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Everything posted by TheAlmightyOS
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Confirmed. 1.4.0 PR 14 (fresh install) Steps: Open KSP Mod Admin Navigate to ModBrowser Select "Download" button on mod page (example used: http://kerbal.curseforge.com/ksp-mods/220221-mechjeb) Receive "Mod download started ... Mod download failed!" messages in status box Log: [14.09.2014 02:18:18.427] [1] [697] Info : Mod download started ...[14.09.2014 02:18:19.756] [1] [735] Error : Illegal characters in path. Exception: System.ArgumentException Message: Illegal characters in path. StackTrace: at System.IO.Path.CheckInvalidPathChars(String path, Boolean checkAdditional) at System.IO.Path.Combine(String path1, String path2) at KSPModAdmin.Utils.CurseForgeHelper.DownloadMod(ModInfo& modInfo, DownloadProgressChangedEventHandler downloadProgressHandler) at KSPModAdmin.Views.ucModSelection.HandleModAddViaCurseForge(String curseForgeURL, String modName, Boolean installAfterAdd, DownloadProgressChangedEventHandler downloadProgressHandler) at KSPModAdmin.Views.ucModBrowser.<>c__DisplayClass7.<DownloadMod>b__3() at AsyncTask`1.Run(Object sender, DoWorkEventArgs e) In all honesty MT, abandon this and continue work on your MA aOS project. Tracking this issue is just taking time you could use working on that. I can't speak for everyone but I can say that I can wait for the aOS release.
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I am just going to come out and ask cause reading though the documentation/wiki and tinkering with a config file isn't getting me anywhere. I am attempting to add a value to an existing string. //part config, not MM config MODULE { name = TESTmodule examplevalue = value1; value2; value3 } In this example, I want to add ; value4 to the end of examplevalue. Is there a way to do this with MM? I am thinking I have to use some sort of expression to copy the default value then use the @ edit function to change the value to the copy and my new value. But it is too late and I am too wiped to focus anymore brainpower on this. Thanks in advance for the help.
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Heh, I like firespitter parts so I download the whole thing. I think It is well worth the space. When I want to goof off in the spaceplane hanger I put it together with hoolagin labs inflatables and you could have yourself at least a week of fooling around on kerbin. As for curse, touchy subject round here, aint it? Personally I am using curse as a way of helping beta test KSP Mod Admin. I find that roughly 90% of the mods I use can be found on curse so it makes it convenient. But that is not the only place I look. I do look at the forums and the relaunch of kerbalstuff. I don't like having to use a spreadsheet to keep track of all the mods I like to use, but I figure when I get KSP installed on linux on my gaming system I can make a few shell scripts to keep my mods up to date with little fuss.
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Installed 1.4.0 PR13: Still testing. Looks like downloads are messed up (think I saw that you knew that upthread though.). Found an interesting case you might want to take a look at. When attempting to download MechJeb (http://kerbal.curseforge.com/ksp-mods/220221-mechjeb-220221) from Curseforge in the ModBrowser tab, the status box states "Mod download started ... Mod download failed!". This is what shows up in the KSPMA log: [08.09.2014 21:09:43.078] [1] [697] Info : Mod download started ... [08.09.2014 21:09:43.942] [1] [735] Error : Illegal characters in path. Exception: System.ArgumentException Message: Illegal characters in path. StackTrace: at System.IO.Path.CheckInvalidPathChars(String path, Boolean checkAdditional) at System.IO.Path.Combine(String path1, String path2) at KSPModAdmin.Utils.CurseForgeHelper.DownloadMod(ModInfo& modInfo, DownloadProgressChangedEventHandler downloadProgressHandler) at KSPModAdmin.Views.ucModSelection.HandleModAddViaCurseForge(String curseForgeURL, String modName, Boolean installAfterAdd, DownloadProgressChangedEventHandler downloadProgressHandler) at KSPModAdmin.Views.ucModBrowser.<>c__DisplayClass7.<DownloadMod>b__3() at AsyncTask`1.Run(Object sender, DoWorkEventArgs e) The download link is: http://kerbal.curseforge.com/ksp-mods/220221-mechjeb-220221/files/latest Have not had a chance to test the update-warning functionality yet. Will let you know. This is some awesome work. You know that? I for one greatly appreciate the work you are doing on this. OH! Almost forgot. Stumbled on this while working another project. Might be an alt to the iexplorer control you have. Or it could be a lot more work. Worth a look at least: https://code.google.com/p/chromiumembedded/
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Thanks for the additional info. Want to ask, I have been doing this for all my mod installs and wonder if it is good practice or causing issues. Let's take a mod like B9. It comes bundled with: B9_Aerospace (duh) CrossFeedEnabler FireSpitter JSI KinTechAnimation Klockheed_Martian MP_Nazari (hotrockets?) ResGen SmokeScreen Virgin Kalactic When I get a mod like this that has many other mods as dependencies, I go out and get the latest version of those mods. Example: I do not install FireSpitter from the B9 zip. Instead, I go to curse and download the latest and install that. could I be screwing something up by doing this?
