ClLaw
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KSP2 Release Notes
Posts posted by ClLaw
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12 hours ago, Seria17hri11er said:
I'm a total noob. Can someone tell me how to get the UI up to collect science? Only stuff I can find talks about doing an EVA with a Kerbal. I seen in tutorial 1 he didn't click anything but the menu popped up, so I am assuming he used a key binding.
Have you got [x] Science installed? There's a button/option in one of it's windows that stops the science window from popping up. If that isn't the issue then I'm unsure
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I don't understand what this means(not very literate in computer language to be honest)
"# This tree is in YAML format.
#
#
# You can convert it into ModuleManager directives by running:
#
# perl bin/yml2mm"I found the following passage on the shared KSP RO Debugging Google Drive sheet:
"Many people spoke of items not showing up in the tech tree.
This is because you need to build the tree.cfg
Install Stawberry perl (or your favorite perl client), and run "perl bin/yml2mm"
before copying over the GameData directory"I've installed Strawberry Perl but there is no file called yml2mm in the bin folder. I'm at a bit of a loss. I've downloaded the tree.cfg file of Lilienthal's a couple of posts above but the parts in the tree don't seem to have parts in the right place. I've clearly done something wrong so could anyone help me out please?
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On 7/10/2016 at 6:47 PM, 5thHorseman said:
Hm. I really can't say what would have caused it. The differences between 0.5 and 0.4 are quite small, and are all contained within if() statements in the science code. I can't see how it would work in 0.4 and not in 0.5.
My only guess is if some mod you have modifies how science parts work in a very specific way. Like, removing the fact that experiments can be deployed or not. I don't know if or even why any mods would do that.
As you can't even click the parts, I can't even think of a way to test or debug it. All of my code is contained within the right click menu of the parts. I'll put up a link to 0.4, and maybe all previous versions, in the original post next time I've got free Internet Time.
A quick update to this issue I was having. Your mod seems to of been working fine ever since in my RP-0 career. I can only think it was probably more of an issue with colliders rather than your mod.
Sorry this is a late update on this issue but I didn't play the game for a fair while, it's been working fine the past week or so with no issue
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3 hours ago, NaturalHeadphone said:
I seem to be having the same problem. I tried using 1.1.2 and 1.1.3 RP-0 to no avail. I also tested to see if world firsts still worked, however they don't. I have been removing mods and putting them back for a good few hours now ( I now hate that loading screen) and it seems that RP-0 seems to be the problem.
Hope this helps you
Thanks
I had this exact problem with Contract Configurator 1.16.0 but versions 1.16.1 and 1.16.2 got all my available/active contracts back. Are you guys definitely up to date with that mod?
EDIT - Also, are you guys manually updating Contract Configurator or updating through ckan? I find that ckan doesn't delete the entirety of the folders needed and you end up with files left over which can mess up an updated mod
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8 hours ago, Sir_Fanch said:
Come now, 4 posts up isn't that far to go
I had read that but I wasn't home and didn't know what cfg files there were with this mod so I was getting confirmation of which exact file for when I got home
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Go to the Space Center screen, bring up the Filter Extensions settings and check the Hide Unpurchased Parts. This will make the HG 55 available to use. If you want to purchase other new parts then you'll have to either uncheck this setting or go to the R&D building and purchase them there.
There is some sort of duplication issue too which I think comes from when you keep going to the R&D building to purchase the dish again only to find you still can't use it. You only need to purchase it once but to have the use of it you need to check that setting I mentioned above.
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1 hour ago, NathanKell said:
Is there a way to change that default behavior? If that's as designed, it's working as designed, not a bug, I just want to disable the default. :]
I would like to have this choice too. Forgetting to change it to 'Deactivate' before launch can be a pain as it can completely mess up any early manoeuvres. Not game breaking but just a pain. Especially in RSS/RO when you're using very tight margins of RCS anyway. An option in the config file would be appreciated if it's possible
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10 hours ago, pizzaoverhead said:
The problem is, if something's going fast enough that its parts are exploding on take-off, it will be trailing a cloud of plasma behind it.
