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Posts posted by TranceaddicT
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1 hour ago, LikeMyBread said:
This is a bit of a corner case, but has anyone figured out an easy way to do the "Science data from space around Kerbin" type missions? In the stock game I'd just send up a satellite with a thermometer or something, but I don't see a way to force an experiment to run if you've already gotten the data from that biome.
Call up the scipart kerbalism window, there will be a "force start" or "force run" (don't remember the exact words). That will cause the experiment to run regardless of whether data has been accumulated or not.
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17 hours ago, Nnimrod said:
Could someone point out to me what I've done wrong with this?
@MODULE[ModuleEnginesFX]{ name = ModuleEnginesFX @useAtmCurve = False @velCurve{ %key,0 = 0.0000 1.0000 0.0000 -0.0039 %key,1 = 0.0500 0.9998 -0.0039 -0.0058 %key,2 = 0.1000 0.9995 -0.0058 -0.0086 %key,3 = 0.1500 0.9991 -0.0086 -0.0127 %key,4 = 0.2000 0.9984 -0.0127 -0.0187 %key,5 = 0.2500 0.9975 -0.0187 -0.0277 %key,6 = 0.3000 0.9961 -0.0277 -0.0409 %key,7 = 0.3500 0.9941 -0.0409 -0.0604 %key,8 = 0.4000 0.9911 -0.0604 -0.0891 %key,9 = 0.4500 0.9866 -0.0891 -0.1317 %key,10 = 0.5000 0.9800 -0.1317 -0.1945 %key,11 = 0.5500 0.9703 -0.1945 -0.2872 %key,12 = 0.6000 0.9559 -0.2872 -0.4242 %key,13 = 0.6500 0.9347 -0.4242 -0.6265 %key,14 = 0.7000 0.9034 -0.6265 -0.9253 %key,15 = 0.7500 0.8571 -0.9253 -1.3666 %key,16 = 0.8000 0.7888 -1.3666 -2.0184 %key,17 = 0.8500 0.6879 -2.0184 -2.9810 %key,18 = 0.9000 0.5389 -2.9810 -4.4028 %key,19 = 0.9500 0.3187 -4.4028 -6.3743 %key,20 = 1.0000 0.0000 -6.3743 -0.0000 } }
Does "name = ModuleEnginesFX" need to be in there? For some reason the rest of the patch is applying, but not the changes that I'm trying to make to ModuleEnginesFX.
No, you identify the module to be patched with @MODULE[]. Using 'name = ' would be to change the module name ... you DO NOT want to do that.
REMOVE: name = ModuleEnginesFX
Expected result: ModuleEnginesFX will not use AtmCurve and replace any existing velCurve with the KeyValue pairs you've provided. Note: If the velCurve doesn't exist nothing will be replaced.
Change "@velCurve" to %velCurve" to create a velCurve if it doesn't already exist.
@MODULE[ModuleEnginesFX] { @useAtmCurve = False !velCurve @velCurve { %key = 0.0000, 1.0000, 0.0000, -0.0039 %key = 0.0500, 0.9998, -0.0039, -0.0058 %key = 0.1000, 0.9995, -0.0058, -0.0086 %key = 0.1500, 0.9991, -0.0080, -0.0127 %key = 0.2000, 0.9984, -0.0127, -0.0187 %key = 0.2500, 0.9975, -0.0187, -0.0277 %key = 0.3000, 0.9961, -0.0277, -0.0409 %key = 0.3500, 0.9941, -0.0409, -0.0604 %key = 0.4000, 0.9911, -0.0604, -0.0891 %key = 0.4500, 0.9866, -0.0891, -0.1317 %key = 0.5000, 0.9800, -0.1317, -0.1945 %key = 0.5500, 0.9703, -0.1945, -0.2872 %key = 0.6000, 0.9559, -0.2872, -0.4242 %key = 0.6500, 0.9347, -0.4242, -0.6265 %key = 0.7000, 0.9034, -0.6265, -0.9253 %key = 0.7500, 0.8571, -0.9253, -1.3666 %key = 0.8000, 0.7888, -1.3666, -2.0184 %key = 0.8500, 0.6879, -2.0184, -2.9810 %key = 0.9000, 0.5389, -2.9810, -4.4028 %key = 0.9500, 0.3187, -4.4028, -6.3743 %key = 1.0000, 0.0000, -6.3743, -0.0000 }
Also: it would probably be better to bang the velCurve before adding it back. This would ensure the velocity curve is the one you've provided should any velCurve exist that extends beyond key, 20. (Not that I think there are any that go beyond key, 6.)
