AlphaAsh

[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey

Recommended Posts

On 12/28/2014 at 1:52 AM, AlphaAsh said:

If you can reproduce the problem and want to post for help, you're now more likely to get help from me if you're specific about the issue and report the bug along with the following:

  • Version of KSP.
  • 64 bit or 32 bit.
  • Platform.
  • Path of KSP install.
  • A KSP.log from the root of that install after reproducing the issue, returning to KSC and exiting the game.
  • Version of Kerbal Konstructs.
  • Path of Kerbal Konstructs install.
  • A list of other mods you have installed.
  • A screenshot of the problem happening, if you think it might help.

-Version KSP 1.1.2

-64 Bit

-Windows 7 Ultimate edition

-C:\Program Files\Steam Games on SSD Directory\steamapps\common\Kerbal Space Program

-KSP.log is attached below

-Current version of Kerbal Constructs: Kerbal Konstructs (KerbalKonstructs 0.9.6.7_EX)

-Current version of second problem mod: StageRecovery (StageRecovery 1.6.4)

-C:\Program Files\Steam Games on SSD Directory\steamapps\common\Kerbal Space Program\GameData\KerbalKonstructs

-List of other mods attached below

-Screenshot attached below

 

Description:

Hello! I am having a problem with the mod 'StageRecovery'. I went to the StageRecovery thread and posted this report:

The author of stage recovery instructed me to first update my mods, and then to crosspost to your thread. He claims that it is a problem between 'StageRecovery' and 'KerbalKonstructs'. The specific problem is that as the rocket re-enters the atmosphere, the parts that you discard (that would be recovered with StageRecovery) explode, but not just once. They explode several times a second, with each explosion generating a report, which means that if you fall through the atmosphere for awhile you can get 11,000+ reports. I had to download an 'AutoLeftClicker' program to click the X on all 11,000 boxes hahaha. Otherwise I have no idea how someone would fix that. 

Here is a link to my KSP.log... Note that this link will expire 26 days after this post.

http://www.fileconvoy.com/dfl.php?id=gf7d6680bd4014e27999826584fd306b2693fbfe33

Here is a modlist:

