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AccidentalDisassembly

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Everything posted by AccidentalDisassembly

  1. The hover mode is very handy - is there a way to configure the max height and/or set it to an absolute altitude? It's pretty much how I'd hoped TCA would work, really.
  2. I think there's only one better name possible: The Wild Blueniverse. HA! I'll see myself out.
  3. Oops! I should have posted over there. My patch supplements what's already done with theirs.
  4. OK cool, just checking. I can understand that; just wanted to make sure I was understanding what it was supposed to be doing, thanks!
  5. Also, had a question about wheel behavior. With stock wheels, when you place a bunch along the sides of a long rover, so long as you have your control point (a cockpit or whatever) oriented correctly, the wheels are automagically set up to turn in the opposite opposite of the wheels in back when you hit A or D. But with KF wheels placed in symmetry, they seem to be doing this instead, which prevents the rover from actually turning: https://imgur.com/J0QjxEg Is that normal behavior, or have I done something screwy? The nav ball is oriented correctly, so far as I can tell (which has an effect on stock wheel behavior at least). 1.3.1, latest version of Kerbal Foundries.
  6. In case it's interesting for anyone else, here's a little tech tree patch I made (for CTT) that moves the KF wheels and a couple of the stock wheels around to better suit my personal tastes. I thought it was odd that KF wheels all show up at the same time, mainly, and also just wanted a couple wheels earlier in the tech tree. Moves the truck wheels, the squad Munar Rover wheel, and the small wheel earlier to Advanced Exploration Moves the KF Tiny wheels to Space Exploration (they're kind of similar to the smallest stock wheel, so thought they should go together) Moves the hydraulic legs all to Heavy Landing (just seems more logical, I guess) Moves the TR-2L squad wheel to Field Science Moves the skid to Landing (since it seems to be the most basic landing part you could make) @PART[roverWheel1|KF_WheelSmall|KF-WheelTruck-Single|KF-WheelTruck-Dual]:NEEDS[CommunityTechTree]:FINAL { @TechRequired = advExploration } @PART[KF_WheelTiny]:NEEDS[CommunityTechTree]:FINAL { @TechRequired = spaceExploration } @PART[KF-LegLarge|KF-LegSimple|KF-LegTruck]:NEEDS[CommunityTechTree]:FINAL { @TechRequired = heavyLanding } @PART[wheelMed]:NEEDS[CommunityTechTree]:FINAL { @TechRequired = fieldScience } @PART[KF_Skid]:NEEDS[CommunityTechTree]:FINAL { @TechRequired = landing }
  7. Ah yes, now I see that. You can understand my confusion considering the giant link to "KIS 1.8" in IgorZ's post...
  8. I think something went wonky with the 1.8 package - whole bunch of stuff in there that wasn't in previous versions, like some .py files, a ZIP with the fun parts (that are already in the root directory), the source code, Deps folder with old ModuleManager... There isn't a KIS_v1.8.zip on the github (whereas there was a KIS_v1.7.zip for the last version).
