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Everything posted by lextacy
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anyone know what mod this module belongs too? It comes in the CSS shuttle pack. However I need to know where it comes from. MODULE { name = BDTextureSwitch moduleID = 0 objectNames = TankMapped textureRootFolder = Space_Shuttle/Parts/ExternalTank/ textureNames = ETLight;ETDark;ETWhite;ETTAN textureDisplayNames = SLWT;LWT;ST;TAN nextButtonText = Next Paint Job switchableInFlight = false }
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Component Space Shuttle - dev thread [IMG heavy!]
lextacy replied to a topic in KSP1 Mod Development
anyone ?? -
Component Space Shuttle - dev thread [IMG heavy!]
lextacy replied to a topic in KSP1 Mod Development
anyone know what mod this module belongs too? MODULE { name = BDTextureSwitch moduleID = 0 objectNames = TankMapped textureRootFolder = Space_Shuttle/Parts/ExternalTank/ textureNames = ETLight;ETDark;ETWhite;ETTAN textureDisplayNames = SLWT;LWT;ST;TAN nextButtonText = Next Paint Job switchableInFlight = false } this also is suppose to change the textures in the VAB to switch names on the wings like "Atlantis" and also to paint what color your external tank is suppose to be. So far this module does not work in 1.0.5 -
How to hack chutes to open at ~3000mps
lextacy replied to lextacy's topic in KSP1 Gameplay Questions and Tutorials
forgot to tell you guys im using RSS and its MARS , not Duna. Anyhow I did once use REALCHUTE last year when I was doing stock Kerbin. Ill give this a try , I hope it lets me edit min pressure to open value. The only weird thing im not going to get around is that the chutes will then deploy during the flames and fire of re-entry. But Mr. Rover needs to slow down somehow haha. 1. around 3,300 mps 2. 65,000 meters X 65,000 meters (MARS not duna) 3. inconsistent data 4. around 2.65 meters Its the exact replica of Lionheads Curiosuty rover. I dont have a screen shot handy right now , but you can check out that mod and take a look at what the craft looks like. -
Cant slow down on Mars. Found out I need to jettison heatshield in the middle of 7 minutes of terror just to fire emergency retro engines (inside rover capsule) to slow me down. This is not acceptable. Is there a way to edit the config of the chutes to have them open at very high velocities. Keep in mind we are talking about Mars and the atmoshpere is so thin that the chutes should not be complaining about opening them. The game takes the meters per second rule a bit too literally and disreguards the pressure factor.
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but didnt Curiosity go ballistic into the atmosphere? , aka never bothered getting into a parking orbit to retro fire into a flat trajectory? The man in charge, Adam Steltzner stressed EDL, which is an acro for entry/decsent/landing . He stated a famous quote of going from thousands of meters per second to a complete stop in 15 minutes. Now dont get me wrong here, my Mars 3 lander did get into a parking orbit first and had a fairly shallow angle. I have to try my hand at Viking 1&2 where im going to try the most flat trajectory I can muster. Lets see what happens and ill post my results here.
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I found an interesting issue while trying to send down the Viking lander to land on Mars. The way RSS is setup is that the new heating dynamics only are tuned to Earth. When you try to areo-brake Mars you will burn up(shock heat) the entire time until you hit the ground at around 2,500 kps. This is due to almost zero atmosphere. Therefore your not allowed to open the chutes to slow you down cuz you are still on fire. Its a game breaking situation since you have no way to slow you down. Albiet retro rockets "could" be used , but that only happens AFTER the chutes have done their job. I would not even fathom the fuel requirements and weight issues by clunking my lander to death with all that fuel. So................ 1. Is there a way to get the chutes to force open at these mega super sonic speeds ? (consider that 2,500 m/ps on Mars is like opening chutes on Earth at around only 75 m/ps with respect to air pressure differential) 2. Would I have to adjust other things? Things like breaking force ect.
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How to bug fix a mod?
lextacy replied to lextacy's topic in KSP1 C# Plugin Development Help and Support
yup and yup ! The game doesnt crash or anything, just the mod wont show up in the VAB -
How to bug fix a mod?
lextacy replied to lextacy's topic in KSP1 C# Plugin Development Help and Support
no no , I started out my project with VS, I took the source folder and used its .sln file to load up the project. Made my edits to the .cs files. Then hit Run to compile. Got a .dll . Said .dll did not get recognized by the game. I do like using VS though. Tried monodev and hated it. -
How to bug fix a mod?
lextacy replied to lextacy's topic in KSP1 C# Plugin Development Help and Support
Thanks guys your help is getting me in a good direction. Still might have a few more questions though. What about this thing called Monodevelop ? Was I suppose to use that instead? -
I need to learn how to bug fix some mods as lately the quality of mods are really bad due to the constant forking and making a huge mess. So im taking that first stride to enter the fears of the DLL . I have Visual Studio and tried to edit some lines of bad code , but it doesnt work cuz I have no way to edit the DLL, only a source folder that the modder provides. The DLL I edited outputted the same file size ,but it refused to work. I think thats why the plug in does not run is I cannot use source folders as those are tied that persons computer setup aka referencing breaks and a whole host of other issues. Im not trying to make a plugin , I just need access into the DLL to change a few lines. I think the way I was doing it was only to be used when creating a new mod. What a waste of time, but hoping there is a correct/fast solution?