Spoiler

(Semi)Saturatable Reaction Wheels (SemiSaturatableRW 1.11.0)
[x] Science! (xScience 4.17)
6 Crew Science Lab (SixCrewScienceLab 1.1)
6 Seat Mk3 Cockpit (SixSeatMk3cockpit 1.1)
ABookCase Orbital Reference System (ABCORS 0.2.0.0)
Action Groups Extended (AGExt 2.0)
All Y'All (AllYAll 0.3)
Animated Decouplers (AnimatedDecouplers-x86 v1.3.1)
AntennaRange (AntennaRange 1.11.2)
ASET Props (ASETProps 1.3)
AutoAsparagus (AutoAsparagus v2.2.1)
AutomatedScienceSampler (AutomatedScienceSampler 1.1.3)
Aviation Lights (AviationLights v3.9)
B9 Part Switch (B9PartSwitch v1.1.4)
BetterBurnTime (BetterBurnTime 1.4.2)
BetterCrewAssignment (BetterCrewAssignment 1.2.1)
Camera Focus Changer (CameraFocusChanger v0.9.0.0)
Cetera's Suit Mod (Ceteras-Suit-Pack 0.3)
Chatterer (Chatterer 0.9.8)
Coherent Contracts (CoherentContracts 1.02)
Community NavBall Docking Alignment Indicator (CommunityNavballDockingIndicator 1.0.1a)
Community Resource Pack (CommunityResourcePack 0.5.1.1)
Community Tech Tree (CommunityTechTree 2.4)
Crowd Sourced Science (CrowdSourcedScience v3.0.2)
Danger Alerts (DangerAlerts 1.2)
Dated QuickSaves (DatedQuickSaves 1.1.1)
DeadSkins for AviationLights Continued (DeadSkins 1.4b)
DefaultActionGroups (DefaultActionGroups 1.1.2)
Distant Object Enhancement (DistantObject v1.7.1)
Distant Object Enhancement default config (DistantObject-default v1.7.1)
DMagic Orbital Science (DMagicOrbitalScience 1.2.4)
DMModuleScienceAnimateGeneric (DMagicScienceAnimate v0.14)
Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.4)
Docking Port Sound FX (DockingPortSoundFX v2.1.1)
EasyBoard (EasyBoard 1.0)
Engine Lighting (EngineLighting 1.4.3)
EVA Handrails Continued (EVAHandrailsPackContinued 0.2.1.1)
EVA Struts (EVAStruts 1.0)
EVA Transfer (EVATransfer 4.0)
EvaFuel (EvaFuel 1.2.1)
EVAManager (EVAManager 9)
EveBiomesPlus (EveBiomesPlus 1.0)
Ferram Aerospace Research (FerramAerospaceResearch 3:0.15.6.3)
Field Experience (FieldExperience 1.0.3.1)
Final Frontier (FinalFrontier 1.0.7-2319)
Firespitter Core (FirespitterCore v7.2.3)
GPOSpeedFuelPump (GPOSpeedFuelPump v1.8.1)
HabTech (HabTech 0.1.7.5)
Haystack Continued (HaystackContinued 0.5.0.0)
Hot Spot (HotSpot 0.5.1)
Impact! (Impact v1.4.2)
IndicatorLights (IndicatorLights 0.8)
Interstellar Fuel Switch (InterstellarFuelSwitch 2.0.4)
Interstellar Fuel Switch Core (InterstellarFuelSwitch-Core 2.0.4)
Jettison (Jettison 1.0.0.8)
Jettison Fuel (JettisonFuel 1.02)
JoolBiomes (JoolBiomes 1.0)
Kerbal Alarm Clock (KerbalAlarmClock v3.6.1.0)
Kerbal Attachment System (KAS 0.5.7)
Kerbal Engineer Redux (KerbalEngineerRedux 1.1.1.0)
Kerbal Inventory System (KIS 1.2.9)
Kerbal Konstructs (KerbalKonstructs 0.9.6.7_EX)
Kerbal Stats (KerbalStats 2.1.0)
Kerbal Stock Part eXpansion - maintainted (KSPX v0.2.10.1)
Kerbin-Side Complete (KerbinSide 1:1.1.0)
KerboKatz - SmallUtilities - DestroyAll (KerboKatzSmallUtilities-DestroyAll 1.4.1)
KerboKatz - SmallUtilities - RecoverAll (KerboKatzSmallUtilities-RecoverAll 1.4.1)
KerboKatzUtilities (KerboKatzUtilities 1.3.7)
KOAS - Kerbal Optical Alignment System (KerbalOpticalAlignmentSystem 1.0.2)
Kopernicus Planetary System Modifier (Kopernicus 2:release-1-0-4)
KSP Achievements (Achievements 1.9.2)
KSP AVC (KSP-AVC 1.1.6.1)
Landing Height Display (LandingHeight 1.5)
Launch Numbering (LaunchNumbering 0.2.0)
