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About ModZero

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    Sr. Spacecraft Engineer

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  1. ...this is confusing, as I didn't put Missing History into this install. The only other way is if something else is triggering MM patches for it. EDIT: ...and RealPlume-Stock has a 'MissingHistory' subdirectory, which AFAIK would trigger that, yes. Ugh. EDIT2: that's not it. I got the issue with an install that contains _only_ ReStock, UnKerballedStart, Squad, SquadExpansion and MM 4.0.2. Image of the issue and my GameData here. My patch (which I incorrectly copied - yes, I didn't put it in a single file but rudely mixed with yours) fixes it: @PART[UKSliquidEngineLVT10]:NEEDS[ReStock]:BEFORE[zzzUnKerballedStart] { @node_stack_top = 0.0, 4.50913125, 0.0, 0.0, 1.0, 0.0 @node_stack_bottom = 0.0, -3.5896125, 0.0, 0.0, -1.0, 0.0 } @PART[UKSliquidEngineLVT05]:NEEDS[ReStock]:BEFORE[zzzUnKerballedStart] { @node_stack_top = 0.0, 0.45, 0.0, 0.0, 1.0, 0.0, 0 @node_stack_bottom = 0.0, -.42, 0.0, 0.0, -1.0, 0.0, 0 }
  2. Hey, so I'm using ReStock and I still do get a _huge_ wrong offset on the UKSliquidEngineLVT10 and UKSliquidEngineLVT05. I had to add the following to make them work: @PART[UKSliquidEngineLVT10]:NEEDS[ReStock]:BEFORE[zzzUnKerballedStart] { @node_stack_top = 0.0, 4.50913125, 0.0, 0.0, 1.0, 0.0 @node_stack_bottom = 0.0, -3.5896125, 0.0, 0.0, -1.0, 0.0 } @PART[UKSliquidEngineLVT05]:NEEDS[MissingHistory]:BEFORE[zzzUnKerballedStart] { @node_stack_top = 0.0, 0.45, 0.0, 0.0, 1.0, 0.0, 0 @node_stack_bottom = 0.0, -.42, 0.0, 0.0, -1.0, 0.0, 0 } I'm actually slightly confused as to why it's "BEFORE" and not "FOR," but that's what the patch for Missing History used, so I followed it.
  3. I've just seen way too many balance mods burn out, so I'm worried about _that_ happening. It's also my own experience from developing software - trying to support more than one third party "per feature" is usually disproportionately expensive, effort-wise. I'd rather see a mod have less support, even I if I have to adapt a bit, if it means you can add support for mods that add completely new stuff, or just keep up for longer. But it's up to you, eventually, of course.
  4. I'm slightly worried with yet another life support mod. I mean, I used USI-LS for a long while, and only recently switched to Kerbalism, but I'd rather see balance mods focused on one LS support, even if it's not my "favourite." Kerbalism was a win, IMO, b/c TAC is missing habitation mechanics (and I _love_ Kerbalisms science transmission tools, even if I feel like it's odd to have them in one mod), but even that can be replaced with TAC + Kerbal Health (except the latter doesn't understand Remote Tech). Also, Wild Blue mods are _excellent_, more people should try them. But they're their own thing too.
  5. Ah, makes sense. For whatever reason I didn't check the Kerbalism thread itself. All I have in my defense is that it's late.
  6. With Kerbalism and CryoTanks (and more) the following gets spammed after upgrade to 4.0.1: [EXC 21:57:24.337] Exception: psuedo-resource _HyLiquefactionmust be NO_FLOW KERBALISM.Modifiers.Evaluate (KERBALISM.Environment_analyzer env, KERBALISM.Vessel_analyzer va, KERBALISM.Resource_simulator sim, System.Collections.Generic.List`1 modifiers, .Part p) KERBALISM.Resource_simulator.Process_process_vessel_wide (KERBALISM.Process pr, KERBALISM.Environment_analyzer env, KERBALISM.Vessel_analyzer va) KERBALISM.Resource_simulator.Process_process (System.Collections.Generic.List`1 parts, KERBALISM.Process pr, KERBALISM.Environment_analyzer env, KERBALISM.Vessel_analyzer va) KERBALISM.Resource_simulator.RunSimulator (System.Collections.Generic.List`1 parts, KERBALISM.Environment_analyzer env, KERBALISM.Vessel_analyzer va) KERBALISM.Resource_simulator.Analyze (System.Collections.Generic.List`1 parts, KERBALISM.Environment_analyzer env, KERBALISM.Vessel_analyzer va) KERBALISM.Planner.Update () KERBALISM.Launcher.Update () KERBALISM.UI.Update (Boolean show_window) KERBALISM.Kerbalism.Update () [ERR 21:57:24.354] Resource System Error: Requested resource (id: 1203312488) does not exist Full log here. The lack of space after the resource name bugs me more than it should. Relevant snippet of Kerbalism's CryoTanks compatibility config: RESOURCE_DEFINITION:NEEDS[CryoTanks,Kerbalism,ProfileDefault] { name = _HyLiquefaction density = 0.0 isVisible = false } I did try adding NO_FLOW explicitly here, so that one thing didn't help. I'm aware that this might be an issue with Kerbalism just exposed by 4.0.1, and downgrading to 3.1.3 helps so I'm fine, and unfortunately I won't have time to properly isolate this for a few days. I hope this is helpful nonetheless.
  7. I was just trying to make a very naive version of a patch for myself, and, uh, it's not easy. The good news is, it kinda assumes you'll want to start with probes, so you get probe parts in vaguely okay-ish places. But the Apollo/Gemini/Mercury parts are "a lot," and they're not all in "one place": you get SRBs, parachutes, docking ports (those are maybe scariest) and antennas, _and_ combined parts including science (!!!) and all I can come up with is "put all mercury parts in simple command modules," (thankfully parts are neatly segregated into folders, so at least it's easy to find them, and yes, Apollo is separate from Saturn) which may be really daft, and negates any work CobaltWolf did placing components in considered places. Edit: I thought I'd include my garbage patch for BDB. It's bad, don't use it @PART[bluedog_mercury*]:NEEDS[CommunityTechTree] { @TechRequired = simpleCommandModules } @PART[bluedog_Gemini_*]:NEEDS[CommunityTechTree] { @TechRequired = commandModules } @PART[bluedog_Apollo_*]:NEEDS[CommunityTechTree,ProbesBeforeCrew] { @TechRequired = heavyCommandModules } Edit 2: oh, also, achieving an uncrewed orbit with the Sienno on the first node, on a 6.4x rescale. That's great and IMO kinda makes sense, but also means I didn't get to do all the intermediate contracts (b/c no autoaccept), which made me sad.
  8. ModZero