  9. Small issue with one of the patches in AtomicAge: in SpaceTuxIndustries\RecycledParts\AtomicAge\IntakeAtm.cfg, the patch that adds IntakeAtm to all parts isn't checking to see if the resource IntakeAtm is already present in the part. When other mods are installed that do the same thing, the result is a duplicate ModuleResourceIntake. I think this modified patch will avoid the problem (and also stop from defining the IntakeAtm resource if CRP is installed): RESOURCE_DEFINITION:NEEDS[!CommunityResourcePack] { name = IntakeAtm density = 0.005 unitCost = 0 hsp = 10 flowMode = ALL_VESSEL transfer = PUMP isTweakable = false } // This adds the modules to those parts which have both ModuleResourceIntake // and the resource IntakeAir // This is needed so the Nuclear jet Engine will work in atmospheres // which don't have oxygen // Parts affeced are any part which has an intake // This dupliates the existing Module and changes the new one with the IntakeAtm // values @PART[*]:HAS[@MODULE[ModuleResourceIntake],@RESOURCE[IntakeAir],!RESOURCE[IntakeAtm]]:NEEDS[!WarpPlugin|!GTI] { +MODULE[ModuleResourceIntake] { @resourceName = IntakeAtm @checkForOxygen = false } +RESOURCE[IntakeAir] { @name = IntakeAtm } }
  10. Me too. Made a change that seems to have fixed it, which anyone is free to use if they'd like. I don't think the FOR: is actually needed, but... who knows. @EXPERIMENT_DEFINITION:HAS[#id[crewReport]]:FOR[Science_Revisited] { @biomeMask = 23 } @EXPERIMENT_DEFINITION:HAS[#id[evaReport]]:FOR[Science_Revisited] { @biomeMask = 7 }
  11. Does WBITools do something related to contracts? I am having an issue where the game fails to recognize contract goals that are completed (such as entering into a given orbit, or reaching a body, or whatever), and I see this error in my logs: I'm sure many things could be responsible for whatever is going on with contracts, and this isn't the only error I'm getting, but though I'd ask since this has the word "Contract" in it. Posted in the Buffalo thread with logs a while ago, apparently same error, but this thread seems to be more active.
  12. Yeah, a patch-only version would be better, just figured i'd share what I did in case it's useful. The one simplification that's (possibly, but almost certainly not) worthwhile is modifying the Regex to append cck-opt to the tags rather than searching for and replacing "OPT" with "OPT cck-opt", I guess. I think that's what your patch was doing, at any rate. It won't be different for CCK purposes in practice, but I guess in the event that there's not an "OPT" tag in one of the parts to begin with (which isn't the case, I don't think), it would still apply the tag. Not terribly important.
  13. Made a couple of modifications. No need to replace "OPT" with the same thing + opt-cck, might as well just append "cck-opt" to the tags. Fixed the missing closing bracket (or whatever you call "]"). Since I'm not using the Legacy pack, I replaced the icons and Category config in the OPT folder, changed the directory pointers, and it seems to work nicely! Since I replaced the existing Category config with this, too, there was no need to specify the order of the patch. @PART:HAS[#manufacturer[OPT*Division]] { @tags ^= :$: cck-opt: } @CCKExtraFilterConfig { Item { name = OPT tag = cck-opt normalIcon = OPT/Category/OPT_N selectedIcon = OPT/Category/OPT_S usedByMod = OPT } }
  14. Small issue for forthcoming versions: Right now, Community Category Kit is catching several mods' parts in OPT's editor category. This is because (apparently) CCK is looking for *any* tag with the letters O-P-T in it (upper or lower case), which captures things like "helicopter" or "optical" or "option" and so forth. I'd like to suggest making an additional, new tag for all OPT parts: "cck-OPT". Then, changing the CCK config to use the tag "cck-OPT" will pull only OPT mod parts (hopefully!).