You also forgot your commas between values.
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On 9/19/2020 at 9:29 AM, AlphaMensae said:
You need Animated Decouplers installed (included in the download) to be able to stage the animated parts like the hold-downs.
Alpha, have you ever seen LGG's ModuleSequentialAnimateGeneric?
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10 hours ago, KPD87 said:
Don't think you (or any other modders) could do any better than you're already doing with naming .zip's. "Kopernicus_1101_zip"" or "Kopernicus_0901_.zip" are clear enough, us players just need to pay more attention to loading/installing instruction when we load them files.
Concur.
About the only thing that could come to making it more clear is changing the file names to read:
Kopernicus-1.9.1-3 (DO NOT INSTALL THIS IN KSP1.10.1).zip
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11 minutes ago, R-T-B said:
Given I play with Principia, would this be Minmus or the Mun doing this eclipse? I know under Principia Minmus orbits a lot closer. I suspect the Mun but forgot to check.
Even tho I know I should probably avoid playing with it since I'm just starting with JNSQ buuuuuuut ... What's Principia like play-wise in JNSQ?
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1 hour ago, Klime22 said:
Hi! First of all, thanks for you continued work on this great mod! I'm having a problem though.
I'm not sure how to find your mod on CKAN (never used it in all the years I've played unfortunately), and the version you uploaded on GitHub (1.9.1-3) doesn't seem to work; I had to revert to 1.9.1-2. When using 1.9.1-3 I get the "Incompatible mod" error, and another error in the top left corner that warns me that Kopernicus isn't compatible with this version of KSP and to not load any of my saves.
I'll do my best to figure out CKAN so this isn't an issue for me in the future, but just thought I'd let you know about my experience. Thanks again!
This is for KSP v1.9.1
(Mine doesn't look up-to-date because I have BE28 installed)
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1 hour ago, AlphaMensae said:
Been busy with the splitting and rework of the small test stand, which will now be three different types. The now-named Cradle type turned into more of a partial revamp, as I decided to go furthur and make a set of different sized tank support rings, which reqired redoing the side supports....which ended up bascially rebuilding the whole thing in Unity.
Anyways, the Cradle Stand is done! It retains the original TestStandSmall part name, so that's what the old stand will look like in current saves.
Hurrah!!! This is exactly what i was looking for. SR motors looked just a tad ridiculous in that big honker. Had to light off three at a time to make it seem someone okay-ish.
(And, yes, image resize is my new catnip.)
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Good thing I have been playing this install sloooooooowly (more life-like doing: plan, plan, plan, cut, hammer (band, ow!), buzz, crap-crap-crap, measure, plan, measure, plan ...) and haven't gotten to a point where DR would really have an impact. (Though, now that I think about it, those sounding rockets didn't always exist as long as I had expected...)
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Just now, JadeOfMaar said:
@Nori JNSQ is more aggressive with shock heating. Effectively it has Deadly Re-Entry baked in. Consider carrying fuel or more wing, whichever helps your entry slope to be less steep or helps you to stay higher for longer while slowing down.
Uhhhh, so we probably shouldn't have DR installed?
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16 minutes ago, OrbitalManeuvers said:
Zorg's Agena from earlier reminded me of a build I wanted to redesign. Here's an Atlas-Agena delivering a rover to the moon.
<snip.
noice
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55 minutes ago, Borv413 said:
Sorry if I'm not supposed to use google drive, this is the only way I sort of know.
As long as you're not shoving a log into a post or GitHub issue, any file sharing service is fine.
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3 hours ago, JPLRepo said:
Note the test build is a test build. It's not a release. and no it doesn't work in 1.9.x. NOTE: it REQUIRES requires Contract Configurator 1.30.2. and that doesn't work in KSP 1.9.x either.
