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Everything posted by Zelda
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
Zelda replied to Dunbaratu's topic in KSP1 Mod Releases
Yeah, that's where I'd start! I don't know the Baker script very well, but I will also try to take a look at it this evening to see if I can help find the issue.- 1,343 replies
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
Zelda replied to Dunbaratu's topic in KSP1 Mod Releases
Edit - Nevermind, I'm lacking sleep and misread the question. However, when it throws an error with the line number, you can usually debug starting there. Search the file for menuanswer(), then look for where that function is. My guess is copying over to the local drive may be resulting in a path to a dependency being incorrect if an assumption was made in the script that you would be running this from the archive.- 1,343 replies
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I've been using your mod for many years, and can't imagine playing without it. That said, I can definitely relate to getting burned out on a project. Take care, and thank you so very much for making something fun, unique, and special, and sharing it with us all.
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Yes, you just need to specify the part name in the first line instead within the brackets. See below - this will create a copy of the part and that will include everything defined for the part up to that point. +PART[ISRU] { @name = IRSU_10x @MODULE[ModuleResourceConverter],0 { @OUTPUT_RESOURCE,0 { @Ratio = 444.0 } } } If there are mods that patch that part later in the loading process and you want to initiate the copy after that patch so you don't have to replicate it, you can do so by adding something like ':AFTER[<mod dll / folder name here>]' to the first line. The below example would copy the ISRU part after SystemHeat has patched it, for example: +PART[ISRU]:AFTER[SystemHeat] { @name = IRSU_10x @MODULE[ModuleResourceConverter],0 { @OUTPUT_RESOURCE,0 { @Ratio = 444.0 } } } Probably good to read up on patch ordering on the MM Wiki if you haven't done so.
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CKAN (The Comprehensive Kerbal Archive Network) - v1.31.2 Juno
Zelda replied to DasSkelett's topic in KSP1 Mod Releases
I just wanted to mention that I downloaded this build, and the problem was resolved. Thanks so much! -
Speaking of using on an existing save, I think it might be an issue if you're using a rescaled system. I added it in to my 2.5x save and the planets were in very different positions along their orbits, which would have resulted in a few in-progress missions being nowhere near their target on arrival. I removed the mod and the planets reverted back to where they were before. So while nothing broke per-se, there may be side effects. All that said, I loved the way Kerbol looked with this mod and am planning on using it with my next save!
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[1.8.x-1.12.x] - RasterPropMonitor (adopted)
Zelda replied to JonnyOThan's topic in KSP1 Mod Releases
Not who you were replying to but I just noticed the same. In my KSP log I see this: [LOG 19:16:23.041] PartLoader: Compiling Part 'JSI/RasterPropMonitor/Library/Parts/ExternalCameraPart/external-camera-v2/JSIPrimitiveExternalCamera_v2' [ERR 19:16:23.043] PartCompiler: Cannot clone model 'Squad/Parts/Engine/liquidEngineLV-1_v2/Assets/Spider' as model does not exist [ERR 19:16:23.043] PartCompiler: Model was not compiled correctly [ERR 19:16:23.043] PartCompiler: Cannot compile model [ERR 19:16:23.043] PartCompiler: Cannot compile part Since you mentioned ReStock, I did a bit of digging and I believe it is because this line in external-camera.restockwhitelist is missing the trailing slash. I added the slash to my local install, and the camera part now appears with the Spider model. Literally a one char change but just in case it's easier I created a PR for this here: https://github.com/JonnyOThan/RasterPropMonitor/pull/52 -
toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
Zelda replied to Gameslinx's topic in KSP1 Mod Releases
Is this still the case with the latest version of EVE? BR pushed a fix explicitly for this, and I can confirm it is fixed for me at least using a 2.5x stock system and AVP.- 2,687 replies
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This is cool, I'm not sure how I never noticed it before. Love the name too. Will this work with CryoTanks? I don't see it explicitly called out in the Supports or FuelSwitchers section, but I believe it uses B9PartSwitch so I assume the answer is yes?