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I did not know that about linux and 64bit. That is very good information to know Nathan. Thank you. Will have to install CentOS7 on my gaming box. Might wait till I get my SDD and additional 8gb at the end of the month. Can't switch to 32bit. Too many mods, even with Active Texture Management. As for the mods themselves, thank you for your assessment that they should work together. I just wanted to make sure I did not have mods that conflicted with each other.
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64bit is known to be unstable. I get that. Not asking for support on that. As I pointed out multiple times in points 1,2 and 4 at the very top of my post. All I am looking for is for is "those mods conflict with each other" or "those mods should work fine together". The end game is to figure out my next step: trim down my mods and use a texture replacer and end up using 32bit (DNW) or find the one or more mods that are fighting with each other, toss one of them and solve that issue. That is it. Let's leave the 32bit/64bit out of it for now and concentrate on if the mods I have installed conflict with each other. EDIT: Noticed that there are no version numbers (and it is showing all the sub directories). Must have copied and pasted from the wrong window. I will fix that mod list in the first post
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First: I acknowledge that I am using the 64Bit version of KSP and that it is inherently buggy due to the Unity Engine. I use it knowing I will occasionally get crashes and odd behavior. I acknowledge that I am using the 64Bit version of KSP and the authors of the mods I am using do not offer support for 64bit. I do not attribute the crashes to the mods themselves and am not seeking support specifically for the mods I am using This is meant to be a very broad "I think I missed something, do you see it?" question, not a bug report. Seriously I get it about the 64bit! it was stable(ish) till recently! It isn't my RAM. Yeah, 8 gigs isn't a lot for all these mods but they fit (92% used when loaded). With that out of the way... I am experiencing a LOT of crashes at initial load and on SPH/VAB transition. And to quantify "a lot", I have 12 recorded crashes between 3:50PM and 6:24PM. That comes out to roughly 5 crashes an hour which is impressive when it takes 5+ minutes to load the game. Logs here ==> GDrive. All of these mods that are listed in the directory tree below I was using before with hardly any issues other than the occasional crash which I attributed to using the 64bit version of he game. However, Bac9 released the latest B9 Aero and I just could NOT pass that up so I grabbed it, deleted my old b9_repack and installed it. I noticed it had a few dependencies in the zip and used the this as an excuse to get those mods and make sure all my other mods were up to date and get the dependencies for the other mods up to date as well. Basically, I changed everything in my GameData folder. And now I have no where to begin diagnosing this issue. I have tried looking though the output_log and crash logs but I do not know what I am looking for. Honestly, I think I am missing a dependency or have two conflicting mods. Asking for another set of eyes before I wipe the GameData folder and try AGAIN (this will be the forth time). I want to get these working nice together cause I have three more mods (KAS, Extraplanetary Launchpads & FAR) I want to install and test. I need to get some sleep. catch you all in the morning. Thank you all for your help. My GameData directory tree (sans files) I can print out the files too if you really really want me too. GameData ââ€Å“ââ€â‚¬Ã¢â€â‚¬ 000_Toolbar --Version 1.7.6 ââ€Å“ââ€â‚¬Ã¢â€â‚¬ B9_Aerospace --Version R5.2 ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Agencies ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ FX ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Parts ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Props ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Resources ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ RPM ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Sounds ââ€â€š ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Spaces ââ€Å“ââ€â‚¬Ã¢â€â‚¬ CommunityResourcePack --Version 0.1.0 ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Interstellar ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Karbonite ââ€â€š ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ MKS ââ€Å“ââ€â‚¬Ã¢â€â‚¬ ConnectedLivingSpace --Version 1.0.8.0 ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ assets ââ€â€š ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Plugins ââ€Å“ââ€â‚¬Ã¢â€â‚¬ CrossFeedEnabler --Version 2.2 ââ€â€š ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Plugins ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Diazo ââ€â€š ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ AGExt --Name:ActionGroupsExtended --Version 1.1.2 ââ€Å“ââ€â‚¬Ã¢â€â‚¬ EditorExtensions --Version 1.3 ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Firespitter --Version 6.3.5 ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Example Craft ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Flags ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Parts ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ PluginData ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Plugins ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Props ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Resources ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Sounds ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Spaces ââ€â€š ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ textures ââ€Å“ââ€â‚¬Ã¢â€â‚¬ FShangarExtender -- Version 2 ââ€Å“ââ€â‚¬Ã¢â€â‚¬ FusTek ââ€â€š ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Station Parts -- Version 0.04-4 DEV BUILD ââ€Å“ââ€â‚¬Ã¢â€â‚¬ JSI ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Agencies ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ RasterPropMonitor --Version 0.18.2 ââ€â€š ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ RPMPodPatches ââ€Å“ââ€â‚¬Ã¢â€â‚¬ KerbalHotSeat --Version 1.0.3.0 ââ€â€š ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Plugins ââ€Å“ââ€â‚¬Ã¢â€â‚¬ KerbalJointReinforcement --Version 2.4.3 ââ€â€š ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Plugin ââ€Å“ââ€â‚¬Ã¢â€â‚¬ KineTechAnimation --Version 1.1.0 ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Documentation ââ€â€š ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Plugins ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Klockheed_Martian --Version unknown ââ€â€š ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Plugins ââ€Å“ââ€â‚¬Ã¢â€â‚¬ KSP-AVC --Version 1.1.4.2 ââ€â€š ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Textures ââ€Å“ââ€â‚¬Ã¢â€â‚¬ KWRocketry --Version 2.6c ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Flags ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Parts ââ€â€š ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Soundbank ââ€Å“ââ€â‚¬Ã¢â€â‚¬ MagicSmokeIndustries --Version 0.18.5 ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Parts ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Plugins ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Sounds ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ SupportedLicenses ââ€â€š ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Textures ââ€Å“ââ€â‚¬Ã¢â€â‚¬ MechJeb2 --Version 2.3.1.0 ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Icons ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Parts ââ€â€š ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Plugins ââ€Å“ââ€â‚¬Ã¢â€â‚¬ ModStatistics --Version Unknown ââ€â€š ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Plugins ââ€Å“ââ€â‚¬Ã¢â€â‚¬ ModularFuelTanks --Version 5.1.1 ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Plugins ââ€â€š ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Resources ââ€Å“ââ€â‚¬Ã¢â€â‚¬ MP_Nazari --B9 Hotrockets, unknown version ââ€Å“ââ€â‚¬Ã¢â€â‚¬ NASAmission --Version 0.24.2 ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Flags ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Parts ââ€â€š ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Resources ââ€Å“ââ€â‚¬Ã¢â€â‚¬ NearFutureConstruction --Version 0.2.3 ââ€â€š ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Parts ââ€Å“ââ€â‚¬Ã¢â€â‚¬ NearFutureElectrical --Version 0.2.2 ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Parts ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Plugins ââ€â€š ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Resources ââ€Å“ââ€â‚¬Ã¢â€â‚¬ NearFuturePropulsion --Version 0.2.3 ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ FX ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Parts ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Patches ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Plugins ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Resources ââ€â€š ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Sounds ââ€Å“ââ€â‚¬Ã¢â€â‚¬ NearFutureSpacecraft --Version 0.2.1 ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Parts ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Props ââ€â€š ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Spaces ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Omega_Tech --Work in progress ââ€â€š ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Impulse_Fusion_Reactor ââ€Å“ââ€â‚¬Ã¢â€â‚¬ OpenResourceSystem --Version 1.2.0 ââ€â€š ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Plugins ââ€Å“ââ€â‚¬Ã¢â€â‚¬ RCSBuildAid ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Plugins ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Sources ââ€â€š ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Textures ââ€Å“ââ€â‚¬Ã¢â€â‚¬ ResGen --Version 0.28.1 ââ€Å“ââ€â‚¬Ã¢â€â‚¬ ShipManifest ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Plugins ââ€â€š ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Sounds ââ€Å“ââ€â‚¬Ã¢â€â‚¬ SmokeScreen --Version Unknown ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Squad --Version 0.24.2 ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Agencies ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Flags ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ FX ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Parts ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Props ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Resources ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Sounds ââ€â€š ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Spaces ââ€Å“ââ€â‚¬Ã¢â€â‚¬ StationPartsExpansion --Version 0.1.0 ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Parts ââ€â€š ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Spaces ââ€Å“ââ€â‚¬Ã¢â€â‚¬ TextureReplacer --Version Unknown ââ€Å“ââ€â‚¬Ã¢â€â‚¬ TriggerTech ââ€â€š ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ KSPAlternateResourcePanel --Version 2.5.1.0 ââ€Å“ââ€â‚¬Ã¢â€â‚¬ TweakScale --Version 1.43 ââ€â€š ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ plugins ââ€Å“ââ€â‚¬Ã¢â€â‚¬ UmbraSpaceIndustries ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ FTT --Version 0.1.2 ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Karbonite --Version 0.3.3 ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ Karbonite_PartPack ââ€â€š ââ€Å“ââ€â‚¬Ã¢â€â‚¬ MKS --Version 0.20.6 ââ€â€š ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ OKS --Version unknown ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Virgin Kalactic --Version unknown ââ€â€Ã¢â€â‚¬Ã¢â€â‚¬ Licenses Removed because I thought they were causing the issue: HooliganLabs KAX KF_Repulsors NovaPunch2 PartsCatalog
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I have made a simple generator module part to covert Karbonite to my new resource. However the problem with the generator module is that it as long as it is active it will continue to generate long after the tanks are full, wasting precious resources. I want some way to return the amount of free space left in type x tanks on this.vessel and deactivate the generator when the tanks are full or near full. I checked the API (http://wiki.kerbalspaceprogram.com/wiki/API:Vessel) but did not find what I was looking for. Any suggestions?
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Thank you for the information. I am afraid I am still no closer to figuring this out despite both of you giving me very good information. I think I am trying to edit too many things at once: the engine, generator and the resource are all being tweaked at the same time. The only constant is the max-thrust I want to achieve for this particular engine: 1000 It is compounded by the fact that the resource I am trying to use varies wildly in density depending on how it is produced. I do not know what it should be and have been experimenting. So I am trying different densities and at the same time messing with the ratio on the engine and the generator. I want to plug it all into an excel sheet but I think even that won't help. I need to just settle on a mass for the resource then edit the engine and generator around that. Thanks for all the info. It will come in handy once I figure out my resource.
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Thank you for the reply. So THRUST/ISP=FPS I suppose I am asking the wrong question then which would explain why I haven't been able to find anything. I need a way to calculate ISP. Right now I am just adjusting my part and my new resource and reloading the db over and over again to try and figure out how to make the part more balanced. Getting tired of doing that (and being I have four other engines to do this with) I want to figure out a way to calculate it. Especially atmospheric curve. EDIT: And found. Thank you for your help. You pointed me in the right direction. Well, no that doesn't get me what I need... so close. To figure out the ISP, you need the Fuel Consumption, which I need to know how to calculate given the information within the cfg files. All I have is the MaxThrust, Propellant Ratio, the atmosphereCurve and the propellant density.
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I am attempting to calculate, given fuel mass, ratio, atmospheric curve and anything else that may be a factor, what the maximum fuel consumption p/sec of an engine would be. I have looked around the forum and used my best google fu, but all I could come up with is calculators for getting into space and docking and such, nothing for use in building a part from scratch. Does anyone know where I could find these equations?
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Hello MacTee, Thank you for putting your time into this. It is a much needed piece of software. I found what may possibly be a bug in 1.4.0 PR 12 concerning update checking. There are 500+ posts in this thread and my searches were useless. If I am telling you what you already know I apologize. I have all mods linked to curseforge so I can see when they update. I am also a member on curseforge so I get notifications as well. I had one instance (KSP-KVC) where Mod Admin indicated no update was available yet when I checked my curse notifications that particular mod had updated twice since install. The opposite is also true. Mod Admin would inform me, each time I opened it, that I had mods that needed updating (space plane plus). However that was not true. Space Plane Plus has not had any updates since july 29th.I worked around both these issues by uninstalling the mod in question completely and re-installing. I wish I could give more detailed info other than the OS is windows 7 . Next time it happens I will pay more attention. Is there any information in particular you would like to see? EDIT: OK, I got a working example. Infernal Robotics just updated. http://kerbal.curseforge.com/ksp-mods/220267-magic-smoke-industries-infernal-robotics-v0-14/files When I right click on the mod on the Mods tab and select "check for mod update" this is the output: Update check for mods started ... "Magic Smoke Industries Infernal Robotics V0.18.4" checking ... "Magic Smoke Industries Infernal Robotics V0.18.4" is up to date. Update check done. I have screenshots too if you want them.
