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saurus

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  1. Love ur app, thanks so much for making it. however bit of a problem, unsure what I am doing wrong but every time I start KSP the "threshold" and "margin" on the specifics-2 page of the settings ALWAYS reset to 3 minutes, even if I saved something else previously. the settings save ok and the timers work as expected, the 2 settings just reset on reload. everything else seems to save ok. here is my config.XML located at: ...\Kerbal Space Program\GameData\TriggerTech\PluginData\KerbalAlarmClock <?xml version="1.0" encoding="utf-8"?> <config> <bool name="DailyUpdateCheck">1</bool> <string name="VersionCheckDate_Attempt">2014-02-25</string> <string name="VersionCheckDate_Success">2014-02-25</string> <string name="VersionWeb">2.7.0.0</string> <bool name="WindowVisible">1</bool> <bool name="WindowMinimized">0</bool> <rect name="WindowPos"> <xmin>88</xmin> <xmax>388</xmax> <ymin>73</ymin> <ymax>317</ymax> </rect> <bool name="WindowVisible_SpaceCenter">1</bool> <bool name="WindowMinimized_SpaceCenter">1</bool> <rect name="WindowPos_SpaceCenter"> <xmin>3</xmin> <xmax>303</xmax> <ymin>36</ymin> <ymax>280</ymax> </rect> <bool name="WindowVisible_TrackingStation">1</bool> <bool name="WindowMinimized_TrackingStation">1</bool> <rect name="WindowPos_TrackingStation"> <xmin>202</xmin> <xmax>502</xmax> <ymin>45</ymin> <ymax>161</ymax> </rect> <rect name="IconPos"> <xmin>193</xmin> <xmax>225</xmax> <ymin>0</ymin> <ymax>32</ymax> </rect> <rect name="IconPos_SpaceCenter"> <xmin>0</xmin> <xmax>32</xmax> <ymin>3</ymin> <ymax>35</ymax> </rect> <bool name="IconShow_SpaceCenter">1</bool> <rect name="IconPos_TrackingStation"> <xmin>0</xmin> <xmax>32</xmax> <ymin>0</ymin> <ymax>32</ymax> </rect> <bool name="IconShow_TrackingStation">1</bool> <bool name="UseBlizzyToolbarIfAvailable">1</bool> <int name="WindowMinimizedType">0</int> <int name="BehaviourChecksPerSec">10</int> <bool name="BackupSaves">1</bool> <int name="BackupSavesToKeep">5</int> <bool name="CancelFlightModeJumpOnBackupFailure">1</bool> <bool name="AllowJumpFromViewOnly">0</bool> <string name="AlarmListMaxAlarms">6</string> <int name="AlarmPosition">1</int> <int name="AlarmDefaultAction">1</int> <double name="AlarmDefaultMargin">105</double> <bool name="AlarmDeleteOnClose">0</bool> <bool name="ShowTooltips">1</bool> <bool name="ShowEarthTime">0</bool> <bool name="HideOnPause">1</bool> <string name="TimeFormat">KSPString</string> <bool name="AlarmXferRecalc">1</bool> <double name="AlarmXferRecalcThreshold">180</double> <bool name="AlarmXferDisplayList">1</bool> <bool name="XferUseModelData">1</bool> <bool name="AlarmNodeRecalc">1</bool> <double name="AlarmNodeRecalcThreshold">180</double> <bool name="AlarmAddSOIAuto">0</bool> <double name="AlarmAddSOIAutoThreshold">180</double> <double name="AlarmAutoSOIMargin">300</double> <bool name="AlarmAddSOIAuto_ExcludeEVA">1</bool> <bool name="AlarmOnSOIChange">0</bool> <int name="AlarmOnSOIChange_Action">2</int> <bool name="AlarmSOIRecalc">0</bool> <double name="AlarmSOIRecalcThreshold">180</double> <bool name="AlarmAddManAuto">1</bool> <bool name="AlarmAddManAuto_andRemove">1</bool> <double name="AlarmAddManAutoThreshold">180</double> <double name="AlarmAddManAutoMargin">180</double> <int name="AlarmAddManAuto_Action">1</int> <bool name="AlarmCrewDefaultStoreNode">0</bool> <string name="LoadManNode" /> <string name="LoadVesselTarget" /> </config> i am trying to save: <double name="AlarmAddManAutoThreshold">20</double> <double name="AlarmAddManAutoMargin">105</double>