Magic Smoke Industries Infernal Robotics (InfernalRobotics v2.0.3)
Magic Smoke Industries Infernal Robotics - Legacy Parts (InfernalRobotics-LegacyParts v2.0.0)
MagiCore (MagiCore 1.1.1)
Mk1 Cockpit RPM Internals (Mk1RPMInternal 2.11b)
'MK1-2  Pod' IVA Replacement by ASET (MK12PodIVAReplacementbyASET 1.1_BETA)
Mk2 Stockalike Expansion (Mk2Expansion 1.7.08)
MK3 Pod IVA Replacement by Apex (MK3InternalsApex 0.2b)
Mk3 Stockalike Expansion (Mk3Expansion 1.11)
Modular Fuel Tanks (ModularFuelTanks 5.7.4)
Modular Rocket Systems (ModularRocketSystem 1.12.6)
ModularFlightIntegrator (ModularFlightIntegrator 1.1.3.0)
Module Manager (ModuleManager 2.6.24)
Multiports (Multiports 1.0.2)
Near Future Construction (NearFutureConstruction 0.6.1)
Near Future Electrical (NearFutureElectrical 0.7.1)
Near Future Electrical Core (NearFutureElectrical-Core 0.7.1)
Near Future Electrical Extras: Decaying RTGs Patch (NearFutureElectrical-DecayingRTGs 0.7.1)
Near Future Propulsion (NearFuturePropulsion 0.7.1)
Near Future Solar (NearFutureSolar 0.6.1)
Near Future Solar Core (NearFutureSolar-Core 0.6.1)
'Otter' Submersible (USI-SubPack 0.1.2.1)
Outer Planets Mod (OuterPlanetsMod 1:1.9.5.1)
Part Commander (PartCommander 1.1.1)
Portrait Stats (PortraitStats 9.0)
Precise Node (PreciseNode 1.2.3)
QuickSearch (QuickSearch v3.01)
RasterPropMonitor (RasterPropMonitor 1:v0.26.0)
RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.26.0)
RCS Sounds (RCSSounds 5.0.1)
Real Plume (RealPlume 2:v10.5.1)
Real Plume - Stock Configs (RealPlume-StockConfigs v0.10.7)
RealChute Parachute Systems (RealChute v1.4.1.1)
Resource Details in Tracking Center (TCShipInfo 0.4)
Rover Wheel Sounds (RoverWheelSounds 2.2)
SafeChute (SafeChute v1.9.1)
SCANsat (SCANsat v16.1)
scatterer (Scatterer 2:v0.0246)
scatterer - sunflare (Scatterer-sunflare 2:v0.0246)
SDHI Strobe-O-Matic Warning Rotator Lights (SDHI-StrobeOMatic v1.0)
Serious Kerbal Business (SeriousKerbalBusiness 1.7.1.1)
Smart Parts (SmartParts 1.7.2)
SmokeScreen - Extended FX Plugin (SmokeScreen 2.6.15.0)
StageRecovery (StageRecovery 1.6.4)
Station Science (StationScience 1.6)
Stock Bug Fix Modules & StockPlus (StockBugFixPlus v1.1.2b.1)
Sum Dum Heavy Industries - Shared Assets (SDHI-SharedAssets 1.0)
Surface Experiment Pack (SurfaceExperimentPack v1.4.1)
Switch Active Vessel (SwitchVessel 0.5)
Tantares (Tantares 34.1)
Tantares LV (TantaresLV 16.1)
Tarsier Space Technology with Galaxies Continued... (TarsierSpaceTechnologyWithGalaxies 1:6.1)
TextureReplacer (TextureReplacer v2.4.13)
ToadicusTools (ToadicusTools 20)
Toolbar (Toolbar 1.7.12)
TriggerAu Flags (TriggerAu-Flags v2.7.4.0)
TweakScale - Rescale Everything! (TweakScale v2.2.10)
Universal Storage (UniversalStorage 1.1.0.12)
Unmanned Before Manned (UnmannedBeforeManned 1.0.8.3)
USI Asteroid Recycling Technologies (USI-ART 1:0.8.2.1)
USI Core (USI-Core 0.2.2.1)
USI Exploration Pack (USI-EXP 0.5.2.1)
USI Freight Transport Technologies (USI-FTT 0.5.2.1)
USI Kolonization Core (USI-UKS-Shared 0.2.2.1)
USI Kolonization Systems (MKS/OKS) (UKS 1:0.40.2.1)
USI Life Support (USI-LS 0.4.2.1)
USI Survival Pack (USI-SRV 0.5.2.1)
USI Tools (USITools 0.7.2.1)
Waypoint Manager (WaypointManager 2.5.1)
Wider Contracts App (WiderContractsApp 1.3.3)
Yellow-Green Jool Recolor (YellowGreenJool 1)
Zero Point Inline Fairings (ZeroPointInlineFairings 1.0.2)