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I am adding a few resources for my mods to use. Mostly coolant and such. But I came across one resource I am going to need that I think other mods are already using (KSP_Interstellar for example) I want to add Deuterium to the list of resources. I know how to do this. But a quick search of the forum shows many mods that are using or thinking of using Deuterium. My question is how do I keep from conflicting with other mods when I create a resource? I did see a post (lost it when I closed the browser) by Fractal_UK about using some sort of community resource pac (googledoc) to keep track of the different resources. Now, I do not use KSP_I myself but I can make my Deuterium resource to match what he has listed so if someone has both his mod and mine, they won't conflict.... or would they still cause an issue regardless? And what about other mods that may already be using it with slightly different flow mods, densities and costs that I do not know about? How do you you guys prevent these possible conflicts?
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[Airships in 1.12.3] HooliganLabs Mods
TheAlmightyOS replied to JewelShisen's topic in KSP1 Mod Releases
I have been giving HL over at Curseforge a look-over. I am downloading a few of them now. As for what I made that is nothing. Still learning the game engine. I have some ideas but that is all they are at the moment. When I do eventually get started on them I would be more than happy to share. -
[Airships in 1.12.3] HooliganLabs Mods
TheAlmightyOS replied to JewelShisen's topic in KSP1 Mod Releases
In that case please pass it on and thank you for being the caretaker. -
[Airships in 1.12.3] HooliganLabs Mods
TheAlmightyOS replied to JewelShisen's topic in KSP1 Mod Releases
JS I just want to say your mods, SQUID in particular, are excellent and thank you for taking the time to make them as well as making them available to the public. As a learning experience and because I want to make a mod that would have similarities to SQUID, I attempted to do a bit of debugging for you on the known issue with the large landing strut. I think it is the model that the part is using. If I replace the MU and MBM files in that part folder with the stock counterparts it will work. Also, it will work if the HL_SQUID_Module is added to the stock heavy strut. I do not know how to look at MU and MBM files (yet) so I do not know what specifically is causing them to fail, however I am fairly certain the models are where the issue is. If you already know this I apologize for repeating known info. Also, this in no way is intended as a push to fix this or anything. This was just me learning about modding in a reverse engineering kinda way and wanted to share with you my findings Thank you for all the great mods! -
I will take a look at what FS did for his. I think I get the idea as I messed a little with the ModuleGenerator for a mater-antimater reactor mock up. But I think I will take the harder path and try coding something. That way I learn something about the game engine instead of just messing in config files. Thanks for the link I'll see ya around
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Well that was quick. Thank you So in order for ModuleEngines to function, it requires fuel which has mass. being as I doubt squad wrote a module for a purely electric means of propulsion though space as it defies physics as we know it, I am probably going to have to write one. Could you do me one last kindness? I have unity installed and at the project wizard, however I am not sure what packages to import in order to create a module. First time using it
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I am having some difficulty modifying a part. Namely an ION engine Here is the stock module: MODULE{ name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 2 heatProduction = 0 PROPELLANT { name = ElectricCharge ratio = 1.8 } PROPELLANT { name = XenonGas ratio = 0.1 } atmosphereCurve { key = 0 4200 } } Now, I wanted to change this engine so that it only runs on electricity. So I removed the XenonGas portion from the module. I then changed the max thrust from 2 to 40. Although I know the fuel intake scales with the thrust, I also wanted the it to require an even higher electric charge to operate as it no longer required xenon so I changed the ElectricCharge ratio from 1.8 to 3. This is what it looks like now: MODULE{ name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = [COLOR=#ff0000]40[/COLOR] heatProduction = 0 PROPELLANT { name = ElectricCharge ratio = [COLOR=#ff0000]3[/COLOR] } atmosphereCurve { key = 0 4200 } } What I got was an engine with a fuel consumption of infinity. I messed with the atmosphereCurve thinking that was the issue but no. I am looking though the documentation on here but I have not found my mistake yet. I am sure it is something easy that I fouled up or missed. I suspect that "ratio" is the problem yet I don't understand how I can set the fuel consumption rate without it?