  2. My first post. I have been playing KSP for a few weeks now, I am trying to build and fly a rocket with a lander to the Mun, not using any custom parts nor any prebuilt ships. I spent about 6 hours on it this evening and finally managed to get into Mun orbit - that felt great. But then - disaster, it appeared that I forgot to add the lander engine to my lander so, er.... I could not attempt to land. Angry at this I went back to rocket hanger, reloaded my ship and was surprised to see the engine was attached to the lander. I guess it fell off during launch. Does that happen often, how can I prevent it from happening? Anyhow, I guess I could return my kerbals to earth without landing and try again another time but I instead chose to open the save file and add the fallen off engine to the save. I guess this is technically cheating which normally I would not do. anyhow I could not find any instructions on how to do this so I am making this post instructing others on how I did it. I hope it is not against any rules. It did not take long to understand the save structure and get it done. In case any one else is thinking of adding parts to a ship that is launched/ in space, here is what I did: Note: the following info should be able to help players add 1 part axially to the end of a stack - i did not look into adding struts, radial parts nor symmetric parts which all look way more complex. 1. Start KSP, load saved game. Find the ship that you want to modify in the space center and click to view it floating in space. Quick save your game - default key is F5. 2. Backup saved game files - they are in the <ksp root>/saves/<player name> folder. In my case my sandbox campaign is being saved to persistent.sfs and the quicksave file is called quicksave.sfs. You do not want to lose your progress so this step is the most important. 3. Open quicksave.sfs in a text editor. You will need to modify this file. The definitions of the all the active ships that you have in the kerbal world are in this saved file. 4. The structure of the save file appears to be some sort of object syntax. Search for the word "FLIGHTSTATE". You have found the start of the list of your ships, each ship's definition starts with the tag "VESSEL". The data that fully describes a space ship's parts (e.g. engines, fuel tanks) and state (e.g. position, heading) is enclosed in a VESSEL element and inside each of the VESSEL elements are listed the ship's parts in PART elements in the following pattern: VESSEL { <ship 1 data> PART { <ship 1 part 1 data> } PART { <ship 1 part 2 data> } PART { <ship 1 part 3 data> } } VESSEL { <ship 2 data> PART { <ship 2 part 1 data> } PART { <ship 2 part 2 data> } } ... VESSEL { <ship n data> PART { <ship n part 1 data> } PART { <ship n part 2 data> } ... PART { <ship n part k data> } } Here is an example from my save: FLIGHTSTATE { version = 0.23.0 UT = 1890869.71573101 activeVessel = 8 VESSEL { pid = 1dfb4c281d004a778e219fa97fc8d6b0 [COLOR="#FF0000"]name = My Space Ship 1[/COLOR] type = Probe sit = ORBITING landed = False landedAt = splashed = False met = 1081538.57081571 lct = 551490.166238362 ... PART { name = probeCoreOcto uid = 2891964424 mid = 2382854468 parent = 0 position = 0,0,0 rotation = 0,0,0,1 mirror = 1,1,1 istg = 0 dstg = 0 ... } PART { name = batteryBankMini uid = 2125476154 mid = 2382854468 parent = 0 position = 0,-0.287079811096191,0 rotation = 0,0,0,1 mirror = 1,1,1 istg = 0 dstg = 0 ... } PART { name = rcsTankMini uid = 833182287 mid = 2382854468 parent = 1 position = 0,-0.574580192565918,0 rotation = 0,0,0,1 mirror = 1,1,1 istg = 0 dstg = 0 ... } } VESSEL { pid = 2dfb4c281d004a778e219fa97fc8d6b0 [COLOR="#FF0000"]name = My Space Ship 2[/COLOR] ... } 5. In order to add a part to your ship we will need to add a PART element to the end of the list of parts in our VESSEL element. It is important to add the new PART element to the end of the list of parts and not somewhere in between. How will you know what data