. Any other info I'd be happy to provide, sorry!
  5. I did all my testing in vanilla when I was trying to sort out that issue with sceneJumper. I just remember there was an issue with jumping from the tracking station to the VAB and not being able to rotate the camera at all.
  6. Hey great work with including QuickGoTo in your series! I've never had the time or effort to bother maintaining my plugin (although strictly speaking it shouldn't be too hard per version). I'm glad you have a much cleaner, more customizable improvement here. Just be careful, I had issues jumping to the Tracking Station and not being able to move the camera at all. Wasn't sure if that was fixed by the devs somehow or if you found a way around it. Might pay to check that out.
  7. Wait, what if I add ONE tiny mod? Will it have to recompile everything?
  8. This is pretty great - even if you DO like contracts at least you'll have a bonus for doing science.
  9. Is there any chance you could (much much later) include some sort of adapter to make the docking port on the Ranger not angled? This would simply be for ease of use with just any other craft we're building in KSP.
  10. If you use Karb+ you could always change the generator input to Karborundum instead of electric charge. That's what I did and now I'm off to try and harvest some. I'll have to park on a station to refuel my warp drives and still have to pay the ridiculous $1.5M part cost.
  11. Hey guys, sorry I've just been out of the scene lately. I haven't had the chance or time to fully test RoverScience against 0.25 but I haven't seen any issues and no one has reported them so I'd assume it should be okay. Thanks climberfx, that's super generous and I'd be keen to take it on but I don't have the time to implement anything let alone go through the code again. Will let you know in the near future if I get back to this. To Veelay, unfortunately it's been awhile since I've looked back at my code but last I remember I had RoverScience search for modules with names that simply had "wheel" in them. I'll take a look at the source when I get time but unfortunately there won't be a fix for this at the moment; one thing you could always try is just add the stock wheel onto Modular Multiwheels and just set the stock wheel parameters to zero (speed and whatnot). Hopefully it won't conflict. Apologies for this. Thanks Jaxx Have you had any issues with 0.25 and RoverScience?
  12. I'll do that the next time I'm on Kerbal, problem is the NaN fund recovery issue still persists without this plugin.
  13. When I recover some stages come with a NaN fund value and it breaks my save completely. Can't see funds or pay for anything; anyone know a fix?
  14. What did you mean by this? "Removing Treeloader dependency will take time. For now, use the career and cheat funds instead."
  15. Hey WaveFunctionP, just completely out of curiosity how's the progress on part cost adjustment?
  16. Hi David, are you having any issues running it on 24.2 at the moment?
  17. Yep, as RoverScience is a command module you'd be able to control from it without antenna in RT as it doesn't have the appropriate modules for RT. You may easily copy from the other probe cfgs. As of "official" compatibility I haven't had time to go through and test it out. I don't think I'll have time to test it out for now; and I'm more or less relying on feedback if it's causing any issues. I will during this weekend hopefully just recompile it against 24.2 and maybe look at integrating RoverScience to the stock AppLauncher. I may even shuffle the costs around so that you spend money instead of science to upgrade the brain. Let me know if there are any issues running RoverScience on 24.2 and if there are I'll try to fix it and mark it 24.2 compatible.
  18. This sounds pretty exciting! This will effectively let us keep shipyards but have a virtually way less part count, right? I'd like to put down a request for you to investigate the built-in KSP toolbar and use that instead. I love blizzy's toolbar but it'd be nice if everyone began to transition to the stock version. Also, having less mods is always a nice part.
  19. Please tell me this is still in the works for compatibility with 0.24? I'm having issues with the window no longer popping up when I click on the toolbar button.
  20. I like the idea of the contractors giving you a payload to launch. You, the launch provider, would have more or less nothing to do with the payload but to take it and just deliver it into space. It's a lot easier in terms of programming and simpler for gameplay. "Launch this 5t payload to geosynchronous orbit". Throw it into one of your popular rockets and send it flying! Would feel pretty neat to be in that role.
  21. Maybe you could try doing commercial satellite contracts? You can make your own placeholder part and have the masses vary on difficulty. All you have to do is bring this satellite up to a given orbit - although it'll just be one part. You can set it to cost 0 and just have it be a completely useless part that doesn't do anything; it's just there for the sole purpose of acting as a "payload". It'd be nice if you can hide it and only show when it's needed, kinda like when testing contracts come up. But payload contracts would be somewhat easy, as you could just throw in all those placeholder parts and call them satellites or whatever and just ask the player to insert them into orbit/placethemsomewhereonthesurface etc. Sound interesting?
  22. Yeah, wavefunction when will you be sending out the cost adjustments? Furthermore, are you just posting new experimental versions as you go or do you have a main post or thread somewhere holding the main links?
  23. Hey Arsonide, great work so far. While you're around, can I ask you if you're considering station resupply contracts? Sending up cargo or Kerbals. You'll have to figure out if you'll want to use a preexisting station or spawn one with a .craft file of sorts.
  24. Help, my game goes bonkers when I try to launch a vessel with a Rapier engine. This occurs regardless of x64 bit or normal. ------------------- initializing flight mode... ------------------ (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Loading ship from file: C:/Games/KSP/Kerbal Space Program/KSP_Data/../saves/theSpeare/Ships/SPH/Auto-Saved Ship.craft (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [DangIt]: DangItEnginesFX[-257486]: ERROR: Multiple suitable modules found! at DangIt.FailureModule.GetModule[ModuleEnginesFX] () [0x00000] in <filename unknown>:0 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) PartModuleException: Multiple suitable modules found! at DangIt.FailureModule.GetModule[ModuleEnginesFX] () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at ResourceDisplay.CreateResourceList () [0x00000] in <filename unknown>:0 at ResourceDisplay.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at UIPartActionController.UpdateResourceWindows () [0x00000] in <filename unknown>:0 at UIPartActionController.UpdateFlight () [0x00000] in <filename unknown>:0 at UIPartActionController.Update () [0x00000] in <filename unknown>:0
  25. Please take a look at RoverScience, I had to take care of calculating distance traveled. Source code is linked on the page for GitHub. With the condition that at least one wheel was in contact with the ground (among others), I multiplied deltaTime with the rover's current surface velocity and was very accurate. Let me know if it helps at all
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