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Sovetskysoyuz

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Everything posted by Sovetskysoyuz

  1. The part description for the Deinonychus was the highlight of my Saturday.
  2. Does MAS currently have any way to access the basic trigonometric functions from within a prop config file? I know that they're available in Lua scripts as part of the math library, but I'd like to be able to do something like divide the force of gravity by the cosine of the angle off vertical in order to determine the engine thrust required to cancel out gravity, and I'd like to be able to call it from a TRIGGER_EVENT with autoRepeat, so using a Lua script would eat a lot of processor time.
  3. Issue's raised (#331). On an unrelated note, do you prefer for bug reports about the converted ASET props to be raised as separate Issues, or as comments against one of the existing Issues for prop conversions? I've got a few that I noticed when converting my IVA projects.
  4. Add me to the list of people interested in making ProbeControlRoom and MAS compatible. I found tonight that the issue is on the MAS side of the fence - MAS is coded to only run its update cycle on crewed vessels, which is why uncrewed vessels only update when the scene is reloaded. See my post in the MAS thread for more details.
  5. I have also run into this issue today while trying to convert a personal version of the ProbeControlRoom internal to MAS. I confirmed that crewed pods are working with MAS on my setup, so it's an issue isolated to ProbeControlRoom. The issue, as I experienced it, is that the MAS props make noises when clicked, but the props only update when you leave and re-enter the Flight scene (e.g. return to the Space Center scene and then go back to the vessel). @MOARdV, I tried to take a look at the source for MAS and I have a (possibly overconfident) suspicion that I know why ProbeControlRoom
  6. Is it possible to use ModuleManager to modify the definitions of RPM Custom/Math/Select Variables that are created by another mod? I'm trying to patch the ASET props to understand LqdHydrogen (from Cryogenic Rockets) as a fuel. I've figured out how to make new custom variables that add the amounts of LF and LH, but I can't figure out how to patch the variables that are already defined as part of the ASET props. For example, ASET has a Custom Variable to determine whether total fuel is below 10%, which various ASET props then reference (Low Fuel warning lamps, and parts of fuel indicator g
  7. Agreed; if this mod had such a feature, I wouldn't need Fusebox anymore for working out whether my SCANSat probes have enough battery life to make it through their time in eclipse.
  8. Is that this bug perhaps? Are you playing KSP 1.11?
  9. I tried the workaround ModuleManager patch that you posted, but it didn't seem to have an effect in-game for me. Directly modifying Physics.cfg did the job though.
  10. It's not working for me on 1.11 - could be incompatibility with other mods, but I'd be really surprised that a 1.7 graphics mod would work on later versions given the Unity upgrade that happened in 1.8.
  11. I'm having trouble getting the "send the first probe to another planet" contract to be offered. All of the requirements say "Met", but it stays grayed out in the menu. Any idea what could be preventing it from coming up? I haven't visited any other planets in this career, but I have already accepted an "Explore Duna" contract. Could this be the cause?
  12. Update: I also found that the SVT textures actually do show up when I fly to e.g. the Mun, but they still don't show up in the Map view., and they fade back to the stock texture if I zoom out really far. My ksp.log has lots of this repeating in it: [LOG 11:15:04.931] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying NewMunSurfaceMap00 and NewMunSurfaceMap01 [LOG 11:15:05.796] [OD] --> ScaledSpaceDemand.LoadTextures loading NewMunSurfaceMap00 and NewMunSurfaceMap01 Is this possibly related to the Kopernicus load-on-demand settings, or some sort of memory management?
  13. I'm having compatibility trouble with OPM: with OPM installed, the SVT textures don't show up for any stock bodies. KSP.log with no OPM installed KSP.log with OPM installed (I used a regex to remove the [LOG], [WRN], and similar timestamps to facilitate comparing the two logs) I did notice that, when going into the Tracking Centre, there's a difference in how the stock bodies' textures are referenced: without OPM, it's [OD] --> ScaledSpaceDemand.LoadTextures loading SVT/textures/PluginData/NewMunSurfaceMapDiffuse.dds and NewMunSurfaceMapNormals [OD] --> Sca
  14. Installing this update on my (modded) KSP setup caused it to fail to load any parts other than struts and fuel lines; KSP.log is full of errors like this: [LOG 21:43:53.497] PartLoader: Compiling Part 'ASET/ALCOR_LanderCapsule/Part/ALCOR/ALCOR_LanderCapsule' [ERR 21:43:53.502] PartCompiler: Cannot find Part of type 'PartTapIn' [ERR 21:43:53.502] PartCompiler: Error parsing config [ERR 21:43:53.502] PartCompiler: Cannot compile part This repeats for every part in my GameData. Reverting to 0.1.6.3 cures the issue. I haven't yet tried to diagnose whether it's a mod incompatibil
  15. I believe I've fixed the issue. I was causing it. The chain of events was: Due to my unfamiliarity with Unity, I was editing the IVA cfg file in SquadExpansion/Spaces, rather than a dummy file that I could copy into a ModuleManager cfg When I then created a new cfg file to act as the ModuleManager patch and add the RasterPropModuleComputer module, I didn't realize that Windows was appending a .txt extension after the .cfg that I had typed. This prevented ModuleManager from loading the file. Because the cfg wasn't getting loaded, the game was just loading the stock cfg file th
  16. I'm trying to make an IVA for the new KV-1 pod. So far, I'm able to get ASET props to show up in the game, but I'm running into an issue with all of the SAS push-buttons: clicking on them plays the button-press sound, but the selected SAS mode doesn't actually change. I've compared the .cfg file I've made to the .cfgs for the Near Future pods, which have the same buttons working correctly, but can't find any differences. This is my first time using the Unity editor and PartTools, so I assume that I'm missing some necessary step after spawning the props and positioning them where I want them.
  17. When I tried it, everything looked OK except for the labels for the Mission Elapsed Time and Mission Name screens at the top of the wall, which were upside-down. Everything on the actual control screens was fined. This was with the ASET props, not the default RPM screens.
  18. I ran some tests on the Launchpad with newly-build rovers, and the normal-sized docking ports wouldn't work, but the Junior-sized ones do. DPAI didn't think the normal-sized ports were pointed at each other, when they were clearly aligned. It seemed like they were 90 degrees off in one axis. Perhaps the new docking port model has a coordinate swapped somewhere?
  19. The bug is specific to DirectX, and doesn't seem to be affecting OpenGL, so RPM works fine on Mac and Linux, as well as on Windows if running in OpenGL.
  20. Make sure you do the mission while remaining inside a box the rough size of the capsule.
  21. What about using the EVA suit lights?
  22. You're doing better than me… I can't get ScanSat to work with RPM either, even using the dev build. Is there an RPM-specific patch for ScanSat that I'm missing?
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