to put inside the PART element for the part, hmm very difficult to guess it ..... so go back to KSP and open up another copy of the ship you are trying to modify in the VAB (or SPH). Ideally the ship will be identical in design to the ship currently flying in space. Add the part you need to your ship in the VAB. Optionally change the name of the ship to something temporary such as "MODIFIED SHIP" ( but no need to save the ship design in the VAB/SPH). Finally, place the ship on the launch pad. Ok now quicksave your game. 6. Re-open your quicksave file in the text editor and do a search for the name of your modified ship with the added part - in my case I am searching for "MODIFIED SHIP". It should look something like this, note that the words PRELAUNCH and LAUNCHPAD confirm that this is the modified ship you just added to the launch pad: VESSEL { pid = ec1e5452f71f4784bdb9ed7f024f9b84 name = MODIFIED SHIP type = Lander [COLOR="#FF0000"]sit = PRELAUNCH[/COLOR] landed = True [COLOR="#FF0000"]landedAt = LaunchPad[/COLOR] splashed = False ... <PART>... <PART>... <PART>... <PART>... 7. Now that you found the VESSEL element for your ship sitting on the launch pad you need go through each PART inside of that VESSEL and find the PART that you added in the VAB/SPH that you want to also add to your (nearly) identical ship that is currently in flight. It may be tricky to identify which part you need from the list of parts, especially for ships with many parts. In my case I added a 909 engine which looks like this: PART { name = liquidEngine3 uid = 1564516872 mid = 2945710634 parent = 124 position = 0,3.96661949157715,0 rotation = -1,0,0,0 mirror = 1,1,1 istg = 2 dstg = 2 sqor = 2 sidx = 0 attm = 0 srfN = None, -1 attN = top, 124 attN = None, -1 mass = 0.5 temp = 14.48564 expt = 0.5 state = 0 connected = True attached = True flag = Squad/Flags/default rTrf = liquidEngine3 EVENTS { .. } ACTIONS { .. } MODULE { .. } } 8. Copy the entire PART's data including the word "PART" and the curly braces { and }. Now using the text editor, find your original VESSEL again that is floating in space/sitting on moon etc. Paste in the copied PART data at the end of the list of other parts, like this: VESSEL { pid = 1dfb4c281d004a778e219fa97fc8d6b0 [COLOR="#FF0000"]name = My Space Ship 1[/COLOR] type = Probe sit = ORBITING landed = False landedAt = splashed = False met = 1081538.57081571 lct = 551490.166238362 PART { <ship 1 part 1 data> } PART { <ship 1 part 2 data> } PART { <ship 1 part 3 data> } [COLOR="#FF0000"]PART { <ship 1 new part data> }[/COLOR] } Note that it is very important to add it at the end because, KSP seems to give an ID to each part based upon its order in the part list. You will need this ID later. So if you have a ship with 5 parts they will be: PART 0 PART 1 PART 2 PART 3 PART 4 in this case if you added a part to the ship at the end it will be known to KSP as PART 5. if you added it to the middle, it will mess things up. Note that within each PART element there are child elements including EVENTS, ACTIONS, MODULE. I am sure it is important to copy all these children too (as well as any other nested elements). I did notice that you can edit the ACTIONS/ToggleAction to assign an action group key (1-9 or 0) to, for example, an engine toggle on/off if you forgot to do it in the VAB or if you did it and the VAB bugged out 9. Last step, editing necessary part data. You will need to "edit" some of the parameters of the newly added part. Here are the items I had to edit in order to add a 909 engine axially to the end of a RCS fuel tank: PART { name = liquidEngine3 uid = 1564516872 [COLOR="#FF0000"]mid = 2945710634[/COLOR] [COLOR="#FF0000"]parent = 17[/COLOR] position = 0,3.96661949157715,0 rotation = -1,0,0,0 mirror = 1,1,1 istg = 2 dstg = 2 sqor = 2 