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[1.8.x, 1.9.x, 1.10.x, 1.11.x, 1.12.x] KW Rocketry Rebalanced
Zelda replied to linuxgurugamer's topic in KSP1 Mod Releases
Looks like this post has it, and explains the methodology. Ctrl-F for "Spool" to find it. -
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.10] [3rd Jan 2022]
Zelda replied to Poodmund's topic in KSP1 Mod Releases
I don't know about the scatters, sorry. I'm still too early in my career game to make it to OPM bodies. That said, I do know that the original OPM Parallax configs would cause issues with Kopernicus when used with Parallax 2.0. That has been fixed in the updated configs, so that's why I said it was compatible. Sorry for any confusion! -
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.10] [3rd Jan 2022]
Zelda replied to Poodmund's topic in KSP1 Mod Releases
It already has it. Just download OPM Parallax from CKAN or Spacedock: https://spacedock.info/mod/2958/Parallax for OPM -
[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
Zelda replied to Gameslinx's topic in KSP1 Mod Releases
From the Parallax thread:- 1,599 replies
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toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
Zelda replied to Gameslinx's topic in KSP1 Mod Releases
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toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
Zelda replied to Gameslinx's topic in KSP1 Mod Releases
Because you probably have the latest version of EVE. Blackrack pushed an update today with a fix for this:- 2,687 replies
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
Zelda replied to Dunbaratu's topic in KSP1 Mod Releases
The statement terminator for kOS is a period char. So it's complaining that you don't have the terminator. Try "clearscreen." You might find the documentation useful: https://ksp-kos.github.io/KOS/index.html- 1,343 replies
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To go the other direction (i.e., scale in the .cfg only if RO is not installed), you simply need to add '!' before RealismOverhaul in NEEDS. That will allow the changes to only execute if RO isn't present. So taking HebaruSan's example above: @PART[MyPart]:NEEDS[!RealismOverhaul] { // Stock scaling stuff here } You can learn more about ModuleManager dependency checking, patch ordering, etc here: https://github.com/sarbian/ModuleManager/wiki
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Near Future Launch Vehicles https://forum.kerbalspaceprogram.com/index.php?/topic/155465-most-112x-near-future-technologies-august-26/#comment-2931918
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No idea about the names mod, but fairly certain all of those are from the same mod (Near Future Spacecraft).
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Not to answer for @zer0Kerbal on whether this is possible, as I looked and there are a lot of resources defined in BDArmory for different ammunition types, I just wanted to call out that you can do this yourself for your game now. Just add the following code to the DontLeak.cfg file under GameData/OhScrap/Patches, one for each resource defined by BDArmory that you don't want to leak. Replace <BDArmoryAmmoResourceName> with the actual names from the BDArmory resource config files here. OHSCRAP_RESOURCE_BLACKLIST { name = <BDArmoryAmmoResourceName> } Or, better yet, add them to a new .cfg file and put it in a personal patch folder in GameData. That way, if OhScrap doesn't take this change, it will still work even after subsequent OS updates overwrite the DontLeak.cfg file. Hope this helps!
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toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
Zelda replied to Gameslinx's topic in KSP1 Mod Releases
Oh, sorry, that wasn't me asking, but that may explain why I couldn't find the setting! Thanks for the quick reply.- 2,687 replies
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toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
Zelda replied to Gameslinx's topic in KSP1 Mod Releases
I just realized I've never really touched the Parallax config after moving to a 2.5x system some time ago. I can't find a density multiplier in ParallaxGlobal, though, and I don't see one mentioned on the wiki. Is it an undocumented setting, or would that be maxTessellation? Thanks!- 2,687 replies
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A good example would be Contract Configurator or ScanSat, which scale with your rescale patch fine. The waypoints I've been asked to visit all seem to be in the right places, so I think it's mostly fine. An example of a mod that had hardcoded lat/long values was one I can't recall the name of but it provided ILS for the runways at KSC. Because the runway is in a slightly different location, the ILS guides you down on to the grass next to it. That said, the config file is setup explicity to be able to change those values, so that isn't a big deal. I will say I do remember seeing a floating monolith on Kerbin once, but that just sort of fits the universe, ya know?
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- astronomers visual pack
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