For example. here's a plasma trail from a propellant-less railgun firing; 2,520 m/s at sea level:
Reaching 3,100 m/s, you can see sparks coming from the vessel:Ok, I goofed . Apologies
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The reason they don't want to turn it on is probably because of the way the effect occurs during launch too. I'd love this addition to the re-entries but I think I'd also want this little effect to be perfect too before 'turning it on'. Having a re-entry effect during launch just isn't right, not even for KSP
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Gave this a whirl in RSS yesterday. Didn't expect it not to work but you never know with so many mods involved. In the last picture you can see the tiniest and faintest of dots. It's just a probe and 2 goo canisters on a heatshield - amazing effects!
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1 hour ago, 5thHorseman said:
Hm. I really can't say what would have caused it. The differences between 0.5 and 0.4 are quite small, and are all contained within if() statements in the science code. I can't see how it would work in 0.4 and not in 0.5.
My only guess is if some mod you have modifies how science parts work in a very specific way. Like, removing the fact that experiments can be deployed or not. I don't know if or even why any mods would do that.
As you can't even click the parts, I can't even think of a way to test or debug it. All of my code is contained within the right click menu of the parts. I'll put up a link to 0.4, and maybe all previous versions, in the original post next time I've got free Internet Time.
I don't understand it either. The only thing I changed from yesterday's playing to today's is the update of your mod. Been playing most the day today and the only time I had any issues was when I had 0.5 installed. Haven't had a single issue all day other than that. Just thought I'd let you know. If you do think of any way to test then let me know
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I'm playing a RSS/RP-0 career. I installed, manually, your 0.5 update and I'm not able to click on any part that contains a science experiment once in flight. Action groups still work but the parts won't even highlight. I reverted back to 0.4 and am able to click on all parts again. Haven't tried any solar panels or radiators though so I can't comment whether it's this mod or a mod incompatability. When I realised I couldn't click on the science parts I quit out and simply reverted back to 0.4 and the parts worked/highlighted again
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3 hours ago, Phineas Freak said:
@ClLaw it is the "000-RSSPatches.cfg" file. BTW the "craft teleportation" bug should be fixed by now.
Just in time for me getting home. Your timing is impeccable @Phineas Freak. I only installed this the once and that was when this first updated from the old authors mod which is when my craft seemed to change their positions but that may of been due to the inclination changes and me just raging before thinking about it . Have been keeping an eye on this mod weekly for an update with the updated inclinations and saw these posts today so I can now give it another go
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Which config file do you delete to change the inclinations back? This mod ruined one of my rp-0 careers by moving a lot of my craft. I haven't installed this since. I'm not at my PC so just asking for when I am so I know which file exactly I'm looking for
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I'm the same - I had no idea about the tutorial series. I got lucky I stumbled across it. Every time I manage to watch an episode another goes up! Only managed to get to ep.21 so far but I'm learning an awful lot I didn't know about how some of the parts work together, and I've been 'careering' in RSS since 0.90! Loving the series and loving the work you guys are putting into this. I was surprised how early the 1.1.3 release came so kudos to you guys
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On 5/16/2016 at 7:21 PM, blorgon said:
Never got a response to this question from page 190, so I'm reposting.
At the bottom of the .cfg files for the engines is the "Reflection shader plugin" module. It looks like this is the only non-stock part module the engines use, so I'm assuming this is probably what's going to cause issues when using in 1.1.2. What will happen to the engine if I delete that module? It looks like all the plugin does is show reflections on the part, but I'm not 100% certain of that. I really just want the RL-10 and the J2 (as much as I appreciate the rest of the mod, these are really the only parts I use regularly).
Where can this module/plugin be found that needs taking out? I'm obviously not looking in the right place
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15 hours ago, Aazard said:
Awesome,
but crud, it was science alert... any thoughts on a replacement for science alert that wont mess with experiments...its very helpful in telling me when i've crossed biomes then "alerting me".