 

Here is a screenshot: mpLbD5v.jpg

 

 

 

 

Final note: Please do let me know if you need more information, or anything else. I would be happy to provide it if possible.

 

Thank you for your modding efforts!

 

 

 

Share this post


Link to post
Share on other sites

v0.9.6.8_EX now available. See OP for links.

Changelog:

  • This is an experimental version. That means it has new features that aren't necessarily finished.
  • It may also mean bugs.
  • If you don't like experimental features or risk of bugs, then don't update.
  • Added Master Export function to Developer Mode. Use this to do a batch export of ALL instances to KerbalKonstructs/ExportedInstances/Master.
  • This function doesn't care if an instance is a CustomInstance or not.
  • The organisation is much tidier in the Master folder than when using the other export functions.
  • Added a GroupCenter and RefCenter property to instances. If you don't want to wait for Kerbin-Side to update with these, please use the Master Export function and they'll be included in the exported cfgs.
  • Proceed with caution - advanced stuff for developers only in this version of KK.

Developer Mode is activated through KK's Settings, accessible through the Space-Center app. Click Developer Mode and two useful buttons appear beneath, Master Export and Clean Core Configs. Use with caution!

Edited by AlphaAsh

Share this post


Link to post
Share on other sites

v0.9.6.8_EX just arrived via CKAN. I'm getting a crash to desktop attempting to switch to the base on Kerbin I was assembling yesterday. Windows, 64bit KSP, a pile of other mods involved.

Edited by stub
Reverting didn't fix it, so I can't blame this update.

Share this post


Link to post
Share on other sites

@AlphaAsh Is there a way to increase the default fuel flow rate for the Fuel Tank? x10 still feels super slow and is not affected by any time warp.

9OiIlo1.jpg

Share this post


Link to post
Share on other sites
51 minutes ago, Enceos said:

@AlphaAsh Is there a way to increase the default fuel flow rate for the Fuel Tank? x10 still feels super slow and is not affected by any time warp.

9OiIlo1.jpg

There's room in the GUI for a couple more buttons so can do. x25 and x100 do?

On 12/05/2016 at 7:33 PM, OddFunction said:

-C:\Program Files\Steam Games on SSD Directory\steamapps\common\Kerbal Space Program\GameData\KerbalKonstructs

Isn't that a windows protected directory? Might be a simple case that the dll is being locked up. I'm struggling to track down your issue, so might be worth a try moving your Steam install out of there.

Edited by AlphaAsh

Share this post


Link to post
Share on other sites
7 minutes ago, AlphaAsh said:

There's room in the GUI for a couple more buttons so can do. x25 and x100 do?

Do you ever use the x1 speed? :) I'd change the default flow which is then multiplied by the buttons, but if you think you need that low x1 speed, then x25 and x100 buttons will do.

Edited by Enceos

Share this post


Link to post
Share on other sites
Just now, Enceos said:

Do you ever use the x1 speed? :) I'd change the default flow which is then multiplied by the buttons, but if you think you need that low x1 speed, the x25 and x100 buttons will do.

It's by frame, not a counter. I could probably just multiply the minimum though. It's mostly left for those who want the extra precision. Personally, no I don't use x1.

Share this post


Link to post
Share on other sites
Just now, AlphaAsh said:

It's by frame, not a counter. I could probably just multiply the minimum though. It's mostly left for those who want the extra precision. Personally, no I don't use x1.

And I've never met those who need extra precision :wink:

  • Like 1

Share this post


Link to post
Share on other sites

Hey @AlphaAsh, was there ever any form of patching done to allow fuel tanks more diversity of fuels?  Mainly because Real Fuels turns most cases of plain Liquid Fuel, into Kerosene, and there's one instance with Kash Corp vehicles that utilizes Petrol.

If I know what to do, I might be able to whip up a MM patch that adds fuel types if mods like that are detected.

Share this post


Link to post
Share on other sites
1 hour ago, AdmiralTigerclaw said:

Hey @AlphaAsh, was there ever any form of patching done to allow fuel tanks more diversity of fuels?  Mainly because Real Fuels turns most cases of plain Liquid Fuel, into Kerosene, and there's one instance with Kash Corp vehicles that utilizes Petrol.

If I know what to do, I might be able to whip up a MM patch that adds fuel types if mods like that are detected.

I think the best bet is for me to expose some stuff for MM to act on for this, agreed. I'll see what I can do chap.

