Jump to content

SilverlightPony

Members
  • Posts

    215
  • Joined

  • Last visited

Posts posted by SilverlightPony

  1. As best I can tell, the Ares Cap docking port is not crew-passable.  Is there any way I can fix this on my end with a .CFG tweak or something?  If not, consider this an update request.

    [EDIT]  Couple of side-notes:  CLS and Waterfall support would be awesome.  Overall, still digging the mod.

  2. I just ran into the same issue with one of the SSPXr size-adapter crew tubes.  Tried to get around it by going EVA, but that locked up the game* and I had to kill the process.  Will edit this post with a pad-test screenshot once I'm back in-game.

    * (in retrospect, may have just been an input lock issue?  Game was still processing, just couldn't move camera or kerbal, or re-board the pod)

     

    [EDIT]  Two screenshots.  One in the VAB showing the "more info" parts list popout with CLS info, the other on the pad with the CLS window and highlights up showing not passable.

    Spoiler

    BBfrAuw.png

    zAYnhWG.png

    Side-note, the CKAN metadata still links to the old "CLS (adopted)" thread.

     

    [EDIT 2]  Well, now it's working with those example parts.  Not sure if I just misunderstood what I was looking at, or if something I did during various restarts (mostly unrelated to either of these mods) fixed it.

    Having a crew-transfer issue with other mod parts in my career save; checking configs and patches on that now.

  3. On 1/27/2022 at 3:34 PM, garwel said:

    Looks like CLS doesn't recognize SSPX's nodes as passable. I attached a PTD-E-1A to the top of a Mk1-3 Command Pod (see screenshot). They should make one CLS space, but they are considered separate.  I tried it with other parts and with the bottom nodes; the result is the same. However, CLS' part info tip says that all nodes are passable.

    I've seen a similar issue reported in June 2020 and it looks like it wasn't really resolved. Is it something you could look at when you can? Or is it a problem on CLS' side? Sometimes it's more then mere nuisance, because some mods (Kerbal Health included) use CLS data to change many gameplay things.

     

    I was just coming here to report the same thing with one of the size-adapter crew tubes.  At least I know I'm not alone.

  4. On 1/23/2022 at 5:20 PM, Morphisor said:

    Try the original Rescale configs, they're perfectly fine. If that doesn't work, something about GU doesn't like rescaling.

    GU has rescale settings in its own configs, but they seem to be less comprehensive than what's offered here.  I get the impression that's what's conflicting with the 2.5x config I've been using.  Someone in the GU discord gave me the config below, which seems to rescale the stock planets, but not the orbits or SOIs--I backed up my save and tried this on my main install, and a bunch of my comsats were no longer in Kerbin orbit, and the ones that were still there were much closer to the edge of SOI than before (at least one was now on an escape trajectory).  I tried modifying this with stuff from this thread's 2.5x config, but that resulted in no rescale happening at all (at least for the Kerbol system).
     

    Spoiler


    @Kopernicus:FIRST:HAS[@GU_GENERAL_Settings:HAS[#Scale[2.5]]]:BEFORE[SigDim]
    {
        @Body
        {
            @SigmaDimensions
    		{
    			// Base Settings
    
    			@Resize = 2.5
    			@Rescale = 2.5
    			@Atmosphere = 1.1
    			@dayLengthMultiplier = 1.25
    
    
    			// Advanced Settings
    
    			@landscape = 0.76
    			@geeASLmultiplier = 1
    
    			@resizeScatter = 0
    			@resizeBuildings = 0
    
    			@CustomSoISize = 0
    			@CustomRingSize = 0
    
    			@atmoASL = 1
    			@tempASL = 1
    			@atmoTopLayer = 1.181818182
    			@atmoVisualEffect = 1.1
    
    			@scanAltitude = 1
    		}
    	}
    }
    
    @EVE_CLOUDS[*]:LAST[GU]:HAS[@GU_GENERAL_Settings:HAS[#Scale[2.5]]],*
    {
    	@OBJECT,*
    	{
    		@altitude *= 0.6
    	}
    }

     

  5. 3 hours ago, linuxgurugamer said:

    That's called the cheat menu.  This is used to help get past the early career grind

    Are you referring to just adding science points in the cheat menu, or is there a way to specifically mark [$experiment in $biome/$situation] as completed and claim the science from it?  'Cause the latter is what I'm thinking of.