sidx = 0 attm = 0 srfN = None, -1 [COLOR="#FF0000"]attN = top, 17[/COLOR] [COLOR="#FF0000"]attN = None, -1[/COLOR] mass = 0.5 temp = 14.48564 expt = 0.5 state = 0 connected = True attached = True flag = Squad/Flags/default rTrf = liquidEngine3 EVENTS { .. } ACTIONS { .. } MODULE { .. } } First the mid: This appears to be the ID of the vessel. All the other parts in the same vessel (the ship you are modifying) will have the same mid so you can get it by using the the mid of any other PART in the same VESSEL element. Second, the parent: This is the id of the parent part of the newly added part.....To get this you will have to find the parent PART in the list of parts within the same VESSEL. So if you are attaching an engine to an existing fuel tank you will need the ID of the fuel tank. To get the fuel tank's ID, find out what the zero based index of the fuel tank is in the list of parts. Example: We are adding an engine to a fuel tank. If the parts for the vessel are listed as follows then the fuel tank is the 5th PART and has an index of 4. We would use 4 as the parent of our newly added part: <VESSEL> <PART> 0 <PART> 1 <PART> 2 <PART> 3 <PART> 4 (fuel tank) <PART> 5 <PART> 6 <PART> 7 (new part) so our change would be: PART { name = liquidEngine3 ... parent = 4 ... } For huge ships with many parts this will be annoying or hard to get. An alternative method is to find another part that shares the same parent. E.g. a telescopic ladder that is attached to the same fuel tank. search for "telescopicLadderBay" in the text editor and use its parentid as the parentid of your newly added engine. Next, you will need to fill in the attN. There appear to be two attN for most axial parts, it likely means attachment node. It appears the format for this parameter is: attN = top|bottom|None, partid unattached attachment points would use "None, -1" We are attaching the top of the engine to the fuel tank. The bottom of the engine is unattached. We established that the id for the fuel tank was 4 so we would use. PART { name = liquidEngine3 ... attN = top, 4 attN = None, -1 ... } Lastly, we need to adjust the attN parameter for any reciprocal parts that are attached to our engine in any way. In the example we attached the top of the engine to the fuel tank, this means we now need to attach the bottom of the fuel tank to the engine. We therefore need to find the fuel tank's PART in the list and then change one of the attachment points to point to our new engine. The newly added engine is the 8th and last part in our ship meaning that it has a part id of 7. We therefore change our fuel tank's PART data from: PART { name = RCSFuelTank ... attN = top, 2 attN = None, -1 ... } to: PART { name = RCSFuelTank ... attN = top, 2 attN = bottom, 7 ... } 10. Save your quicksave file in the text editor. From KSP, load your quicksave by holding F9, you will get one of: a) your floating ship is newly modified as you wanted it = happy you game crashes / cannot load save = you did something wrong, check file structure of the data in quicksave.sfs. Restore from backup if you need to. c) your floating ship looks bugged out with pieces floating in space, in which case you used wrong data in the final step. Try again by checking the part ids you used in the PART elements or restore from backup if you need to. --------------------------- ok hope that helps someone. If I have time i'll build an app to help people get the part IDs. Saurus Kerbal
  3. voneiden, do you mind taking a look at this problem, I am having problems with the mod especially after switching between different space craft from map mode. The buttons on the manoeuvre pop up are often unresponsive and in some cases the pop up just closes as soon as it is opened.
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