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theSpeare

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Everything posted by theSpeare

  1. I'll check the source code on my hard drive tonight (thought I had it up on GitHub but I probably thought it wasn't big enough to bother). People have already requested R&D (and now Mission Control) scene jumping and I've already scoured through the options. It was definitely on LoadScene or HighLogic (at least pre-0.24) and I couldn't find anything under the R&D related classes, so I kinda just gave up. API for KSP is incredibly limited and most of modding is done by trial and error or by example from other plugins. Sorry, at the moment I can't really figure out how to do it. My theory is that R&D and Mission Control & Astronaut Complex aren't really scenes (e.g. no loading screen when going through, and near instant response) so it's probably a pop-up of sorts; I just don't know where to find the method that can call it.
  2. I have yet to get back to this mod but I will recompile later tonight for 0.24. Maybe I'll add in money costs for upgrades. For now keep using it for 0.24 and just letme know if an issue comes up.
  3. Has anyone worked up a ModuleManager file to balance out costs for 0.24?
  4. NullReferenceException: Object reference not set to an instance of an object at DeadlyReentry.ModuleAeroReentry.IsShielded (Vector3 direction) [0x00000] in <filename unknown>:0 at DeadlyReentry.ModuleAeroReentry.ReentryHeat (Vector3 velocity) [0x00000] in <filename unknown>:0 at DeadlyReentry.ModuleAeroReentry.FixedUpdate () [0x00000] in <filename unknown>:0 Getting this issue when launching from Kerbin. Don't exactly know why. The only other plugin I have that could be going against it is DangIt Failures, or perhaps RealChute.
  5. Will you consider allowing antimatter to be fueled on the pad for an incredibly high cost? Also the implementation of being able to sell antimatter would be great, too.
  6. OP updated with new link due to Spaceport's shutdown. Added Curseforge link and also a Dropbox link for anyone who doesn't like the former.
  7. Apologies for inactivity, I'll look into the other problems after my exams. To replace the new link, I've started a project on Curse for sceneJumper here. Says it still has yet to be approved so give it some time. Otherwise you can get it from this dropbox link.
  8. Holy hell VV would be amazing. Get back soon and safe!
  9. Ascent page would include maybe attitude, altitude, velocities, dynamic pressure, atmosphere and throttle. Could include fuels but there's already a whole page for that . would help for two player set ups
  10. Cheers, that completely resolved it. Can't wait to use it.
  11. Traceback (most recent call last): File "C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\GATI\cherrypy\_cprequest.py", line 656, in respond response.body = self.handler() File "C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\GATI\cherrypy\lib\encoding.py", line 188, in __call__ self.body = self.oldhandler(*args, **kwargs) File "C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\GATI\cherrypy\_cperror.py", line 386, in __call__ raise self NotFound: (404, "The path '/' was not found.") A bunch of errors also show up when I try to run the .py file itself. SOmething to do with ENGINE Listening for SIGTERM and ENGINE Bus STARTING but it's all saying [error]. I installed Python with your link.
  12. Sounds good! :S I was just sharing some input, I wasn't going to use it now anyway in its current state. Balancing for a lot of mods has been so much in the "workarounds" region. Once budgets and contracts come out I am very confident this mod will skyrocket.
  13. Random failures won't really work without something to maintain or ensure a low probability of occurrence. Failures by random chance (RNG) will always eventually irritate the player, as it is punishment without reason. Perhaps imagine a game like DayZ, where there was a probability that you would simply be "shot" by some "random AI sniper"; failures should occur due to player's decisions. Science upgrades can probably handle this but I've always thought a lot of what mod balancing is missing is a KSP budget. Probability of random failures would increase if you spent less money on maintenance, or quality assurance. The more money you spend on it, the less chance of failure. Furthermore, science can be invested to work together with this idea. Think Engine Ignitor - it already has a failure of sorts. The engine can fail to ignite - but if it failed it's because you probably ran out of ignitions, brought the wrong engine type, or forgot to ullage.
  14. This is incredibly great. Thank you for compiling! Orbital map would go a very very long way, similar to how RPM handles it.
  15. BOOKMARKED. This is beautiful. I've always felt that mission control needed images. EDIT: Can you not package the compiled version for us?
  16. Oh damn, I was hoping there was some way we could disable the KSP debug log printouts FAR likes to do. It seems to slow down my scene startups.
  17. "Option to switch on / off various debug data about FAR drag model applied to particular parts" Where is this? I opened up the FAR menu in SC and all I see are: - Display Aero Forces - Display Coefficients - Display Shielding - Spline Stuff - Aero destruction
  18. Hi! Sorry if this has been mentioned before but will you consider adding in integrated landing legs? That would certainly save with the part count issue.
  19. Please be radial surface lights, please be radial surface lights
  20. @Hyratel the severe falloff is to encourage sending more rovers, perhaps to different places. The science return for RoverScience is huge enough that three analyses is more than enough to gain science - you just have to make sure you analyze the higher potentials, and not waste the earlier analyses on lower ones. The upgrades pass onto other rovers as well, btw, it's not just limited on individual rovers.
  21. @zilfondel In the future, hopefully (when I get the free time), I will be adding extra functionality to the "analyze" spot part. Drills and other such things should be part of that. For now I'm more intrigued with spawning multiple science spots around the rover, each visually represented by spheres (like objective markers in GTA for example). Will take awhile though! Core function first @Hotblack Desiato I don't believe RoverScience works with biomes at all. I've put biome compatibility on the backburner for now, but it has its own science caps and stuff separate from biomes so even if you've bled an entire planet dry before installing this plugin, you will be able to return to old biomes and do some rover science there. This plugin doesn't capture seismic scans, the accelerometer is merely a placeholder until I get a better model For now the RoverScience simply just "learns" something from the spot. The main idea is to encourage the player to drive.
  22. I'm still using 0.7.4 because of some of the bugs I'm reading here and there - one question though: are node attachments scaled properly in my older version (related to joint stiffness etc)?
  23. Getting this: https://www.dropbox.com/s/syu130hqmohmc54/screenshot96.png Is it possible at all to prevent that? EDIT: Saw the readme. I've already downloaded EVE 7-2 - does that version have the config file saving thing you've been mentioning, or do I still have to configure each time
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