  6. Got an issue between Rescale Continued and Galaxies Unbound.

    For now, I'm testing the setup with a fresh, clean KSP install.  That said, my goal is to eventually add GU to an existing save (stock system + OPM + MPE + 2.5x rescale + a bunch of part and QOL mods).

    Created new KSP install instance, and added it to CKAN.  Installed Kopernicus.  Installed GU following instructions on GitHub.  Launch game.  Game starts up fine.  Create new sandbox save.  Loads into KSC just fine.  Exit game, close KSP.  Add Sigma Dimensions, leave its configs at stock.  Test game, still works fine.  Add 2.5x Rescale! Continued config.  Test game, encounter problem:

    "Loading Expansions" step completes fine.  Game hangs at pre-main-menu loading screen (black screen, loading animation at bottom-right keeps going).

    KSP.log shows Kopernicus-related logspam.  Kopernicus log shows that it gets through the "loaded body" steps for all the stock planets, then breaks with:

    [LOG 18:53:29]: [Kopernicus]: Configuration.Loader: Failed to load Body: Anuq: Object reference not set to an instance of an object

    ... when it gets to the first GU planet.

    GU configs include options for rescaling GU stuff with SD, and folks over in the GU discord offered suggestions for using that to also rescale stock stuff (including a cfg that might do the trick, in the spoiler below), but I'd like either a solution from the Rescale Continued side of things, or at least a second opinion on the provided cfg to hopefully ensure it won't screw up anything in my existing save.

    Spoiler

    @Kopernicus:FIRST:HAS[@GU_GENERAL_Settings:HAS[#Scale[2.5]]]:BEFORE[SigDim]
    {
        @Body
        {
            @SigmaDimensions
            {
                // Base Settings

                @Resize = 2.5
                @Rescale = 2.5
                @Atmosphere = 1.1
                @dayLengthMultiplier = 1.25


                // Advanced Settings

                @landscape = 0.76
                @geeASLmultiplier = 1

                @resizeScatter = 0
                @resizeBuildings = 0

                @CustomSoISize = 0
                @CustomRingSize = 0

                @atmoASL = 1
                @tempASL = 1
                @atmoTopLayer = 1.181818182
                @atmoVisualEffect = 1.1

                @scanAltitude = 1
            }
        }
    }

    @EVE_CLOUDS[*]:LAST[GU]:HAS[@GU_GENERAL_Settings:HAS[#Scale[2.5]]],*
    {
        @OBJECT,*
        {
            @altitude *= 0.6
        }
    }

    [EDIT]  Well it at least loads to the main menu with the cfg they gave me, so that's a start.

    [EDIT 2]  Gave it a shot.  It loads the save (which I had backed up, to be safe), but it doesn't rescale the orbits or SOIs, so it's a no-go as it is.  :(

  7. Got a setup issue.

    For now, I'm testing GU with a fresh, clean KSP install.  That said, my goal is to eventually use it with an existing save (stock system + OPM + MPE + 2.5x rescale)

    Created new KSP install instance, and added it to CKAN.  Installed Kopernicus.  Installed GU following instructions on GitHub.  Launch game.  Game starts up fine.  Create new sandbox save.  Loads into KSC just fine.  Exit game, close KSP.  Add Sigma Dimensions, leave its configs at stock.  Test game, still works fine.  Add 2.5x Rescale! Continued config.  Test game, encounter problem:

    "Loading Expansions" step completes fine.  Game hangs at pre-main-menu loading screen (black screen, loading animation at bottom-right keeps going).