  • Like 2

Share this post


Link to post
Share on other sites
14 hours ago, AlphaAsh said:

Isn't that a windows protected directory? Might be a simple case that the dll is being locked up. I'm struggling to track down your issue, so might be worth a try moving your Steam install out of there.

It is a custom folder, so I do not think so. However for the sake of testing I will move it to my other hard drive. Is stage recovery safe to add mid-save?

Share this post


Link to post
Share on other sites

C:\Program Files\ is not a custom folder.

8 hours ago, OddFunction said:

Is stage recovery safe to add mid-save?

I don't know. Probably?

v0.9.6.9_EX now available. See OP for links.

Changelog:

  • This is an experimental version. That means it has new features that aren't necessarily finished. It may also mean bugs.
  • If you don't like experimental features or risk of bugs, then don't update.
  • Fuel Tank instances can now have three new properties: LqFAlt, OxFAlt, MoFAlt.
  • They can be acted on/added in a cfg by MM to provide the name of an alternative resource.
  • Fuel Tanks now have a x25 and x100 transfer rate for quicker refuels.

If you want to have alternative resources you can use MM to add LqFAlt, OxFAlt and/or MoFAlt to the instance of a fuel tank (or do it manually with a text editor). Provide a string that's the name of the alternative resource. There's no validation of it by KK, so check you get it right.

Example:

LqFAlt = SquishyJuice

would change LiquidFuel to SquishyJuice for the fuel tank you added this parameter to.

Edited by AlphaAsh
  • Like 1

Share this post


Link to post
Share on other sites
26 minutes ago, AlphaAsh said:

C:\Program Files\ is not a custom folder.

I don't know. Probably?

v0.9.6.9_EX now available. See OP for links.

Changelog:

  • This is an experimental version. That means it has new features that aren't necessarily finished. It may also mean bugs.
  • If you don't like experimental features or risk of bugs, then don't update.
  • Fuel Tank instances can now have three new properties: LqFAlt, OxFAlt, MoFAlt.
  • They can be acted on/added in a cfg by MM to provide the name of an alternative resource.
  • Fuel Tanks now have a x25 and x100 transfer rate for quicker refuels.

If you want to have alternative resources you can use MM to add LqFAlt, OxFAlt and/or MoFAlt to the instance of a fuel tank (or do it manually with a text editor). Provide a string that's the name of the alternative resource. There's no validation of it by KK, so check you get it right.

Example:


LqFAlt = SquishyJuice

would change LiquidFuel to SquishyJuice for the fuel tank you added this parameter to.

Jawsome.

 

Now I just need to learn how to make a MM config point to the right place.

Share this post


Link to post
Share on other sites

screenshot136.png

Landing light death by pink laser beam. New weapons for BDArmory? Just more lines for the sake of it? Lines are cool.

 

(No. I started on landing guidance.)

Share this post


Link to post
Share on other sites

Hey @AlphaAsh, sorry to bother you but I looked everywhere (maybe I overlooked) in this thread but I noticed the launch sites say Country: United Kerbin. Is there a way on how to change the country, I tried looking through the thread and even in-game and through the cfgs, but no answer. Is there on how to change it, or is it hard coded into the plugin?

Share this post


Link to post
Share on other sites

Hey guys, I've got a relatively simple Idea that I want to implement and reading through the forum posts I'm starting to get a rough notion of how to do so, but it is sketch

Do you have any links of relevant information so I can firm up the idea.. mainly on actually making the static.. I think I just need to make a model.mu combine with .cfg and throw in the static folder, easier said then do tho :wink:

Share this post


Link to post
Share on other sites
10 hours ago, Deimos007 said:

Hey @AlphaAsh, sorry to bother you but I looked everywhere (maybe I overlooked) in this thread but I noticed the launch sites say Country: United Kerbin. Is there a way on how to change the country, I tried looking through the thread and even in-game and through the cfgs, but no answer. Is there on how to change it, or is it hard coded into the plugin?

Feature WIP. United Kerbin is a default until I get the latest Kerbin-Side update out. That should hopefully co-incide with some more work on the feature to allow you to change the nations.