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I hate to be the bearer of bad news on that note. The latest release breaks real fuels GUI which makes it impossible to load tanks up and config engines to use fuels. The exception thrown here in the console is [Log]: System.NullReferenceException: Object reference not set to an instance of an object at KSPAPIExtensions.UIPartActionChooseOption.UpdateItem () [0x00000] in <filename unknown>:0 This shows up immediately when trying to click the little GUI button to "remove tanks" Of course the tanks dont remove. This is repeatable on multiple installs ive done including a pure stock install with only Real Fuels and your extension. Hope there is going to be an update soon.
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Real Fuels stopped working when going to 1.0.5 . All my tanks only have the stock liquid fuel/ox . The egngines from the stock-a-like pack are non-configuarble the same. This on a fresh install with only Real Fuels , Community Pack of Resources, and Solver Engines. There is no GUI when right-clicking tanks. Could this be a compatibility issue with 1.0.5? This is thrown in the dubug console when trying to click the "Remove Tanks" GUI button [Log]: System.NullReferenceException: Object reference not set to an instance of an object at KSPAPIExtensions.UIPartActionChooseOption.UpdateItem () [0x00000] in <filename unknown>:0 This leads the investigation into the KSPAPI Extensions not being compatible with 1.0.5 . As soon as I removed that extension, the GUI completely went away like you were playing without Real Fuels. This also proves that this extension was the driving force behind said GUI that is corrupt and being used in Real Fuels. So now can you point me in the right direction?
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
lextacy replied to pingopete's topic in KSP1 Mod Development
[quote name='Felbourn']Excellent! Because Project Alexandria is on 1965 and technically I should be showing the first Venus landing [SIZE=1](cough uncontrolled impact cough)[/SIZE].[/QUOTE] I cant wait for that episode ! I left off at 1964 and was wondering how far are you into recording? [quote name='pingopete']Heh they've actually been there a while I've just been keeping it on the down low :P Starting to revisit the planets now that scatterer has multiplanet support, here's some VERY preliminary testing pics: [URL="http://imgur.com/a/2lqPd"]http://imgur.com/a/[/URL][/QUOTE] those are damn amazing ! Was that first pic Mars? -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
lextacy replied to pingopete's topic in KSP1 Mod Development
[quote name='Pronoes']Everything is on the github still ?[/QUOTE] oohhhh crazy beans! That slipped by my radar, he must have just updated the GIB. The venus clouds are in there good deal. There is also the new auroras ! :D Im in for a loooooong night -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
lextacy replied to pingopete's topic in KSP1 Mod Development
[quote name='Pronoes']Hey guys. There's a couple of semi decent shots in a video I have recently uploaded using RVE if anyone wants to take a look. Any feedback would be much appreciated. [URL]https://www.youtube.com/watch?v=PX6V3pDWqKM[/URL][/QUOTE] hi, do you happen to have the RSS planet clouds in that RVE pack? Mostly I need the Venus stuff. The author has pulled all downloads of RVE due to complaints. -
HotRockets! Particle FX Replacement + Tutorial
lextacy replied to Nazari1382's topic in KSP1 Mod Development
here is the culprits folks. I have looked at various community configs and have noticed a gross inconsistency of how they are writing these configs. Ill even point out the discrepancies here and where they originated from. These come from bottom portion of the configs where you patched the ModuleEngines to become ModuleEnginesFX. [B][U]Squad engines by Nazari?[/U][/B] %spoolEffectName = [COLOR=#0000cd][U]powersmoke[/U][/COLOR] %powerEffectName = powerflame [B][U]HotRockets OP[/U][/B] runningEffectName = [U][COLOR=#0000cd]powersmoke [/COLOR][COLOR=#ff0000][B]WAIT! why did powersmoke get 2 different keys?![/B][/COLOR][/U] directThrottleEffectName = powerflame thrustVectorTransformName = thrustTransform [B][U]NASA Engine Config by Nazari?