  15. Had an idea, gave it a try. Here's a patch I'm trying out that others can use if they'd like - the goal is to better integrate KPBS parts when both EPL and MKS are installed. It changes EPL-specific parts (the workshop and smelter) over to MKS' converters to create MaterialKits and SpecializedParts instead of RocketParts. If both OSE Workshop and MKS are installed, it also changes the OSE Workshop converter part to create MaterialKits using MKS's system. In theory, this should make it so that all three of those parts will be roughly in line with MKS equivalents... ish. I took a wild guess at the balance. // What this does: // 1- Removes EL-specific RocketParts and related stuff // 2- Adds MKS resource converters that lead to MatKits and SpecParts (for rocket building) // 3- Changes the smelter to use MKS resources (Metals rather than Metal) // 4- If both OSE workshop AND MKS are installed, change the OSE workshop to use MKS' system for producing MatKits //Change the OSE Workshop part to use MKS's MatKits system if MKS is installed @PART[KKAOSS_OSEConverter]:NEEDS[KolonyTools,Workshop]:FINAL { !MODULE[ModuleResourceConverter] {} //This should delete only the MatKits converters !RESOURCE[Ore] {} //Ore not used any more //Set up new MatKits converter based on USI stuff MODULE { name = ModuleResourceConverter_USI ConverterName = MaterialKits StartActionName = Start MaterialKits StopActionName = Stop MaterialKits UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 ExperienceEffect = ConverterSkill Efficiency = 1 INPUT_RESOURCE { ResourceName = Metals Ratio = 0.00066 } INPUT_RESOURCE { ResourceName = Chemicals Ratio = 0.00033 } INPUT_RESOURCE { ResourceName = Polymers Ratio = 0.00033 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 3.3 } INPUT_RESOURCE { ResourceName = Machinery Ratio = 0.000003 } OUTPUT_RESOURCE { ResourceName = Recyclables Ratio = 0.000003 DumpExcess = true } OUTPUT_RESOURCE { ResourceName = MaterialKits Ratio = 0.00165 DumpExcess = False } REQUIRED_RESOURCE { ResourceName = Machinery Ratio = 120 } } RESOURCE { name = MaterialKits amount = 0 maxAmount = 100 isTweakable = True } RESOURCE { name = Machinery amount = 12 maxAmount = 120 isTweakable = True } RESOURCE { name = Recyclables amount = 0 maxAmount = 180 isTweakable = True } } //Change the Smelter to produce Metals rather than Metal (using MKS' resource flow) @PART[KKAOSS_Smelter]:NEEDS[KolonyTools]:FINAL { !MODULE[ExConverter] {} !RESOURCE[Metal] {} !RESOURCE[MetalOre] {} !RESOURCE[ScrapMetal] {} MODULE { name = ModuleResourceConverter_USI ConverterName = Metals StartActionName = Start Metals StopActionName = Stop Metals Efficiency = 1 AutoShutdown = true GeneratesHeat = true UseSpecialistBonus = false TemperatureModifier { key = 0 10000 key = 500 5000 key = 1000 2500 key = 1250 2500 key = 1500 500 key = 2000 0 } ThermalEfficiency { key = 0 0 key = 500 0.25 key = 1000 1.0 key = 1250 0.5 key = 1500 0.1 key = 2000 0 } INPUT_RESOURCE { ResourceName = MetallicOre Ratio = 0.0026 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 3.62 } OUTPUT_RESOURCE { ResourceName = Metals Ratio = 0.00052 DumpExcess = False } OUTPUT_RESOURCE:NEEDS[ART] { ResourceName = Rock Ratio = 0.00052 DumpExcess = true } INPUT_RESOURCE { ResourceName = Machinery Ratio = 0.0000009 } OUTPUT_RESOURCE { ResourceName = Recyclables Ratio = 0.0000009 DumpExcess = true } REQUIRED_RESOURCE { ResourceName = Machinery Ratio = 180 } } MODULE { name = ModuleEfficiencyPart ConverterName = [Smelter] eTag = Smelter StartActionName = Start [Smelter] StopActionName = Stop [Smelter] UseBonus = false Efficiency = 1 eMultiplier = 0.481 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 2.405 } REQUIRED_RESOURCE { ResourceName = Machinery Ratio = 180 } INPUT_RESOURCE { ResourceName = Machinery Ratio = 0.00000045 } OUTPUT_RESOURCE { ResourceName = Recyclables Ratio = 0.00000045 DumpExcess = true } } MODULE { name = USI_ModuleFieldRepair } RESOURCE { name = Machinery amount = 180 maxAmount = 180 isTweakable = True } RESOURCE { name = Recyclables amount = 0 maxAmount = 180 isTweakable = True } MODULE { name = MKSModule } MODULE { name = USI_InertialDampener } MODULE { name = ModulePlanetaryLogistics PushOnly = true } MODULE { name = ModuleCoreHeat CoreTempGoal = 1000 //Internal temp goal - we don't transfer till we hit this point CoreToPartRatio = 0.1 //Scale back cooling if the part is this % of core temp CoreTempGoalAdjustment = 0 //Dynamic goal adjustment CoreEnergyMultiplier = 0.1 //What percentage of our core energy do we transfer to the part HeatRadiantMultiplier = 0.25 //If the core is hotter, how much heat radiates? CoolingRadiantMultiplier = 0 //If the core is colder, how much radiates? HeatTransferMultiplier = 0 //If the part is hotter, how much heat transfers in? CoolantTransferMultiplier = 0.01 //If the part is colder, how much of our energy can we transfer? radiatorCoolingFactor = 1 //How much energy we pull from core with an active radiator? >= 1 radiatorHeatingFactor = 0.05 //How much energy we push to the active radiator MaxCalculationWarp = 1000 //Based on how dramatic the changes are, this is the max rate of change CoreShutdownTemp = 2000 //At what core temperature do we shut down all generators on this part? MaxCoolant = 250 //Maximum amount of radiator capacity we can consume - 50 = 1 small } } // Change the Workshop part if MKS and EPL are both installed @PART[KKAOSS_Workshop]:NEEDS:[KolonyTools,Launchpad]:FINAL { !MODULE[ExConverter] {} !RESOURCE[RocketParts] {} @MODULE[ExWorkshop] { @ProductivityFactor = 2 } @MODULE[GroundWorkshop] { @Efficiency = 1.5 } MODULE { name = ModuleResourceConverter_USI ConverterName = MaterialKits StartActionName = Start MaterialKits StopActionName = Stop MaterialKits UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 ExperienceEffect = ConverterSkill Efficiency = 1 INPUT_RESOURCE { ResourceName = Metals Ratio = 0.00132 } INPUT_RESOURCE { ResourceName = Chemicals Ratio = 0.00066 } INPUT_RESOURCE { ResourceName = Polymers Ratio = 0.00066 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 6.6 } INPUT_RESOURCE { ResourceName = Machinery Ratio = 0.000006 } OUTPUT_RESOURCE { ResourceName = Recyclables Ratio = 0.000006 DumpExcess = true } OUTPUT_RESOURCE { ResourceName = MaterialKits Ratio = 0.0033 DumpExcess = False } REQUIRED_RESOURCE { ResourceName = Machinery Ratio = 250 } } MODULE { name = ModuleResourceConverter_USI ConverterName = SpecializedParts StartActionName = Start SpecializedParts StopActionName = Stop SpecializedParts UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 ExperienceEffect = ConverterSkill Efficiency = 1 INPUT_RESOURCE { ResourceName = Silicon Ratio = 0.001780 } INPUT_RESOURCE { ResourceName = RefinedExotics Ratio = 0.000178 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 3 } OUTPUT_RESOURCE { ResourceName = SpecializedParts Ratio = 0.00088 DumpExcess = False } INPUT_RESOURCE { ResourceName = Machinery Ratio = 0.000006 } OUTPUT_RESOURCE { ResourceName = Recyclables Ratio = 0.000006 DumpExcess = true } REQUIRED_RESOURCE { ResourceName = Machinery Ratio = 250 } } MODULE { name = ModuleResourceConverter_USI ConverterName = Machinery StartActionName = Start Machinery StopActionName = Stop Machinery UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 ExperienceEffect = ConverterSkill Efficiency = 1 INPUT_RESOURCE { ResourceName = MaterialKits Ratio = 0.00264 } INPUT_RESOURCE { ResourceName = SpecializedParts Ratio = 0.00066 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 6.6 } OUTPUT_RESOURCE { ResourceName = Machinery Ratio = 0.0033 DumpExcess = False } INPUT_RESOURCE { ResourceName = Machinery Ratio = 0.000006 } OUTPUT_RESOURCE { ResourceName = Recyclables Ratio = 0.000006 DumpExcess = true } REQUIRED_RESOURCE { ResourceName = Machinery Ratio = 250 } } MODULE { name = MKSModule } MODULE { name = ModuleAutoRepairer } %MODULE[ModuleLifeSupport] { %name = ModuleLifeSupport } MODULE { name = USI_InertialDampener } MODULE { name = USI_ModuleRecycleBin } MODULE { name = USI_ModuleFieldRepair } RESOURCE { name = MaterialKits amount = 0 maxAmount = 150 isTweakable = True } RESOURCE { name = Machinery amount = 25 maxAmount = 250 isTweakable = True } RESOURCE { name = Recyclables amount = 0 maxAmount = 250 isTweakable = True } RESOURCE { name = SpecializedParts amount = 0 maxAmount = 100 isTweakable = True } RESOURCE { name = ElectricCharge amount = 500 maxAmount = 500 } }
  16. Anyone else find that the Kane-11-5 advanced command pod has almost no air resistance? Just dropped one from the upper atmosphere on Kerbin and it never hit a terminal velocity - was going over 750m/s when it hit the ground. Aero forces overlay says SOME resistance is slowing it down, but not enough to actually decelerate it, apparently... I would assume this pod would be (roughly) similar to the Mk1-2 pod in terms of terminal velocity. Could it have something to do with the presence of a ModuleLiftingSurface in the Squad part, or...? Some kind of drag cube issue...?
