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Angelo Kerman

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Everything posted by Angelo Kerman

  1. Create a Pathfinder.restockwhitelist text file somewhere in GameData. Open that file. Paste the following: Squad/Parts/Resources/RadialDrill/ Save and exit the file. Restart KSP. That will fix the missing Gold Digger drill when using JNSQ.
  2. Ok, here is what I see: [LOG 11:24:06.432] PartLoader: Compiling Part 'WildBlueIndustries/Heisenberg/Parts/HL10/hl10Large/hl10Large2' [EXC 11:24:06.438] UnityException: Internal_CreateGameObject is not allowed to be called from a MonoBehaviour constructor (or instance field initializer), call it in Awake or Start instead. Called from MonoBehaviour 'HLEnvelopePartModule' on game object 'hl10Large2'. See "Script Serialization" page in the Unity Manual for further details. UnityEngine.GameObject..ctor () (at C:/buildslave/unity/build/Runtime/Export/Scripting/GameObject.bindings.cs:359) HLAirships.HLEnvelopePartModule..ctor () (at <55474ea6d25448c38ae37768f683bfb4>:0) UnityEngine.GameObject:AddComponent(Type) Part:AddModule(String, Boolean) Part:AddModule(ConfigNode, Boolean) PartLoader:ParsePart(UrlConfig, ConfigNode) <CompileParts>d__56:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [EXC 11:24:06.440] NullReferenceException: Object reference not set to an instance of an object PartModule.Awake () (at <3e135473f56a45478d738eb041ebd6cb>:0) UnityEngine.GameObject:AddComponent(Type) Part:AddModule(String, Boolean) Part:AddModule(ConfigNode, Boolean) PartLoader:ParsePart(UrlConfig, ConfigNode) <CompileParts>d__56:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) This is happening in KSP 1.9. I have a tentative fix for the plugin but need @JewelShisen's permission to update HL Airships as the mod is ARR. Once everything is updated, you should see a screen like this:
  3. @CBase in the experiment lab does the experiment list as completed? If so, you need to transfer it to a science container (stock one) and bring it back to Kerbin.
  4. This module should be active: MODULE:NEEDS[HLAirships] { name = HLEnvelopePartModule // the (effective) volume of the blimp - affects the lifting capacity, ~200/10 of Ludo blimp envelopeVolume = 2500 // This multiplies the lifting volume of the envelope, // allowing for visually smaller envelopes to act as though they were larger. // For realistic lift, set to 1. envelopeVolumeScale = 42 // this will clamp the maximum force due to buoyancy if non-zero //limitBuoyantForce = 200 // The initial fraction that the gas is of maximum possible volume, from 0.0 to 1.0 specificVolumeFractionEnvelope = 0.0 // rate (per second) that gas can be compressed compressRate = .03 // rate (per second) that gas can be expanded expandRate = .03 // When pressure drops below this value the blimp will undeploy minAtmPressure = -0.01 // Deployed drag, not used for unanimated envelopes // dragDeployed = 0 // Maximum speed you can be traveling to "Make Stationary" makeStationarySpeedMax = 10 // Once made stationary, this is how fast the airship can travel // You can set higher than 0.2 but it may affect saves // And EVA walking ability on the vessel makeStationarySpeedClamp = 0.05 // Is it animated? envelopeHasAnimation = false } It is from the large HL-10 envelope part. You should see a part like this: If you're not seeing that part, then see what happens if you temporarily remove HL Airships from your GameData folder. If that works, then I suspect that there is a problem with HL Airships in KSP 1.9.