I have no intention of releasing a version for an old version of KSP. It's hard enough to support one (latest) release of KSP.
Contract Configurator has supported KSP 1.9.x since CCv1.29.0
So, if that is your limiting requirement, I guess there should be no problem.
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6 hours ago, R-T-B said:
Sorry for the delay in my work, all. For the past few days I have been fighting off a "minor" inner ear infection (probably related to the nearby wildfires and sinus issues I can have) that made my entire world feel like a dizzy whirlpool from hell. I'm just now getting over it and able to type/code... worst thing I've ever experienced. I'll spare you the details, and get back to work, though.
Take care of yourself first, then worry about your hobby-projects.
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1 minute ago, Hadron27 said:
hopefully i dont crash again.
If i do, I'll make a new topic on the technical support forums with my KSP.TXT
When you do, it is best to upload your KSP.log to a file service like GoogleDrive or DropBox or GitHub Gist and link it
It is acceptable to post a problem to the appropriate mod you believe is causing the crash.
Your previous would have been a better topic for general support as it was not (even tho it seemed to be) mod specific.
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2 hours ago, Muetdhiver said:
I have been working on a pretty nice tool to find flybys in KSP/JSNQ and I'm finally getting to the in-game application stage with my JNSQ caveman evolved mission to Edna.
Here is all the best gravity assists found from Kerbin to Edna with 2 to 3 grav assists on the way, for a launch window between day 750 and 950. ToF is color coded.
It's not release ready material, but it's getting there. JNSQ is perfect for this stuff with the high DV costs.
You better make a lot of noise with your release because ...
I
WANT
THIS
Do you have a GitHub repository we can follow?
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@Beale how did you down scale the quote pic?
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6 hours ago, JPLRepo said:
I have a test build here for those willing to help test it.
This is for KSP 1.10.1 and requires Contract Configurator 1.30.2.NOTE: This is unsupported and not a final release. Don't download this and install into your main save games and then come here telling me it broke your saves. It may or will contain bugs. Those willing to help testing it can download, start a new save, report anything you find back here.
If there is backward compatibility with 1.9.1, I'm game.
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Just now, golkaidakhaana said:
Now there s absolutely no reason for you to be using allcaps , is there ?
It's been handled. Let it go.
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@Pappystein @Alsos @GoldForest
Y'all are saints handling that petulance. I'd've gotten dinged had I logged on 4h ago.
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5 hours ago, Geryz said:
Ok thanks, so now at least I know that isn't causing the problem
But now whatAlso, it is always best to provide your latest KSP.log available to us on a file service like GoogleDrive or DropBox. (Psst, my sig has a clue.)
This is better than just telling us about things and a dozen or so shotgunning you with possible solutions off the top of our head.
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3 hours ago, davidy12 said:
I really cannot wait till JNSQ/Kopernicus as a whole gets updated to 1.10.X.
It just feels so weird orbiting above Kerbin and getting to Orbit with just an S-IC/a puff of S-II.2 hours ago, Doggydog said:JNSQ does work in 1.10 with the bleeding edge dev branch of kepernicus. Or atleast its working well enough for me.
Can confirm this is the case.
Start with a clean install and add KOP & JNSQ, then go from there.
Only issues are comets and Jool shaders. However, if you are just starting a new career those shouldn't be issues to be worried about.
QuoteR-T-B:
The stability is near identical to 1.9.1 CKAN release. The only issues in the 1.10.1 branch is that comet support is not currently controllable (other than on/off), nor are Joolain shaders (we just shut them off on all bodies but Jool).
I'd have released it as as stable by now if I had time to deal with those things, lol.
Just now, Clamp-o-Tron said:@biohazard15 I see your double delta P and raise you delta 4 heavy with an entire delta 2 as an upper stage:
Redonkulous.
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1 hour ago, Andabby360 said:
Assuming you are referring to the service arms penetrating the vessel, you should be able to right click on them and dial them back appropriately.
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2 hours ago, Enorats said:
Seems this thread is a bit on the old side
???
This is the current thread for it. Don't let the date it started fool you.
TLA_DEBUG_STACK_LEAK
in KSP1 Technical Support (PC, modded installs)
Posted
Top notch detective work there, Holmes.