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Brucey

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Posts posted by Brucey

  1. I'm trying to build a primitive rover and just trying to attach two rover wheels to the modular girder segment.  It seems like no matter how I rotate the wheels (or the girder) the game has one wheel going one direction and the other wheel going the opposite direction.  So that the rover just spins around rather then moving forward/backward.  This feels buggy to me but I'm probably just missing something.   

    How do I tell the game which direction the wheels should go?  Or how can I even just tell which way the game THINKS they should go?

     

  2. This mod looks neat.  Think I'll give it a try.

    Will this....

    On ‎4‎/‎18‎/‎2016 at 9:44 PM, ShotgunNinja said:

    SCIENCE TWEAKS

      Early experiments have been rearranged in the tech tree. Data is either transmissibile in full or not
      at all. Experiments provide full science values. Situations have been tweaked, no more ladder dance.
      Probes can store data and perform a simple telemetry experiment

    ...play nice with ETT?

    btw, the "coherent background simulation" was something I was looking for, and failed to find, a year ago.  I'm glad someone's finally figured out how to do it.  How did you deal with variable ec production from solar panels?  That always seemed to be the difficult part. 

     

     

  3. 24 minutes ago, blowfish said:

    Okay, I'll walk you through it.  In spoiler tags for those who don't wish to see a long tutorial

      Reveal hidden contents

    General info on how MM works: all .cfg files in GameData (with a few exceptions) are loaded into something called the game database in KSP.  Before any parts (or other stuff) are loaded, ModuleManager goes through that database and identifies patches that need to be made.

    MM uses the @ symbol to identify edits to existing nodes.  We want to edit all PART nodes

    
    
    @PART[*] { }

    All parts have a name = something field, which MM matches based on what's inside the square brackets [ ].  * means match anything.  If you only wanted to match parts starting with KW (for instance), it would be @PART[KW*].  If you only wanted to match a specific part, it would be @PART[MyPart]

    This patch doesn't do anything yet, since there's nothing between the curly braces { }

    Now, we really only want to match parts with ModuleReactionWheel:

    
    
    @PART[*]:HAS[@MODULE[ModuleReactionWheel]] { }

    The :HAS block tells MM to look for stuff in the node and only match if conditions are met.  @MODULE[ModuleReactionWheel] tells it to look for a MODULE node with name = ModuleReactionWheel (@ in this context means has this node, ! means does not have this node, # means has this value, ~ means does not have this value).

    Now, to actually do something.  Once these nodes are matched, we want to actually edit the ModuleReactionWheel

    
    
    @PART[*]:HAS[@MODULE[ModuleReactionWheel]]
    {
        @MODULE[ModuleReactionWheel] { }
    }

    Where here again @ means modify this node or value.

    Then we want to modify the pitchTorque, yawTorque, and rollTorque inside that.  Let's say you wanted to divide each by a factor of 5

    
    
    @PART[*]:HAS[@MODULE[ModuleReactionWheel]]
    {
        @MODULE[ModuleReactionWheel]
        {
        	@pitchTorque /= 5
            @yawTorque /= 5
            @rollTorque /= 5
        }
    }

    You can also use other mathematical operators, including *=, +=, and -=

    Oh, and we should make sure it runs at the right time.

    
    
    @PART[*]:HAS[@MODULE[ModuleReactionWheel]]:FINAL
    {
        @MODULE[ModuleReactionWheel]
        {
        	@pitchTorque /= 5
            @yawTorque /= 5
            @rollTorque /= 5
        }
    }

    The :FINAL will tell MM to run this after all other patches (except those also marked :FINAL).  It's not recommended to use :FINAL in an actual mod that will be distributed (when to run should be specified explicitly in that case), but for personal patches it's fine.

    Hope that helps.

     

    Super-duper helpful!  Thanks you so much.

  4. I'm glad to see the official 1.0 version of this game getting released. I had walked away from this game after learning Squad had by and large abandoned working on a stable windows 64 bit version. Still its a great game and I'm glad to see it's still under development post 1.0. Might check out the new features and see if there's enough room for my favorite mods. Congratulations to Squad. I hope they eventually revisit 64 bit with a future Unity 5 version.

  5. I voted 'no' for the same reasons cited multiple times above. Although I don't suspect Squad is having actual financial problems, I would be surprised if money were not at the root of thier decision to go full release. I guess we'll know for sure when 1.0 comes out if they decide to raise the price of the now "completed" game.

    I haven't played ksp since .25 since the added features from .90 pushed my setup over the RAM limit and forced me to sacrifice some of my mods. I guess I'm waiting for some kind of announcement that they've addressed memory issues before I get into it again. So seeing an announcement like this is disappointing to me, now I question if memory optimization/64 bit support will ever happen.

  6. Here is a backup link to Module Manager 2.5.6

    github.com/Starwaster/ModuleManager/releases/download/v2.5.6/ModuleManager-2.5.6.zip

    Source

    https://github.com/Starwaster/ModuleManager

    License reminder: CC share-alike license

    I will likely create a new thread as the future seems a bit unclear at this point for the fate of this thread.

    Thank you for doing that. I am currently updating my KSP from .25 and would not have gotten very far without this mod.