  5. Chapter 18 Just when KSC was ready to retire the Edna, KSC engineers introduced liquid fuel boosters powered by brand new Mainsail engines to the design. Not only did the boosters at last provide engine shutdown capability throughout the entire flight- which significantly improved crew safety- they increased the vehicle’s payload capacity. Unfortunately, the new boosters also increased launch costs. Regardless, Ranger leapt off the pad on twin pillars of fire. The Edna 1E didn’t need its Skipper core engine to leave the pad due to the power of the Mainsail engines. Nor did the Ranger need a wet workshop filled with extra propellant to attain its orbit. Instead, the space plane sailed into orbit with Valentina, Ferwin, and Jebman, two new astronauts from the astronaut expansion group known as The Five New Geniuses. They were delighted to make their first trip into space with their instructor. With four sets of flight crews, KSC had enough astronauts to conduct their next phase of exploration. *** Anticipating an increase in kermanned launch cadence, KSC began converting Pathfinder and Pioneer into the K-20 Block 2, but that left them with no orbiters capable of carrying satellites. Worse, Edna launchers were tied up with the Mun Shot program. But the mcKerman Kingdom saw this as an opportunity and founded the mcKerman Ministry of Space to launch communications satellites into orbit and sell their services. If all went well, they’d be sending their own citizens into space. The Ministry of Space hired Arrow Space to design and build the hardware, who in turn licensed technology from KSP and produced the Arrow 1 launcher along with the Arrow Star Communications Satellite. By the end of all the bookkeeping, the Ministry of Space effectively bartered their communications satellite services in exchange for the technology to build and launch them. After numerous failed attempts, the Arrow 1 launcher successfully lifted off from the Yeager Eastern Pad and attained a 662.741 km parking orbit. From there, it set up an elliptical orbit that peaked at 1,388.616 km. Each time the upper stage looped around to its periapsis, it dropped off one of its Arrow Star satellites and it promptly circularized its orbit. After the last satellite dropped away, the next time around to periapsis, the upper stage itself circularized its orbit and deployed its relay antennas to form the fourth communications satellite in the network. At last, the Ministry of Space deployed their first satellite network. Their plans were in motion… Meanwhile, KSC engineers modified a Power Support Module and launched it into orbit on an Edna 1E. Dubbed the Lowlander 1, the probe had one mission: land on the Mun! The launch went off without a hitch. Three days later, it entered the Mun’s sphere of orbit. But Lowlander 1 ran into a serious problem- it was out of electricity! Unfortunately, the probe was on the dark side of the Mun. With no way to recharge, KSC lost tracking of the probe just over 1128 meters above ground. Undeterred, KSC engineers equipped Lowlander 2 with a fuel cell, and KSC tried again. Lowlander 2 entered a 250 km parking orbit before heading to the Mun. This time, mission planners created a maneuver that ensured that Lowlander 2 would set down on the sunlit side. After several nail-biting moments, Lowlander 2 softly landed on the Mun! The probe quickly shut off its engine and performed a couple of experiments, transmitting the results back to KSC. Now all KSC had to do was repeat the landing a couple more times… Things were moving pretty quickly with the space program. After 16 days in orbit, Valentina expertly deorbited and landed the craft back at KSC; the first-time landing at night. Demonstrating a rapid turnaround capability, Ranger went into orbit again, this time with Tesen (PLT), Gerrim (ENG), and Malus (SCI) aboard. They had new experiments to run and new habitation technologies to test that were needed for the longer trips to Minmus. A few days later, MOLE 1, the first space station, arrived in orbit and parked near Ranger. Tesen then guided the K-20 and docked to the station. The crew finally had everything they needed to test extended missions in orbit. Finally, the KX-22 Seagull made its first operational flight, with Valentina at the controls. The Seagull flew over the Antarctic ice to take magnetometer readings, then returned back to S72 to refuel before the long flight home. For once, she didn’t mind; she saw what Wernher’s team was planning, and all she had to do was bide her time…
  6. I would also add that play mode is designed such that you can add your own, such as a Kerbalism play mode. That is well beyond my scope but it is possible if you really want Kerbalism support.
  7. It does make me wonder if I should make a new rotating hub part that requires Breaking Ground. Something like the Junction node with a spinning section...
  8. Chapter 17 SCANSat 3 had a few minor modifications compared to its predecessor when it launched into orbit. Engineers moved the SCANSat radar assembly to the side and equipped the probe with a docking port. SCANSat 3 attained a 200km circular orbit, successfully deployed its antennas and solar arrays, and then waited. Exactly how to get to the Mun had been a subject of considerable debate for some time now. Should KSP use multiple launches or send everything on one massive booster? In the Kerbin Orbit Rendezvous approach, multiple launches required orbital assembly and fueling and introduced multiple chances of failure, not to mention lots of waiting for the parts to rendezvous and dock. With the Munar Orbit Rendezvous, putting everything on a single launcher required a very large and expensive booster, and you could lose everything if something critical failed. But it only required a single launch and orbital rendezvous. KSC engineers still didn’t have an answer for the kermanned landing, but they did have one for SCANSat 3. A day later, a modified Docking Target boosted into orbit. After another day of chasing its partner, the Docking Target rendezvoused with SCANSat 3 and docked with it. It didn’t take long before the craft refueled SCANSat 3 and acted like a drop tank as the probe boosted towards the Mun. As SCANSat 3 continued its burn, the emptied and discarded Docking Target flipped around and ignited its RCS thrusters to de-orbit. In another four days, KSC would know if their trick worked. Meanwhile, with under a day of supplies left, Ranger’s crew finished up their experiments and headed home. After ditching its MOLE service module, Ranger became a glider again. And while Bill and Bob passed out from the g-forces, Jeb kept himself composed and expertly piloted the Ranger to a precision landing back at KSC. After a record 18 days in orbit, they were home. Two days later, SCANSat 3 arrived at the Mun and settled into polar orbit. But when it tried to circularize into low orbit, KSC lost contact. They had to wait another four and a half days to try again, but at least the craft had the delta-v for the maneuver. The next time around, they probe settled into its orbit and got to work. But for the Drakken 3, its time in orbit had come to an end. Kontrol commanded the spacecraft to de-orbit, burning all its propellant in the process. Several minutes later, the vonKermans cheered as Drakken 3 deployed its chutes and made a soft landing with its valuable science in hand.
