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roboc99

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Posts posted by roboc99

  1. OK so i have a station that has multiple weldable docking ports on it, however whenever I click on the smaller ports (clampotron standard size) and ask them to weld, I get an error stating that I must weld two weldable docking ports - what am I doing wrong here?  Screenshot are on dropbox...

    https://www.dropbox.com/s/x5pe175tvdcd036/screenshot0.png?dl=0

    https://www.dropbox.com/s/kkz1d8c7sp34vr4/screenshot1.png?dl=0

    Persistents file (FYI, Im using a hand full of mods with parts, so this may not load for you, but all the same here it is)

    https://www.dropbox.com/s/f59c0gz937jszbd/persistent.sfs?dl=0

    Any help would be appreciated.

    FYI I have already welded once on this station, the two halves of the core were welded together without a hitch, but they used the senior ports, not the standard ones.

     

    RoBoC

     

  2. Just a note on the last update, (V1.0.1) - Contains 46 more contracts including the STS interplanetary payloads, the Shenzhou and Tiangong missions - (more to come on them next update), the Venera and Surveyor programs along with some of the martian rovers but not the Soviet Mars 1 or 2 yet, I still have some major work to do on the Soviet side of the pack. I have found one substantial bug in the entire Soyuz series of missions which could prevent progress that has now been fixed. (A contract parameter was checking that you had 3 pilot astronauts hired rather than 3 crew members in the Soyuz capsule). The next update will focus on better integration of the Soyuz series and things to make the 86 missions seem less 'oh lets do this again... and again... and again..' :)

    Small Bug, for some reason STS-41 mission is there when starting a virgin career save - seems a bit ambitious to have that appear alongside the V2 missions

    Great pack though, well done!

  3. Hey,

    Ive been playing about with 1.0.2 and have found an odd bug. I built a plane with Mk2 parts; cockpit in the front with the small cargo bay behind it. After I fly it for a while at 300-600m/s, the contents of the cargo bay start to heat up as though exposed to atmosphere. This goes on for a while until the memory leak issue with the temp gauges causes the game to CTD.

    Anyone else have this problem?

    Ill post screen caps later when I can

    RoBoC

  4. It's around back where the white caution stripes are.

    Ok so when I click on the EVA button on the bottom right of the screen it works, the kerbal appears and I can EVA, however the hatch itself doesn't respond to being clicked on like the stock hatches do - which is what I was trying to do to transfer kerbals mid flight without EVA (the new feature of 0.25) - is this also a bug created by the out of date DLL from Bobcat?

  5. For those having firespitter issues

    0.24 preliminary firespitter.dll

    https://github.com/snjo/Firespitter/blob/master/For%20release/Firespitter/Plugins/Firespitter.dll?raw=true

    Replace your old Firespitter.dll with this one.

    I did not check if it fixes the crashes with MechJeb2. Will run more tests.

    Notice: I'm aware that Active Texture Management is currently not fully functional in 0.24.

    -Those of you running lots of mods will experience crashes when using KSOS. We are waiting for an update to ATM, Rbray is aware of the issue.

    -The reason for the crashes is because you have no texture/resource memory manager running in the back ground.

    Just tried to launch the game with the new dll, no joy, it still CTD when I have mechjeb (latest version) installed. Here is the first part of the error log:

    Unity Player [version: Unity 4.5.2f1_9abb1b59b47c]

    Unknown caused an Access Violation (0xc0000005)
    in module Unknown at 0033:03720000.

    Error occurred at 2014-07-19_124902.
    D:\Steam\SteamApps\common\Kerbal Space Program\KSP_x64.exe, run by RoBoC.
    22% memory in use.

    On a related note, I spotted that steam defaults to the 32bit application when you launch from the steam window. I had to manually create a shortcut to use the 64bit.

    Hope this helps identify the issue, great mod.

    RoBoC

  6. Yes, you're correct it's the object name. If you change the "showListButton" line to true in the part CFG, go into the VAB, press Alt+F2 (debug window), then push the button on the part in question it'll list off all the object names for that part in the debug menu. It'll be a lot. Scroll through it to find the likely candidate (probably something like right_wing, but won't know until you try it), then try it out. That's how I found the object names for the KSO and Super 25 cockpits.