  7. Perhaps a rewording of some licenses are in order.

    ex: This code may not be forked without written (digital or hard copy) consent of the original author. OR This mod may not be (or may only be) forked for ---- reason. All such forks shall remain the property of the original author and carry the same license. The original author reserves the right to revoke such consent at any time and for any reason. Absence clause: In the event the original author is absent from ---- forum/github for ---- period of time, this license shall revert to an "open source" license. etc...

    I agree there's a distinction between "legal" vs "right", and I agree it's better to try and side with "right". But if the two don't match, that tells me there is a problem with how the licenses are worded.

  8. ....(re-reading that; that came out meaner than I intended. Not trying to be mean at all, just don't understand why you'd want DRE if not for the risks that it brings to the table)

    Well here's your answer then. Actually I love a challenge. That's why I'm using your mod in the first place.

    The problem is in the early career mode. Because of my specific settings and mods (FAR thin atm, scaled up planets sizes, nerfed reaction wheels, scaled down science/rep/funds gain, reorganized tech tree, etc) the only way to advance early career is to grind through some test contracts which involve sending a rocket up to a specific elevation and letting it drop straight down. I can get a little horizontal velocity using engine gimbal vectoring, but that gets too expensive in early career and has it's own problems/limitations when doing so with fixed wings in an atmosphere. The only way to profit with these contracts is to salvage parts of the ship using parachutes. Now I can't do that because a straight vertical drop will never slow down enough to be able to deploy the chutes. So the changes to DR have upset that "sweet spot" I had found in my customized KSP. Also I agree with the comment above about there needing to be some type of feedback telling when it's okay to deploy chutes. So yeah, I'll be disabling that feature. Maybe later on I'll add it back when I get flight control tech, but I'm not sure I have the patience to attempt any long duration missions only to have the chute fail in the last seconds of the mission because I had not yet figured out how "temperature of shockwave and density of the air" mechanics work.

    BTW: Please don't take this as an attack against your mod. It's just a specific answer to your question above, that is relevant to my specific setup. I'm sure others have different tastes and preferences.

  9. It must be from DR then. Everything was working fine before I recently cleaned out my mod folder, and then reinstalled everything (trying to fix a totally different bug). It's definitely abnormal behavior as my chutes are having "excessive heat" even at less than 400m/s and less than 100c temperatures. (or if that IS considered normal, than I'm deleting DR). Sigh.... I guess I'm once again back in bug-hunting mode.

  10. Hello. Not sure if this is a known issue or not. But I'm getting this in my log after adding realchute. Everything seems to be working fine otherwise. Using 32bit ksp and most recent versions of everything.

    NullReferenceException
    at (wrapper managed-to-native) UnityEngine.MeshFilter:set_sharedMesh (UnityEngine.Mesh)
    at SpriteMesh.CreateMesh () [0x00000] in <filename unknown>:0
    at SpriteMesh.get_mesh () [0x00000] in <filename unknown>:0
    at SpriteRoot.Delete () [0x00000] in <filename unknown>:0
    at SpriteBase.Delete () [0x00000] in <filename unknown>:0
    at UIListItemContainer.Delete () [0x00000] in <filename unknown>:0
    at UIScrollList.RemoveItem (Int32 index, Boolean destroy, Boolean doEasing) [0x00000] in <filename unknown>:0
    at UIScrollList.RemoveItem (IUIListObject item, Boolean destroy, Boolean doEasing) [0x00000] in <filename unknown>:0
    at UIScrollList.RemoveItem (IUIListObject item, Boolean destroy) [0x00000] in <filename unknown>:0
    at ApplicationLauncher.RemoveModApplication (.ApplicationLauncherButton button) [0x00000] in <filename unknown>:0
    at RealChute.SettingsWindow.OnDestroy () [0x00000] in <filename unknown>:0

  11. Hello. I've been getting this in my output.log. First appeared when I added partcatalog (most current version)

     Failed to load assembly C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\GameData\KSPLua\KopiLua.dll:
    System.Security.SecurityException: Assembly C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\GameData\KSPLua\KopiLua.dll tried to use forbidden type System.Diagnostics.Process!
    Allows launching of external processes.
    at AssemblyLoader.ScanForBadTypeRefs (System.String file) [0x00000] in <filename unknown>:0
    at AssemblyLoader.LoadExternalAssembly (System.String file) [0x00000] in <filename unknown>:0

    The mod itself seems to be working fine, other then the error being reported in the log.

  12. I've been cleaning up my mod folder today. (trying to isolate a problem not related to this post).

    I found a several repeats of the following in my output log, which I'm sure is from EVE 7.4 (running on open GL, no other mods installed)

    NullReferenceException: Object reference not set to an instance of an object
    at Clouds.Clouds.Update () [0x00000] in <filename unknown>:0

    So far I've found no problems related to this, other then the error reported in the log.

  13. I've been roughly following this thread. Seems like a lot of drama over a trivial thing. My request to all parties here is to not let this blow up into a cause for modders to abandon their efforts. Khathar: You may want to consider just walking away from this. Regardless of who "wins" the debate, the thing to remember is that modders are not paid developers and we are not their paying customers. It's all stuff they do for free in their own spare time and they are under no obligation to do any of it. So really it's kind of their prerogative if they want to bundle a CC to make their efforts a little easier on themselves. As an end user, I am not crazy about CC either, but I'd rather just use the mods on the modders terms then maybe not get support at all because of unhappy modders abandoning their work in frustration. Just something to consider.

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