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Red Dwarf

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Everything posted by Red Dwarf

  1. Solved one problem, only to be confronted by a new one It looks like there is a tunnel in the model which would allow for moving through to the attached crew tube, but the internal wall texture is blocking access to it. This is the only thing that's changed from the previous cfg. If making this work goes beyond cfg editing, it's probably a lost cause for me to do on my own.
  2. Is the highlighted line the only thing controlling whether a hatch can be moved through? I've been doing my testing on the short 3.75m hab from SSPX. I've figured out how to correctly place the attachment node, but the hatch is still registering as obstructed. In the hitchhiker, the eva option is replaced with an "open door" option. This is the edited cfg. I basically just copied the highlighted lines from the hitchhiker cfg and changed the names/parameters to match the new model.
  3. Is it possible to add attachment nodes through cfg editing? I've noticed that the stock hitchhiker and lab parts have nodes on their external doors that are compatible with freeiva, and it would be really useful if I could add that functionality to other parts.
  4. Is there a way to manually activate a strategy even if the requirements aren't met? Maybe through editing the persistent file for the save? I accidentally did a manned Mun flyby before accepting the Mun program strategy, and I can't figure out how to undo that progress.
  5. I've honestly found the pace of science unlocks pretty reasonable. That being said, I am running full near future/far future, also I have unlock costs on as well.
  6. Not sure if this has been asked already, but how does this mod interact with Bluedog's contract system? I was looking at the contracts added by Bluedog, and they seem to use stock tech tree nodes as criteria for when the contract can be accepted (for example, one contract required that "Miniaturization" be researched before it would be made available). Since Skyhawk changes those tech nodes, will I ever be able to accept those contracts?
  7. Scatterer version is 0.0772. Apparently the .08xx releases of scatterer are incompatible with AVP, so I haven't updated yet.
  8. So for the past little while I've been trying to iron out an issue caused by the way Astronomer's Visual Pack applies Scatterer to OPM, specifically Thatmo. Using this combination of mods, from a distance Thatmo is this lovely blue color. However, as you approach the atmosphere abruptly changes to Thatmo's default coloring. I'm trying to get it so Thatmo stays blue in all situations, rather than just at a distance. This doesn't happen around any other planets, and checking the debug menu didn't reveal any obvious errors, so everything seems to be working correctly. It's just that some key variable somewhere is labelled incorrectly. My understanding of this is that because Scatterer doesn't natively support OPM, AVP has to tell it how to render the atmospheric haze. It's doing that properly for scaled space, but isn't doing so in macro space (or whatever the opposite of scaled space is idk), and so the atmosphere defaults to OPM's normal settings. I'm certain the solution is in the Thatmo CFGs in OPM and AVP. The problem is, I'm not very experienced at working in the guts of mods like this, and I'm not sure what any of the variables refer to or what they do. Like, I have no idea what PQS deactivateAltitude is, but I know it has to be relevant because the value of that variable (218400) is the same as the altitude at which the change happens. This is everything that I think might be relevant from Thatmo's KopernicusConfig CFG in OPM. And this is Thatmo's Scatterer Atmo CFG from AVP. I really don't know the best way to approach this. I'm really just guessing at what most of these variables actually do, and changing values at random hasn't seemed to have any visible effect. Does anyone know what might be happening here? Is there a way to fix it?
  9. I've been having an issue with scatterer and opm, where the atmospheric haze around Thatmo will disappear past a certain threshold (about 300km). Testing showed that it was AVP causing this behavior, but poking around in the Thatmo Atmo (heh) cfg hasn't been super productive, since I can't tell what most of the variables actually control. I'm including that cfg if anyone wants to take a look at it and see what dials I need to turn to stop this from happening.
  10. Still seem to be having problems around Vant. It's still janked, but it's a new texture now. Latest patch, no other mods.
  11. Is it possible to transplant conversion modules from one part to another? I want to move the fertilizer production away from the ISRUs and into the SSPX Aquaculture lab, to give it some functionality outside of being a resource recycler.
  12. Certainly possible, I only have a couple hundred other mods going at the same time. Really though, the only likely candidate I could think of causing this is either stock (as WarriorSabe suggested), or CTTP, which is bundled with OPM. I don't see how it could be that last one though, since I assume you're also using that.
  13. Just tested, and nope, the speckle persisted across both quicksaves/quickloads and hard saves/loads.
  14. I've noticed some weird graphics stuff around Vant. Somewhere between 210 km and 200 km, the surface texture switches from the grey visible in the map view to a really intense speckled pattern. The pattern rescales itself as you get closer to the surface, maintaining the size but reducing the resolution. This happened in both 1.1.6 and the most recent release, was wondering if I had just installed something wrong. Zoomed out just past the threshold: Zoomed in just inside the threshold: The surface texture is pretty crunchy.
  15. The nullref issue has also been raised in the SSPX thread, with both mods isolated to just them + respective dependencies. This interaction also seems to prevent labs from transmitting their accumulated science.
  16. I've been encountering an issue with the science lab parts, where they are unable to transmit their generated science. The transmission occurs as normal, consuming power and indicating the completion percentage, but when it reaches 100% the science remains in the lab. The other functions (science generation, TAC life support recyclers, etc.) seem to be unaffected. These are the two errors that popped up while I interacted with the lab part. I can include the full log if it's helpful. Edit: On further testing, this seems to be an interaction between SSPX and TAC life support, discussion is ongoing in tac's release thread.
  17. So I'm trying to get restock's version of the mainsail to replace the 1.9 update's version. I tried adding the new mainsail to Restock's blacklist cfg, but that didn't take. Is there a file which tells which restock parts to replace which stock parts that I can edit? Sorry if this has been asked before.
  18. If I install this mod while I have a stock station contract active, will that contract be effected?
  19. I didn't know the rescaling thing was an option. I'll keep that in mind! I guess my dream for a zeppelin mod is complete modularity, kind of like how we have with airplane wings, but with airship frames. My ideas for airship designs are a bit broader than the classic cigar profile, but I understand if that's outside your design scope for this mod. If I want to do what I want to do, I'd probably have better luck making a mod myself
  20. Is it possible to make larger diameter parts? Like in the 15-20m range, or even larger? I just looked up the stats on the Hindenburg, which wasn't even the largest airship ever built, and it was 40 meters in diameter. I think including some different form factors would add a lot of variety to this part pack
  21. About the landing, I dunno how you expect to keep those rudders on the bottom. It's a cool idea, but between reentry and the tarmac I don't expect them to survive
  22. Hmm... I wonder if there's a way to make the launch stack more efficient. Ya got a lot of engines on the bottom there. You could probably switch those out for mainsails and SRBs. Might be cheaper/more efficient.
  23. That's pretty slick, my dude. Love the lines, and that tail looks really unique! Can we get some closer pictures of the craft?
  24. So I won't get to play KSP for another month or so, but I can't stop making plans for when I get back. Knowing that these parts don't explode when they're clipped together is good. I'm looking forward to making custom airframes. Quick question, though. What's the lifting force of these parts? If I clipped three or four full airship frames together into one super-airship, how much weight could I hang off the bottom?
  25. Well, I was running the Stock Visual Enhancement suite, which is SVE (stock visual enhancements), EVE (Environmental Visual Enhancements), Scatterer, and SVT (Stock Visual Terrain). It's a great little content pack, makes everything look real pretty. The station itself is stock, and like I said, it was in a 64k save, which makes the solar system 6.4 times larger than stock, for the added challenge.
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