But thank you for the fast reply
In the Science[x] mod there's a setting that shows you when a new experiment is ready to be taken. It's not as convenient as Science Alert but can essentially do the same thing. I haven't played KSP for a few months so I can't say exactly where to change this in Science[x] but I'm sure you can 'filter' it, or something like that :/
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If you think it's MechJeb try deleting all the setting files in the MechJeb folder - I'm not entirely sure which folder these are in exactly as I'm not at my pic but it should be a folder with a MechJeb Settings cfg and a lot of other cfg files. Just delete the lot. You'll lose all new windows you made and where they were placed but you can easily make/place these again. Hope this helps
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That is RVE, or more specifically Scatter. As I understand it, and I could be way wrong here, but Scatter doesn't work with Earth, it requires Kerbin, so it renames Earth back to Kerbin. The contracts then go bonkers. RP-0 contracts are fine with this, and is good either way. Earth or Kerbin. But other mods, like ScanSat or others like it, get very confused.
Ah ok. That ,makes perfect sense given the contracts that seemed to be affected. Cheers Bevo for the reply
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I had 2 updates on CKAN today - RP-0 and I believe the other was Real Fuels - I also added RVE to my install. I started up the game and I have Contract Configurator popping up exceptions complaining there's no such celestial body called Earth. I therefore had 3 contracts cancelled and now am getting contracts for Kerbin. Anybody else had this issue or does anybody know whether it could be the RP-0 update or maybe the configs for RVE? I could only assume it's something to do with RP-0 as that's to do with the contracts but I'm not 100% sure. All other planets are named correctly
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I manually updated Kopernicus to the latest version, but no change. Then I replaced RSSKopernicus.cfg in RSS 10.3 with the file from RSS 10.2 and everything went back to normal. Not sure if this will screw up the rest of the solar system, but I am currently only on Kerbol/Earth, so everything seems ok there and I can at least continue the campaign
Cheers bud! I've moved the files around but I'll have to let you know tomorrow if it's the same fix for me
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The biomes seem a little screwy with the latest update. Flying out of Vandenberg I get the south pole biome to pop up a couple of km east of the launch site. Is there something that I need to reset on my install?
Same for me - flying out of Cape Canaveral I get the North Pole biome flying over the Atlantic and at points over Africa
EDIT - I turned on the 'Biomes visible in map' mode in the ALT-F4 menu and the biome map appears in the right place but MechJeb and ScienceAlert say the biomes are different to what they should be. Even doing the experiments says the biomes are different to what they should be. A bit confusing :/
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Wow..
Ok did a fresh install of KSP, installed CKAN, installed Realism Overhaul VIA CKAN, installed the required and suggested mods..
Get a ton of incompatible warnings on loading saying many of the mods are only 1.02 compatible, game crashes on startup.
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This is legitimately, government papers, retarded.
deleted all content again, installed CKAN, installed ONLY the required mods.
Game now launches, but whatever ungodly POS engine smoke mod this thing is running is absolute GARBAGE. I've got a pretty top end system, and my FR drops from 120 to... 5 FIVE!!! just seconds after launch due to the smoke, IGNORANT amounts of smoke.
Command modules overheat and explode on the launch pad
Several SRBs have zero thrust on launch
Mod is completely broken.
Did you install like this?
[1.2.2] Realistic Progression Zero (RP-0) - Lightweight RealismOverhaul career v0.54 June 15
in KSP1 Mod Releases
Posted
The science collection window should pop up automatically just like in vanilla KSP. There is no key binding to get it to pop up.
In my last reply I was assuming you had [x] science installed and that you may have toggled something there as that is what I had done previously.
Have you tried clicking on the science experiment itself and reviewing data? I can't imagine what might be stopping the window from popping up unless you're in time warp when doing the experiment as I've previously seen that happen before