    Yes, that got it, thanks. The object should be fuselage_right_wing

    If anyones interested, the code that Im using to change the wing texture is:

    MODULE
    {
    name = FStextureSwitch2
    moduleID = 0
    objectNames = fuselage_right_wing
    textureRootFolder = KSO/Parts/
    textureNames = kerbin_orbiter;altnames/arabelle;altnames/aphrodite;altnames/artemis;altnames/adonis
    mapNames = kerbin_orbiter_Norm_NRM
    textureDisplayNames = X01;Arabelle;Aphrodite;Artemis;Adonis
    nextButtonText = Next Paint Job
    prevButtonText = Previous Paint Job
    statusText = Current Paint Job
    switchableInFlight = false
    //additionalMapType = _BumpMap
    mapIsNormal = true
    repaintableEVA = true
    showPreviousButton = false
    useFuelSwitchModule = false
    //fuelTankSetups = 0
    updateSymmetry = true
    showInfo = false
    debugMode = false
    showListButton = false
    }

  7. I figured some around here might find this useful. If you have the alternate cockpit names for the KSO and the Super 25, but you hate the clutter in your part catalog, you can add the following code to the commandkso.cfg and the super25commandkso.cfg files respectively. This will require you place the alternative textures within the KSO/Parts/ folder. This adds a button to the right-click menu of the part to toggle between textures in-game. One part, but all the cockpit names. If you've renamed your alternative textures or added your own, just add/remove/rename the filenames to the line that say "textureNames = " and make sure the "textureDisplayNames = " are in the same order as your texture filenames.


    MODULE
    {
    name = FStextureSwitch2
    moduleID = 0
    objectNames = fuselage_cockpit
    textureRootFolder = KSO/Parts/
    textureNames = kerbin_orbiter;adamant;dauntless;tenacious
    mapNames = kerbin_orbiter_Norm_NRM
    textureDisplayNames = Resolute;Adamant;Dauntless;Tenacious
    nextButtonText = Next Paint Job
    prevButtonText = Previous Paint Job
    statusText = Current Paint Job
    switchableInFlight = false
    //additionalMapType = _BumpMap
    mapIsNormal = true
    repaintableEVA = true
    showPreviousButton = false
    useFuelSwitchModule = false
    //fuelTankSetups = 0
    updateSymmetry = true
    showInfo = false
    debugMode = false
    showListButton = false
    }


    MODULE
    {
    name = FStextureSwitch2
    moduleID = 0
    objectNames = KSO_25_Fuselage;Left_Cargo_Door;Right_Cargo_Door;Mun_Door_Left;Mun_Door_Right
    textureRootFolder = KSO/Parts/
    textureNames = KSO_25;providence;reliant;steadfast
    mapNames = KSO_25_Norm_NRM
    textureDisplayNames = Ascension;Providence;Reliant;Steadfast
    nextButtonText = Next Paint Job
    prevButtonText = Previous Paint Job
    statusText = Current Paint Job
    switchableInFlight = false
    //additionalMapType = _BumpMap
    mapIsNormal = true
    repaintableEVA = true
    showPreviousButton = false
    useFuelSwitchModule = false
    //fuelTankSetups = 0
    updateSymmetry = true
    showInfo = false
    debugMode = false
    showListButton = false
    }

    Please enjoy.

    http://i.imgur.com/yrHjqUn.gif

    I can't take credit. I got the idea from the phase4 parts.

    EDIT:looks like the texture files don't have to be moved according to the documentation. they can stay in the altnames folder.

    EDIT2: nevermind. it lied. it didn't work leaving them in the altnames folder.

    EDIT3: Ok it does work. Just gotta add the folder name in there too. See below if you don't want to move the textures.


    MODULE
    {
    name = FStextureSwitch2
    moduleID = 0
    objectNames = fuselage_cockpit
    textureRootFolder = KSO/Parts/
    textureNames = kerbin_orbiter;altnames/adamant;altnames/dauntless;altnames/tenacious
    mapNames = kerbin_orbiter_Norm_NRM
    textureDisplayNames = Resolute;Adamant;Dauntless;Tenacious
    nextButtonText = Next Paint Job
    prevButtonText = Previous Paint Job
    statusText = Current Paint Job
    switchableInFlight = false
    //additionalMapType = _BumpMap
    mapIsNormal = true
    repaintableEVA = true
    showPreviousButton = false
    useFuelSwitchModule = false
    //fuelTankSetups = 0
    updateSymmetry = true
    showInfo = false
    debugMode = false
    showListButton = false
    }


    MODULE
    {
    name = FStextureSwitch2
    moduleID = 0
    objectNames = KSO_25_Fuselage;Left_Cargo_Door;Right_Cargo_Door;Mun_Door_Left;Mun_Door_Right
    textureRootFolder = KSO/Parts/
    textureNames = KSO_25;altnames/providence;altnames/reliant;altnames/steadfast
    mapNames = KSO_25_Norm_NRM
    textureDisplayNames = Ascension;Providence;Reliant;Steadfast
    nextButtonText = Next Paint Job
    prevButtonText = Previous Paint Job
    statusText = Current Paint Job
    switchableInFlight = false
    //additionalMapType = _BumpMap
    mapIsNormal = true
    repaintableEVA = true
    showPreviousButton = false
    useFuelSwitchModule = false
    //fuelTankSetups = 0
    updateSymmetry = true
    showInfo = false
    debugMode = false
    showListButton = false
    }

    Thank you, this will save a lot of clutter for me. I do have one question though, can you create a module that would allow me to do the same thing as this with the KSO wings? I currently use textures that have the shuttle name amongst other things on the right wing (KSO) and left wing (Super 25).

