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Ratzap

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Everything posted by Ratzap

  1. Nice one, I'll give it a go. Which players does it work with (I assume you mean it doesn't play the music files itself)? VLC?
  2. I too have been getting problems with parts/physics, initially I thought it was because I'd built a rocket with two bicouplers forming a loop then a friend told me it was probably a RealChute problem as he'd had the same thing and always at 6km. I cleaned everything out, reinstalled RealChute fresh and continued. Then this started happening when I went to capture an asteroid. I backed up everything at that point, removed all mods (only leaving Squad and NASAmission), built a stock rocket, went back to the asteroid with it and it worked no problem. Reload the save which I had backed up and slowly add mods back testing each time. When I removed RealChute (and with it the vessel docked to the asteroid that had chutes on - not the asteroid mover vessel) the weird physics stopped and everything acts normally. If I put RealChute back in, it goes bananas when I fire the engines. I can supply save files if you want to try it yourself. If the vessel with RealChute is docked to the asteroid, physics goes nuts. If you undock the ship and leave it in scene (inside 2.5km), physics goes nuts. Undock the ship, fly it out of scene and come back via the space center - all is fine, the asteroid mover behaves normally. Being able to reproduce this via the saves might help you find it but it's fairly compelling to me that RealChute is the cause.
  3. Screenshots and the craft file would be handy in order to replicate what you see.
  4. I'm sure he will when he gets some time, he's a busy bloke.
  5. First up, in the VAB the mod can only go by what the parts configuration says it needs so in the VAB is quite likely to be different than in flight but it shouldn't be a huge difference. As for the SCANsat, the mod works by checking which modules each part in turn is using and then asking ones that it knows fiddle with power how much they are doing. If you toggle SCANsat on/off in the filters and the displayed amount changes, then something on your rocket has a SCANsat module in it. This can of course be added by a module manager config, meaning that you wouldn't necessarily have to have put on a SCANsat antenna. It definitely is finding a part with moduleName set to "SCANsat" though or it would not go and add the charge use. 0.24 seems to have changed some of the usage amounts and I'm still trying to work out what is causing it. I have one rocket that uses 0.4 per second but should only use 0.04... I'll track them down eventually. Antennas - in the VAB the value shown is accurate but only when the antenna is in use. In flight, unless you are transmitting data there will be no drain.
  6. Ok, since no-one answered with newer code I got the old 18 one to compile (it was missing a resource flow parameter in 1 method call). If someone wants to check if it works, here you go https://dl.dropboxusercontent.com/u/71576136/KSP/CustomExperiment.dll Otherwise, we wait on Medieval Nerd.
  7. Whoops, I forgot to say I recompiled this a few hours ago for 0.24.2. I've used it since and it works fine, no code changes were necessary so I'll just pop the DLL here if you want. https://dl.dropboxusercontent.com/u/71576136/ResearchThemAll.dll
  8. That's what I would have thought but as soon as the chutes staged up it came. Plus I had no-where near that many launches but with returns together - maybe.
  9. I found a bug with one of the achievements - it gave me 100 launches when my parachutes opened on a return into Kerbin. I had no-where near that many launches either.
  10. Here is a link to a fresh DLL, linked against the current crop of mods and failing updates, against the best older version https://dl.dropboxusercontent.com/u/71576136/Fusebox.dll
  11. Ok, the source pointed to in the first post is from 8 months ago, the DLL in 19e was created 2 months ago... Somewhere there must be newer code, Nathenkell, any ideas where it could be? Does MN have a github repo for this project?
  12. I can take care of those if you like. PM what needs doing to them (or just a recompile for 0.24 you looking for?).
  13. I have toyed with the idea yes but the problems start when mods like Near future or KISP change the way solar works in relation to distance from Kerbol. I'd say it's on the to do list but it's in 'could be a right bugger to implement' territory. v6.1 seems prevalent too. I was hoping to get a stable release out by now but with the 2 updates, all the mods I link to are still in a state of flux. I'll put out an interim build tomorrow against a snapshot of current mods. Sucks to be trying to access other peoples DLLs when they keep changing Edit: v7 is still in WIP as a release candidate. I'll keep linking to 6.1 until 7 is released into the main mod thread.
  14. Thanks, that is just what I was looking for. I changed some of the prices in line with KW and RLA tanks as they were a bit on the low side. I have an old Nuke pack from last May, I might see if bits of that still work because he had some lovely textures. The carbon fibre and gold tanks - gorgeous.
  15. I love the little tanks but one thing I can't seem to find anywhere is a conical 1.25 to 0.625 adapter tank. Novapunch and KW do all the other sizes and I've gotten used to using conical tanks between different sized stages. Any tips on where to find one? Or a modeler fancy knocking one out?
  16. Is there somewhere in the contracts API to intercept and parse the text about to be shown to the player? I ask purely out of laziness since you chaps are already working in that area. I was idly speculating on making something to alter the text on the fly as a joke mod - like a swedish chef filter or Klingon.
  17. Thanks for updating this, it's one of the mods I was starting to miss from 0.23.5.
  18. Yep and Curse have been around a long time. They have no interest in their log files and they know how to keep intruders out. Mediafire, Curse, Dropbox - not a problem because they are too big to care and any problems with data protection would cost them. Kerbalstuff I simply don't trust especially since it seems to have an intrinsic interest in harvesting information about KSP users. This mod is only available on Kerbalstuff, ergo no thank you. KAC and several others also do phone homes - that's why I have KSP.exe forbidden any access in the firewall. The explosion in mods doing version checks is unpleasant but not necessarily a problem, not using a host I trust is (for me anyway and this is all about personal choice).
  19. Opt in is fine but assuming it's ok to make connections from someone's machine without any input from the user is a serious no no. I've currently got KSP forbidden to do anything via firewall and kerbalstuff.com got itself an entry in my router firewall (I simply do not trust anything from there any more). All this phone home stuff is getting over the top, one mod did it and now half the community is doing it. Anyway, I've deleted DebRefunds (he only hosts on [Moderator removed defunct website] now) and I'll give yours a shot.
  20. See that's why I prefer things on Curseforge, no-one harvesting IPs from people downloading the mod. I'm out, DebRefunds is a delete I think. I'll get that other one instead.
  21. Great stuff. I put threw together an ORS for fuel config in half an hour a few weeks ago and used some welded models. So much is already available, wrapping it up nicely and making the gameplay good are the challenges. But it fits in so nicely to your base stuff to be able to get fuel etc, I look forward to seeing what you come up with.
  22. The config needs 2 lines added in the ModAlternator isTweakable = false hideFlow = true That should do it, it's an older bug from the introduction of tweakables.
  23. There is still definitely something wrong. If I jump flight to flight the screen goes black and the log fills with a good variety of error messages plus a lot of DebRefunds destroy messages. Deleted DebRefunds and it's been happy for the last hour jumping back and forth.
  24. I played around with various mods and restarting - it turns out it was FAR going nuts loading my ship. He's just patched it so I'll give it a go.
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