    Flat-Bottom Shuttle Systems make the rocketin' world go round... I'm so very sorry.
  9. It seems like the RO folx are looking into this mod, though.
  10. ModZero

    [1.6] BARIS - Building A Rocket Isn't Simple

    So, I'm having a few problems in 1.4.1 (both with mh or without): first, I can assign more people to an integration than I actually have, see, KSP.log. Also I've found the +/- staff buttons not very responsive. Add KSP Alarm Clock, and things start completely breaking down - the "-" button just apparently clears out the bay, I get the "50 people working while I have 25 total" (volunteers?) thing again, but this time integration of a basic craft takes 40 days (as per the other image in that imgur album above). See KSP.log, in particular exception at line 4114. Edit: 1.4.1, not just 1.4, ugh.
  11. That's irony if I've ever seen one. Banks would have hated Bezos, and I have a nagging suspicion this is only happening because he's not around to stop it.
  12. Space debris isn't always a dead chunk of metal., though. While satellites should be passivated, that doesn't always happen. Sometimes clubs try to reactivate them. Sometimes they contain an actual nuclear reactor, making a mess for anyone studying gamma rays in the vicinity. You're still disguising yourself as something wildly impractical, but it doesn't have to be completely inert. But yes, that's stealth, stealth isn't just fancy paint. Now, exercise: disguise your projectiles as frozen droplets of coolant from a 30 year old spy satellite. There's no sound in space #helpful.
  13. By "idiots" you mean engineers? Because they're overrepresented in right-wing extremist groups. Perhaps luckily (unless you're trying to build a new nuclear power plant or something) nuclear engineers are rather uncommon amongst engineers to begin with, though.
  14. I'm pretty sure flying actual museum exhibits would raise objections beyond the technical and financial ;-)