[/U][/B] @runningEffectName = powersmoke %powerEffectName = powerflame [U][B] KW Rocketry Config by Nazari?[/B][/U] *blank* [SIZE=3][COLOR=#ff0000][B] <---no joke[/B][/COLOR][/SIZE] , absolutely nothing is writen here, yet in another moduleEnginesFX (NASA see above) there is code ! This really makes a mess of the ModuleEngines/FX protocol when you can see in each config, the values listed under the @name = ModuleEnginesFX are of completely different nature. One must use some sort of magic I guess to write their own config right? I am not trying to discredit anyone here, but trying to make sense of these identifier keys that seem to be made up? Lets start with these.... [I]spoolEffectName <------engine sound before startup? powerEffectName <------ is this the smoke trigger? runningEffectName <------ is this the flame coming out of engine nozzle? directThrottleEffectName <------ im assuming this is the pitch change to sound when you throttle engine ? thrustVectorTransformName[/I] <------ Is this an identifier in case you have a twin nozzle engine and you have to apply it? Are these 5 items defined in the hardcode of the .dll ? Where do they come from? Why are these 5 keys used differently in all these configs?Do these trigger based on an engine action? Are some of these sound trigger keys? Are these imbedded into the ModuleEnginesFX? Please Id love to hear from MP_Nazari and he would be the only one to know and answer these important questions. I must write a FASA engine config and need help. -
With the hype of remote tech for KSP I have ran into a bump in the road about the time period when geostationary sats where finally used to communicate with unmanned crafts. I did some research and all I can find is that Relay 1,2 and Syncoms 1-3 where all attempts at geostationary and some were used to broadcast tele/vision , but no mention of spacecraft. Ive found the TDRS series which was launched in the early 80's are a confirmed network that did this type of communication, but no cookie in earlier space times during the space race. I really hope that in the late 60's this was implemented? For the sake of remote tech, I really want this. Discuss and thank you for your time my fellow kerbobots.
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I must of done something somewhere and cannot trace it back, but none of my spacecrafts blow up when hitting the ground hard. They will bounce really high into the air and make for a nightmare of trying to recover vessel. This also happens in water. The ground vs water bouncing is identical. And get back to the space center. Here is my mod list and a log file if that might help a bit. 000_Toolbar 000_USITools AIES_Aerospace AviatorArsenal B9_Aerospace BaconAerospace BahaSP BDArmory BobCatind BoulderCo Chatterer CommunityResourcePack CrewManifest DistantObject DiverseKerbalHeads.cfg DMagicOrbitalScience EngineLight EnhancedNavBall EnvironmentalVisualEnhancements FASA Firespitter G.A.S global_HOTROCKETS_mm.cfg~ HullCameraVDS JSI Kaboom Kartographer KAX KerbalEngineer KerbalJointReinforcement KerbalKonstructs KerbalLaunchFailure Kerbaltek Klockheed_Martian_Gimbal Kopernicus Kosmodrome KSCFloodlight KSCSwitcher KWRocketry MagicSmokeIndustries Maritime Pack MechJeb2 MenuStabilizer.dll mm_Capsuleunmanned.cfg mm_Capsuleunmanned.cfg~ mm_FASA_HOTROCKETS.cfg~ mm_HOTROCKETS_FASA.cfg mm_HOTROCKETS_FASA.cfg~ mm_HYPERGOLICS.cfg mm_HYPERGOLICS.cfg~ mm_R7_engineFIX.cfg~ MM_ReflectionPluginWrapper.cfg mm_RSC_fuels.cfg mm_SOLIDS.cfg mm_SOLIDS.cfg~ mm_SQUAD_HOTROCKETS.cfg mm_SQUAD_HOTROCKETS.cfg~ mm_VERNIER_fuels.cfg mm_VERNIER_fuels.cfg~ modslist.txt ModuleManager.2.6.8.dll ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.Physics~ ModuleManager.TechTree MP_Nazari North Kerbin Weaponry PlaneMode PlanetShine ProceduralDynamics ProceduralFairings RealFuels RealPlume RealSolarSystem RemoteTech RN_R7 RN_Soviet_Probes RN_US_Probes RN_US_Rockets RSS-Textures RVE RVE.cfg~ scatterer sceneJumper SmokeScreen SolverEngines Soviet_Probes_TR.cfg Squad Stock Bug Fixes SXT Tantares TestFlight TextureReplacer toolbar-settings.dat TweakScale UmbraSpaceIndustries US_Probes_TR.cfg VesselMover [url]https://www.dropbox.com/s/4efhi8625dj6gas/Player.log?dl=0[/url] [url]https://www.dropbox.com/s/e1u45y14f50s1t0/KSP.log?dl=0[/url]