    Ive tried copying the module code across the the right wing object for the KSO but it doesnt work, I think because I dont have the correct object name for the wing part... but I might be wrong.

    Thanks

  8. Im having an issue modding the KSO, basically all I am trying to do is to replace the KSO booster effects with the effects from the Super 25. From what I understand, it should be possible to tell KSP to use the new effects with the older parts, but I cant get it to work.

    I have tried copying over the EFFECTS block from the super 25 booster and overwriting the same block in the older booster, however when I try to fly the KSO after this, the booster flames dont show, only the smoke effects. The code for running the effect seems to use the same names (powersmoke and powerflame etc), but still, nada...

    Has anyone tried to do this and got it to work? Its most likely something small that Im missing but I cannot see it.

    Thanks in advance.

  9. I already have posted it. But I can do so again:

    KSO EWBCL Block 4 (Energia).zip

    The above craft is the Standard EWBCL Block 4 mated to the Energia Booster Assembly. It maintains all the action groups of the stock EWBCL Block 4, and already has a standard sized docking port in the Mundoor (helldiver, you should really do that for the next version) as well as a standard sized docking port installed in the cargo bay. I have only ever separated the LRBs at a 45 degree pitch (even with Mechjeb)... I cant promise they'll separate cleanly at angles greater than that.

    The above zip contains nothing but a craft file.

    My bad, missed it last time. Thanks for the repost!

  10. Fairly straight forward. You need an image editing app such as Photoshop or gimp. First open the real texture and take note of where the name lies on the texture. You will see both sides of the kso cockpit with the name resolute by default. There are two places for the name to go, one for each side of the cockpit (one is flipped 180 degrees so it appears to be written backwards, that's because both sides of the cockpit are different so one side has to be mirrored so it will line up correctly on the model).

    To replace the name, open the blank texture file and edit it with your name, making sure your chosen name is roughly the same size and sitting in the same place as hell diver placed the name in his texture. Then copy the name text, flip it over and place it where the reversed name should be. You don't have to do this step but if you don't the name will only be on one side of your kso.

    Once you're done, save the new texture as kso_orbiter.tga (actually best check that file name, I am working from memory here, just make sure to overwrite the original file with yours and it's done).

    Hope that helps. On a similar note can anyone tell me a way to force the kso left and right wing to use separate textures? I wanted to put mission patches on the wings but they get replicated onto both sides and therefore look silly unless they are symmetrical. I saw a screenshot on here with a similar idea so it must be possible... Any suggestions?

  11. Hey guys, first off I wanted to say a big THANK you to helldiver and all those who worked on the KSO, its possibly the most fun mod to hit KSP in a long, long time.

    Anyway, Ive been playing about with this mod, building my own KSS (I know, original, right? :) ) and a thought struck me as I was doing so. See, I tend to RP my big builds, putting a story behind them even if its in my own head. It makes it more fun for me... Instead of just build, blast, dock, repeat, theres a sense that, in my own head at least, Im completing a mission against difficult odds.

    I do this with KSP a lot, but with this mod, for some reason, it just seems to be more fun.

    Anyway, I was going over the stages for my KSS with the RP stuff I'd made up along the way and I thought, wouldnt this be a better 'story' mode than the campaign mode that Squad has built and is apparently planning to expand with contracts? Like, instead of picking and choosing generic missions like get a satellite into orbit, we have a long term project type campaign with each level being a stage along the way. In my case, with the KSO, it would be level one: test fly and land the KSO without loss of vehicle or crew, level two, deliver a payload to orbit with the KSO etc etc, but rather than a simple, do this, get reward, unlock bigger rockets, move on type deal, there could be complexities of a story with twists and setbacks that happen during or even between missions - these could be abstract, such as an engine malfunctions mid flight forcing you to adjust your flight profile or even abort to save your crew or even based on real world events, such as the Apollo 1 fire, which could lead, in game to the masses of kerbin cry out for safer rockets and until they get them, you can only do unmanned stuff or you could have to compete with an invisible enemy (or rival) to get a job done cheaper, like the bidding war that was run to see who would service the ISS after the shuttle retired.