  • Like 2

Share this post


Link to post
Share on other sites

Is there an easy way to tell which static is breaking my kerbal konstructs install? I can tell it is a static from a null reference exception but I don't see which one it is in my player.log.

Share this post


Link to post
Share on other sites
54 minutes ago, ErrHeadII said:

Is there an easy way to tell which static is breaking my kerbal konstructs install? I can tell it is a static from a null reference exception but I don't see which one it is in my player.log.

Look in KSP.log. That's more informative.

Share this post


Link to post
Share on other sites
6 minutes ago, AlphaAsh said:

Look in KSP.log. That's more informative.

Thanks, I fixed it. 

Is there an easy way to convert latitude and longitude into radial position? Or is there a way to use lat/long instead?

Share this post


Link to post
Share on other sites
34 minutes ago, ErrHeadII said:

Thanks, I fixed it. 

Is there an easy way to convert latitude and longitude into radial position? Or is there a way to use lat/long instead?

Reverse the operation to convert radial position to lat and lon is the first thing that came to mind. There's code for that in KK, source available on GitHub.

I don't know what you mean by 'a way to use lat/lon instead '. PQSCities uses radial positions to place statics.

_______________________________________________________________________________________

^ Because the forum's merge feature sucks.

screenshot138.png

Work continues on landing guidance. Or failing to landing guidance.

Edited by AlphaAsh
  • Like 1

Share this post


Link to post
Share on other sites
3 minutes ago, AlphaAsh said:

Reverse the operation to convert radial position to lat and lon is the first thing that came to mind. There's code for that in KK, source available on GitHub.

I don't know what you mean by 'a way to use lat/long instead '. PQSCities uses radial positions to place statics.

--snip--

Thanks, I just did something equivalent although I used the algorithm from different code (moveksc specifically).

Turns out I didn't even need to as RSS's Cape Canaveral is right where LC-39 is in reality (assuming I did my math right)

Share this post


Link to post
Share on other sites

v0.9.7.0 now available. See OP for links.

Changelog:

  • This is an experimental version. That means it has new features that aren't necessarily finished.
  • It may also mean bugs.
  • If you don't like experimental features or risk of bugs, then don't update.
  • Added a new landing guidance feature.
  • Currently only implemented at Round Range and KSC.
  • To activate landing guidance, switch on ATC in the Inflight Base Boss when close to one of the bases.
  • A HowTo for base/static makers for implementing landing guidance will be in this thread soon.
  • Expect more bases with landing guidance when static packs get updated.
  • This is a first go at it, so expect changes and feedback is welcome.

Strictly speaking, this is still an experimental release and the last stable release is still 0.9.6.5. I just forgot to tag it with _EX on SpaceDock.

Edited by AlphaAsh
  • Like 2

Share this post


Link to post
Share on other sites

How to Setup Landing Guidance at a Base

Landing guidance requires three static instances placed at the end of a runway.

The Center Marker

An instance of an object should be placed close to the end of the runway, hidden just below the runway surface. This instance should be set with a FacilityType of LandingGuide.

The Left Marker

Placed just to the left of the runway boundary, level with the center marker. In this case you can use a static that doesn't need to be hidden, such as some touchdown lights. This instance should be set with a FacilityType of TouchdownGuideL.

The Right Marker

Placed just to the right of the runway boundary, level with the center marker. Best when you use the same static that you used for the left marker. This instance should be set with a FacilityType of TouchdownGuideR.

Other Stuff to Consider

In all cases the origin of the object placed is used for calculating line intersections and so forth. So try to get the origins as level as possible.

There's a limitation of one guidance system per base at the moment. So if your base has multiple runways, or you can land in either direction on a runway, you're stuck choosing one direction for one runway for the moment. It's based on the proximity of the craft to the visibility range of the objects and is not related to groups. So if you have multiple landing guidance in the same visibility bracket the system gets confused and falls over.

It's safest to have your landing guides a good few meters in from the end of the runway, so players don't try landing right on the end of an elevated runway. Also keep in mind the landing guidance system does not take into consideration the length or width of a craft.

Kerbal Konstructs has examples of the needed statics available to use.

Edited by AlphaAsh
  • Like 1

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.