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Hyomoto

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Everything posted by Hyomoto

  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 I may not have done anything useful but I guess I learned how to set Visual Studio up for KSP (the forum post is out-of-date, it says use .NET 3.5 but Kopernicus was compiled against 4.7.2, etc...).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.
  16. Oh, you are a dear sir indeed. Yes, that worked quite fine! Good news indeed. I will gladly share my snacks in thanks!
  17. Color me surprised, but I get to necro my own thread because it seems nearly ... seven years later I have the same question. Tab now doesn't select anything but celesital bodies, backspace still does nothing and clicking anywhere near a planet still focuses on that planet. Look, if it's a mod that fixes this behavior (despite being a tad shocked this problem is still a problem) then that's fine, but my brain won't let me believe there isn't a better option than reloading the scene to get the map to refocus on your vessel. So, for the second time: is there a simple, vanilla, built-in way to
  18. I tried searching through the topic, and I don't see anything. Perhaps this is related to the 1.11 update (sorry, haven't been playing for a few years so it's all new to me), but the passenger door Mk1 doesn't seem to work. I have it set up as indicated, but I get the "Hatch is obstructed, can't exit" error. I'm not entirely surprised, I imagine this is a tight fit, but I definitely like the idea and if I can get it working I'd really like to.
  19. I had no idea this was coming, I knew the DLC was but this feels a little like a gift since I had no idea. Thanks!
  20. Really? GTAV is a massively popular cash cow for Take Two. The mods they attacked were direct competitors that threatened their bottom line. Whether or not I respect them, and I don't, for going after the modders is irrelevant (and not for reverence of modders either, but in the corporation v user I tend to vote user). Kerbal Space Program is not a billion selling cash cow fueled by in-game sales. Not last I checked. Now, according to Steam Spy it is a decent seller, pushing quite a few more copies in the last three months than I would have guessed. So my question is who exactly are
  21. Well, I got a crash. When I open up the data manager on my probe core, then toggle the map, the game crashes. Using 64-bit KSP, Windows 10, 16gb. I wanted to see if this also happened in 32-bit but ... well, KSP won't even load my save. So, I can't seem to pin down if it's 64-bit related or not. The output_log.txt and error.log. EDIT: I would love if there was a disable WYSWYG view, this forum software drives me nuts. Anyways, I tried again and well ... it appears that wasn't the issue. The issue was TRANSMITTING science and going to map mode. I suppose I'll keep dabbling with it
  22. Hah, well that fixes that issue! I hadn't tried Kerbalism before so it's impossible to tell what's missing or not at a glance. Real Chutes has the same issue apparently, but that was a bit more obvious since missing parachutes is ... quite obvious. Thank you for the help. Then if I may ask another question, does Kerbalism also disable the 'toggle batteries off to put probe to sleep' behavior? I saw I can change signal behavior to limited which apparently should mimic the base game, but it still wouldn't let me toggle the batteries back on. I haven't played since 1.1 or so, if there was a
  23. So I was giving the mod a try and it seems to me that it isn't quite ... balanced. At least not for career mode. I just realized that the Fuel Cell requires hydrogen and oxygen ... one of which isn't currently available as far as I can tell. The description still says that it takes fuel and oxidizer, even though the module says hydrogen and oxygen. There are some other things like this, seemingly owing to not touching the tech tree as far as I can tell. Is there a good primer to read on this or some 'mandatory' mods people are including? Even something as "simple" as getting to the Mun s
  24. For all the people who bought before April 2013: if Squad makes good on that promise then that's cool. But I do think it's fair to say: wow, really? 2013 was 4 years ago, which means those of you who bought it before that time frame have been playing this game for five years. During that time there have been at least two major updates since launch, and obviously all the work that went into getting to 1.0 which included quite a few major updates. I have no idea what they'll charge for this expansion but it is it fair to say that FOUR YEARS is a completely acceptable time to commit to free d
  25. I'm not completely surprised. My guess, and I'm not a 3d guy, is probably that EVE is doing a lot of unnecessary work. (Woah, poignant observation, I know). Either way, it's good to know you are on the case. Of all the mods I use, which there are not many, EVE is the one that adds the most atmosphere (no pun intended). Scatterer is nice, but without clouds the worlds just seem bland and lifeless. And thanks to SVE, we can get a pretty damn fine version of both. When stuff like this happens I can't help but think the best part of the KSP modding community is thanks to having source a
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