    Basically, what Im driving at would be similar to standard career mode as it is now, you start out small and limited, and you build on it - but rather than it all being the story you create, there would be an actual in game story to drive it along. There could even be added plot elements like government pressure to get things done in a certain way or in a certain time or under a certain budget (or all three) or your program is shut down, programs being scrapped mid way through so you have to scramble to repurpose your designs or lose funding. There could be industrial espionage between competing space programs where you have spies trying to steal competitors designs for better parts and engines while they try to do the same to you, you could have deadlines put in jeopardy by contractors failing to deliver that mega efficient engine in time for the much hyped mission to duna that youve committed publicly to, forcing you to come up with a way to work around the problem with a restricted set of parts.

    I was watching helldivers stream while he was developing the Super 25 and he mentioned a similar thought to this, he was referring to you, the player, being NASA (or the kerbal equivalent) competing against either private companies or a rival nation ala the space race and how this would drive the enjoyment by giving you a goal to strive for. I know that Squad say the basis of KSP is to be unbound and to do whatever you want, which is a good thing and, of course, just as they do in the likes of Tropico, the sandbox would always be there for you to do your own thing and just go nuts with whatever you want, but the career mode, in my opinion, should not just be limited to restricting parts till you unlock better ones - in many ways the current career mode plays like a tutorial, helping you to learn the game as you go rather than being overwhelmed by the complexity at the start - which is fine, but I want more.

    Anyone agree?

  12. An alternative, which is what I used to do before this feature, is to set the launch altitude to 750Km (and do the same on the way back from Duna or wherever). At that altitude you can warp at max rate.

    Yes that would work, however it means a lot more delta v to get to orbit, especially with the type of ships I use, big & heavy would sum it up. Doing high altitude launches or transferring to a high orbit just to warp faster seems... I dont know, a bit irritating to have to do when all that is really needed is to warp to a point just ahead of the launch window - which as I said, I can do, either manually or with warp helper - I just thought it would make a good addition to MJ and one that wouldnt take all that much effort to add in.

  13. The logical thing to do would be to just launch and build your ship in orbit rather than use "launch to transfer", then once it's built use maneuver planner to do the transfer. No new functionality needed.

    True you can do that, however it can take a while because you are limited to how fast you can warp while in LKO. Warping on the launchpad is unlimited. What I do now is add a maneuver node for the planet transfer on the launchpad for the first launch then use warp helper to spin time on till approx 1 day before the window. Then I do my other launches and assemble in orbit before doing the last small warp for the burn. What I was suggesting is that this functionality could be built right into the launch assistant panel, which would remove some of the steps that my current method requires. It would speed things up and remove some unneeded tedium. As an alternative, the functionality Im talking about could be added to the warp helper so that when a planet is selected as a target, its possible to warp until X amount of time before the next transfer window.

  14. Hey thanks for finally adding the one feature that I always thought was missing... launch to planetary transfer! It makes planning missions outside Kerbins SOI much easier and less tedious. One feature I would like to be able to tweak would be the lead time to the transfer window. Currently my ships get to orbit about 1hr ahead of the window which is plenty of time to maneuver and get set up for the burn, however I would like to be able to extend that to maybe a day or more even to allow for multi-launch ships because sometimes it takes more than an hour to get them all up and assembled. If it were possible to have the first ship launch 1 day or more before the window, then all subsequent launches and assembling etc would have time to be finished and then MJ could still schedule the burn for the window.

  15. Hello

    Ive just tried your mod today and I seem to be having an odd problem. Whenever I try to launch the lab into orbit, it all goes fine till it hits about 6K in height when the whole thing explodes!

    It seems to be just the lab module that has this problem (ie i can take it out of the rocket and everything is fine).

    Also when I use the lab as the core of my rocket, it disintegrates on the launchpad...

    I am running several mods, including mechjeb, kerbal joint reinforcement, b9 KW and novapunch.

    Is this something you guys have come across and if so is it fixable? I was intrigued by this mod and would love to use it

  16. My mechjeb launch profile is stock, it starts the turn at 7k. also not using FAR. Like I said earlier, I can load up a different craft with the same mechjeb settings and it launches fine.

    Are you by any chance using more than one pod? Say a lander attached to your main craft? If so then you need to make sure that the master pod (the one mechjeb is controlling the rocket from) is pointing UP at launch. Sometimes when building mechjeb can get confused as to which module its supposed to be controlling and pick the wrong one. I ran into this error and it took me a few tries to realise that the navball was orange at launch, in other words as far as mechjeb was concerned I was launching my rocket UPSIDE-DOWN, so it immediately tried to fix that by flipping over on launch. The easiest solution is to select whichever pod is pointing the right way and select control from here. I do however still get an occasional bug where mechjeb thinks the rocket is rotated along its length (rolled) by 90 or 180 degress, so it rotates on launch, which can cause issues on big launchers and sometimes even shake them apart if it is still not righted when the Grav Turn begins.

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