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About Hyomoto

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    Kerbal Space Industries

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  1. Well this was weird. I found the culprit. Digging through the files we can see the base attributes are applied by OPT_00Clean.cfg, and then OPT_B9PS.cfg is used to add the switch module using those attributes. That is really clever. I don't know if there's a way to inspect parts to see if the first patch is applied, but assuming it is then the issue lies here: // = = = = = = = = = = = = = = = = = = = = = = // Create fuel module @PART:HAS[#manufacturer[OPT*Division],#refVolume[*],~TankTag[OPTlab]]:NEEDS[B9PartSwitch,!ConfigurableContainers/Parts,!Pathfinder,!Modul
  2. Well, this is weird. B9PartSwitch isn't working. Digging through the log, nothing from OPT_B9PS.cfg ends up being applied to the parts. It seems like the nodes do end up matching at some level, but the module itself is never added. The best I could muscle out is that HAS[#moduleID[]] is perhaps unsatisfied since I couldn't find where these module ids are applied and they didn't seem to be part of the base parts. Of course, digging through all the configs looking for it I might just have missed something. Nevertheless, the result is that none of the structural pieces or wings have tanks a
  3. I think I was on an older version of Parallax and that's why I thought the experiments were still sunk. I first tried this at 1.2 but apparently missed the 1.2.1 and 1.2.2 updates and hadn't played with the experiments since then. They are still troublesome, they don't always rise properly, but it sounds like you are already on the case which is exciting. I may not have done anything useful but I guess I learned how to set Visual Studio up for KSP (the forum post is out-of-date, it says use .NET 3.5 but Kopernicus was compiled against 4.7.2, etc...).
  4. Well, that was a waste of time . I resolved all the conflicts and was able to update and recompile the DLL. Problem is, apparently the instruments already float to the surface. I assume that is your doing because the issue ends up being that when you go to place the instruments they claim to be an on an illegal spot. However, if you walk around and spam the space bar you can usually find some location that will allow placement. Once on the ground, if you bump them they'll just rise to the surface. Neat. So the trouble is just getting them placed in the first place, otherwise it can alre
  5. You mentioned that it would be difficult to have arbitrary shapes interact with the parallax system. However, there are some parts which probably could be included that aren't and might be expected to be: science deployables. I'm going to feel like a jerk for writing this, since I would prefer to test this myself instead of fire off a "this should work" and wander off, but I'm not set up for KSP modding. I can only prostrate myself and beg your forgiveness (for the record I gave it a shot, but the setup guide only got me to 1191 type errors and I'm fighting both VS and KSP knowledge). That
  6. Small update here. Did a bunch of testing, including rolling back to previous versions to see when exactly volumetric clouds stopped showing up and the answer is... they didn't work with any version. That seemed pretty suspect so I deleted settings.cfg and gave it a try again. In which case the clouds did show up again. So I went ahead and brought the game back up-to-date and again, clouds. So finally, I reinstalled all of my mods and its not working again. Dear lord. So then I start painstakingly installing one mod at a time to figure out which one is the death boi. Which, surprisingl
  7. A modder can't live on praise alone, but it surely can't hurt! This is all stunning work. It reminds me a lot of when Scatterer first popped up, where there were a lot of issues but over time he figured most of them out. I didn't even see this until 1.2 beta, and it's crazy what you've been able to accomplish.
  8. I'm not sure a screenshot is really necessary here? The issue is the volumetric clouds do not display, but the cloud layers are visible. That said, if it helps then here is a screen shot without volumetric clouds: The cloud layers display, but the volumetric clouds do not. It's hard to see in this picture because they aren't there, but the clouds overhead still fade out as if the volumetric ones were being drawn but they aren't. Again, multiple texture packs, etc...
  9. I'd like to throw my cards in the "I'm not seeing volumetric clouds" hat as well. I tried Spectra and Astronomer's pack and neither of them display volumetric clouds. It looks like Spectra doesn't have layerVolume defined, but Astronomer's does and still nothing. I also tried the original BoulderCo and ... still nothing. For clarity, as far as I can tell, all other effects are present. There are the 2d layer clouds, and when you pas near to them they fade out as if the particles are being generated, but there are no particles. Is there an option somewhere I'm overlooking to turn them
  10. Yes, that did it. Disabling steering on the rotor blades was definitely the issue. They are still difficult to fly, but in a way that doesn't feel like something very, very wrong is happening. I'd still love to be able to fix that, but hey, I can fly a helicopter now! Thanks! EDIT: More fiddling and ... I dunno. It seems like helicopters are broken. Not completely but there are definitely some odd interactions. It seems that particular issue I was having was localized to the rotor I was using. Using the dual rotor, things control mostly as I would expect, so much so it's even poss
  11. Are they just impossible to control without SAS? The reason I wasn't using it is because you get stuck trying to face whatever direction it was enabled at. So do you have to continually reset the SAS while flying? I mean, I can fly planes without SAS. You just have to build them well. In this case, that doesn't seem to be an option then? Turning it on seems to HELP, but it still seems utterly uncontrollable. Like, tilt forwards shouldn't be illegal, but I press forwards and I start to lean right. Again, I stress this isn't a "I don't know how to touch controls." situation. If it w
  12. That reminds me, last question I hope, and I feel I have to ask: do the firespitter helicopter blades work? I see you have that V22 design, which I'll assume flies. In my case, I set the props directly over the center of mass but it behaves like there are phantom forces. If I tip to the left, the helicopter shouldn't swing back to the right... maybe? Like, if I touch nothing, it will be out of control. If I touch anything to try and correct it, it ends up even more out of control. They feel completely uncontrollable. Could just be my design of course, but you solved my cargo conundrum,
  13. I can certainly appreciate that but if I may ask a question, why not just make an offset that doesn't require doubling them up? I appreciate the "because it's more work than zero" reasoning, but it might be a nice part to have even outside of this particular niche (it's just this niche certainly adds to it's desirability). Amusingly the first thing I tried was that offset thinking maybe it had an alternate version. I was not clever enough to consider just stacking it.
  14. In that first plane it appears you are using a smaller spacer, do you recall what the name of that part is? Also, thank you for the feedback. I tried moving some stuff around and deleting parts, but it seems like the space is too tight. I'll have to give LGG's topic a try at some point, but if it's as simple as adding a spacer I'm not going to be upset. Edit: And yeah, adding a cargo tube seems to have added the necessary space. Apparently that part by itself is just a wee bit too small. If it's possible to tweak it, that would be awesome, but I'm glad it's functional nonetheless.
  15. So, this isn't a phenomenal picture, but last time I played you couldn't do this. Any of this. Well, flags have been around for quite a bit, but it's crazy how many things that used to be mods are now stock in one way or another.
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