  17. I have both this issue (I accept a contract in Mission Control, it shows up under the "Active" list, then go to the launchpad --> launch a ship, the contract no longer appears in my list) and the issue where contracts shuffle, appear, disappear, and change while in mission control. It's a constant thing. I tried it three times in a row with contracts asking me to rendezvous vessels in orbit of the Mun or Minmus - possibly from Exploration Plus? - and the same thing occurred each time. Meanwhile, contracts constantly appear and disappear while in Mission Control - doesn't *seem* to be only certain contracts from certain packs, just a constant recalculation of what contracts are offered, or something. Log: https://www.dropbox.com/s/13bfrfv30o4q9ur/output_logContractConfig.txt?dl=0
  18. Do you have cooling/radiators to keep them from overheating? Maybe that's what's going on?
  19. Small note re: the Default Tank Types config. The Battery tank type has two extra zeroes in the unitsPerVolume entry for ElectricCharge. The tank type produces batteries that are 100(ish) times more energy dense than stock stuff per unit of volume. B9_TANK_TYPE { name = Battery tankMass = 0.0009 tankCost = 15.0 RESOURCE { name = ElectricCharge unitsPerVolume = 2000 <-- should be 20. } } Setting this to 20 would mean that an FLT-100 fuel tank converted to include batteries would have 2,000 charge - equal to two Z-1k batteries, which together are (vaguely) the same size as the FLT-100 tank.
  20. Are the FTMN nuclear engines meant to use both LF and Ox? The Nerv uses only LF, wasn't sure if the difference was by design or due to copying ModuleEnginesFX stuff from elsewhere (or something like that).
  21. Getting some kind of error related to EER, but don't know if it's EER or some other mod (or both, or neither). Loggery : https://www.dropbox.com/s/djhi1b6jtnbtorq/output_logEERnullref.txt?dl=0
  22. This is (most likely) a result of not having the FSCoolant resource, I am wildly guessing. This engine and the KAX electric prop require the resource, but most mods that distribute Firespitter do not also distribute the little CFG that creates that resource.
  23. No idea where to post this or if this even has anything to do with your mods, sorry - but I am getting some kind of weird contract behavior and an error message that includes "WBIResearchContract". In game, under circumstances I don't understand, certain contract parameters (like successfully getting into Munar orbit, in my case) stop being recognized, and seemingly at the same time, solar panels stop producing power even though they're in direct sunlight. I have an eclectic set of mods, and it certainly could be some weird interaction / nothing at all to do with WBI, but thought I'd stop here first since the thing with WBIResearchContract was the most recent (but not only!) nullref I noticed in my logs after pausing the game to go try to figure out what was going on. OutputLog: https://www.dropbox.com/s/0ijppslqmrlwfgp/output_log_BTWnode.txt?dl=0 KSP.log: https://www.dropbox.com/s/mfuzo5cbsz2m7tx/KSP.log?dl=0
  24. Quick note re: the CDT7Setups.cfg - the newest version of ModuleManager doesn't like the last patch in that file, just FYI! I assume because there's an AFTER and a FOR, or something like that.
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