    KSP.log shows Kopernicus-related logspam.  Kopernicus log shows that it gets through the "loaded body" steps for all the stock planets, then breaks with:

    [LOG 18:53:29]: [Kopernicus]: Configuration.Loader: Failed to load Body: Anuq: Object reference not set to an instance of an object

    ... when it gets to the first GU planet.

  8. 7 minutes ago, linuxgurugamer said:

     

     

    You do realize this is a BETA, and rather than complaining about it, a proper bug report in a respectful manner would get a better response than totally annoying me (which these two posts did).

    It's a BETA for a reason, and I need decent reports rather than complaints. 

    For example,  the picture from the first one  is too dark to see anything, and the second one doesn't have a picture at all.

    An example craft file would be very useful in diagnosis.

     

    That being said, I was going to be releasing a new beta this weekend, I'll see if I have some time to look at this

    Sorry, I got a solution (or at least a workaround) from Reddit but forgot to post it here.  Turns out, the problem wasn't the fairing/payload-bay.

    I was trying to run the experiments via ScienceAlert without realizing that the experiments in question need to be manually deployed via the parts' right-click menu first.  The last time I was doing a career or science playthrough, triggering a deployable experiment by any method would automatically deploy it if needed.  This still works for some experiments (even US ones, like the Magnetometer Boom), but the US Atmospheric Science Unit (the 2Hot/PresMat thing) and US Materials Bay needed to be deployed manually.  Once deployed, running the experiment via ScienceAlert worked fine.

  9. Very annoying issue:

    I've got some Universal Storage science parts inside a Universal Storage payload fairing.  The fairing is open.  Some of the experiments give the error "Cannot perform experiment while part is shielded." and refuse to run.  So far it's happened with at least 3 different US science parts and 2 different US payload fairings.

    I've asked about this in a few other places, and have gotten no response.  Any ideas?

  10. On 1/14/2022 at 7:47 PM, SilverlightPony said:

    Any idea why the Universal Storage Mystery Goo and Materials Study parts complain about being shielded even though they're inside an open Universal Storage 1.25m-to-1.875m fairing?

    f4N4Sip.png

    Same issue cropping up with the cylindrical 2.5m fairing and an 8-wedge center bit.  Some experiments worked, some complained about being shielded.  Very annoying.

  11. 2 hours ago, Zorg said:

    Ironically I got a PR to remove this from RealPlume because some people find it jarring especially those on other languages. ¯\_(ツ)_/¯

    Make it an option, then--switchable either via a config edit or an in-game thing.  I'd just really like a way to tell which engines have Waterfall configs and which ones don't while still in the VAB/SPH.

  12. Any ideas why the Antenna Range Multiplier value doesn't seem to be doing anything?  I'm playing with a 2.5x system rescale, and I set the general Antenna Range Multiplier (under "worldscale") to 2.51x (the closest I could get to 2.5x with the slider), but my HG-5 high gain antennas still can't reach from Kerbin to the Mun (which orbits at 28.5Mm at this scale).

  13. On 11/13/2020 at 6:08 PM, winterchillz said:

    Hi,

    I'm having a rather peculiar issue with IFS and I was hoping you guys would be able to help me out.

    For some reason, even though the tank description says it has LH2O option available, the said option isn't actually possible when trying to switch the fuel to it. I wonder if there's something funky going on between this mod and the Cryo Tanks mod? The menus seem different too when trying to switch the fuel on two different tank types.

    Standard tank:

    xEcE5bS.png

    Cryo tank:

    g06jzZ3.png

    I'm having this same issue.  Is there a fix?  Both ISFS and Cryo Tanks are dependencies for other mods I'd rather not lose.

    [EDIT]  I should note that it's working correctly (all options are available on standard tanks) in Sandbox mode.  The problem exists in Career mode, with only part of the tech tree unlocked.

×
×
  • Create New...