  9. Chapter 16 Valentina rolled the K-21 Sea Goat onto the runway for yet another survey flight and began thinking about her next tasks. With three quarters of the Astronaut Corps currently in orbit, KSP needed more astronauts if they were going to expand their operations. She was the one who got to train them. It wasn’t a glamours mission, and she’d rather be up there, but it was a necessary one. Besides, being a mentor brought with it several advantages. So, while Jeb continued to push to be the first, Valentina took the longer view. The Sea Goat lifted off the runway, and Valentina realized that it was the last time that the airplane would fly a science mission. The upcoming KX-22 would take over the science role, but the Sea Goat still had a role in retrieving and transporting the K-20. And Valentina was already slated to test the KX-22. Thinking about the new plane also got her thinking about how to organize flight crews- the ongoing K-20 mission needed Jeb to fly, Bill to set up the MOLE, and Bob to run the lab. It made sense that future crews should have at least one pilot, engineer, and scientist. Valentina decided that training missions should adopt that triad as well during away missions so that new recruits got used to working as a team. But these administrative tasks would have to wait. She had a job to do. It was another long day of flying around and collecting data from the magnetometer, then landing at the C. Yeager Airfield. KSP hoped to enlist their aid in generating new research. Valentina spent the night there before meeting with the science department head and then returned to KSC. Meanwhile, after Bill accidentally broke a solar panel while on EVA, KSC decided to accelerate their test flight of the Power Support Module. Originally intended for the next Ranger flight, the PSM provided extra power to a K-20 and could double as an emergency tug should a spaceplane run out of propellant and could not de-orbit. In this case though, Ranger had plenty of propellant to return to Kerbin, so the PSM cached extra snacks and fresh air for the crew. Once resupplied, Ranger had enough supplies to extend its mission to 18 days. A couple of days later, KSC launched SCANSat 2 into orbit. A mishap with the fairing release shredded half its solar arrays and one of its relay antennas. Luckily, it had backups. Nothing like SCANSat 1, SCANSat 2 sported new instruments including an advanced telescope dubbed the Kopernicus, named for a famous astronomer. KSP needed Kopernicus to map the Mun for potential landing sites, but there were rumors that they were also testing the telescope for another government agency. A 1.5km delta-v burn later, SCANSat 2 headed to the Mun. It took two days just to reach its sphere of influence. A correction burn nudged the craft into a polar orbit-ideal for mapping- but also left its fuel reserves dangerously low. Sadly, there just wasn’t enough propellant to circularize its orbit. But the mission wasn’t a complete failure; KSC managed to run a couple of experiments in high Munar orbit before SCANSat 2 swung around the Mun and entered an inclined orbit high above Kerbin. Its science mission now ended, all it could do was provide communications relay services.
  10. Snacks out of the box doesn’t have support for Rational Resources. It only knows how to make Snacks from Ore.
  11. Well, that was a long time ago, and I had plans that didn’t go anywhere, so I would say no, it’s done.
  12. Komets do have their own science experiment but I don’t remember the payout. They are just redressed asteroids so you can exploit their resources.
  13. @capi3101 I've done some investigation and it seems to be something to do with Extraplanetary Launchpads. It's an integration problem but I'm not sure what I can do about it at this point.
  14. Do you have KIS or KAS installed? Yes, I was also testing pathfinder issues but found none.
  15. Yes, I used the XRS-2200 linear aerospike. It was developed in the 90s for the X-33 project but shelved when the X-33 was cancelled. Reference: https://en.wikipedia.org/wiki/Rocketdyne_XRS-2200
  16. Ok, I just tested in KSP 1.9 with the latest Extraplanetary Launchpads, and I'm able to build a BOW without issue: The game didn't hang, and the BOW appeared as expected. This is running Classic Stock. I also don't see both CRP and Classic Stock resource configs in use at the same time, or copies of the config files in .txt and .cfg extensions. I checked both my dev build and my release zip files.
  17. I continued my investigation of MOLE, and got the emissive textures working on my KR-2200L: Engine Off: Full thrust: Metal is heating up:
  18. Hm, I have to check WildBlueTools then and see if there are duplicate files. It should start with all CRP files as .txt and all Classic Stock files as .cfg. If that is not the case then you can manually remove the .txt files from the WildBlueTools/Templates/CRP folder, change any .cfg files to .txt files in the ClassicStock folder, and do the same for Pathfinder as well.
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