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Everything posted by Sigma88
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Sigma88 replied to Thomas P.'s topic in KSP1 Mod Releases
I assume this will also affect the ground temperature of bodies without atmosphere since I see most moons have it (mostly jool moons) -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Sigma88 replied to Thomas P.'s topic in KSP1 Mod Releases
As hebarusan said, we can't know what the purpose of that parameter is. Kopernicus just changes the value, but ksp itself uses it to do whatever it is that the parameter does. And since the code of ksp is not available we cannot tell you exactly what its purpose is -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Sigma88 replied to Thomas P.'s topic in KSP1 Mod Releases
Don't forget "I am using GPP with a crapton of other mods and I have bugs but I thought it was better to report them here rather than on the GPP thread because reasons" -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Sigma88 replied to Thomas P.'s topic in KSP1 Mod Releases
Don't worry these questions are perfectly valid ones. I am not familiar with that parameter , I will need to take a look at it tonight. I will let you know if I find out more -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Sigma88 replied to Thomas P.'s topic in KSP1 Mod Releases
with my reply I was giving a solution that is currently available rather than commenting on your request I do think it could be useful to have some kind of indication on the screen, but I haven't looked to see if it's possible yet. I will definitely look into it, but I have no ETA -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Sigma88 replied to Thomas P.'s topic in KSP1 Mod Releases
cache files are created only once (with some exceptions) if it's the first time you installed a planet pack, or if you just updated one, you should expect the loading time to be longer. to check the progress you can go to <KSP Install>\Logs\Kopernicus you will see a new file being created every time a planet has finished loading Thomas just added (for the next release) some pretty clear visual indication that will pop up when Kopernicus fails to create some planets, but sometimes it's still possible to go past that check and end up frozen in the black loading screen, so the Logs/Kopernicus trick will be useful then -
@Redleg1 that's a bug I've seen happen in stock as well at times Try to move the model a bit up in the SPH it should solve this issue If you try launching only a mk2 cockpit (just click on the mk2 cockpit to choose it as root part, then click launch) it should be spawned without issues
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Sigma88 replied to Ger_space's topic in KSP1 Mod Releases
@Ger_space Orientate did the trick thanks for the tip! -
no because my cfg takes care of that, it copies gael so that it doesn't have a cbnamelater and has name=gael so it must be something else, but I will need to test it on my own pc to understand what's breaking because from the files provided I could see no errors at all
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yes, it looks fine, I will need to take a better look tonight as I have no idea of what is going wrong
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this uses an archaic SigmaBinary cfg that will not work with the current release of SB Requires SigmaBinary 0.2.4 Source
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Sigma88 replied to Ger_space's topic in KSP1 Mod Releases
I'm still at a loss of why when I move the PQSCity mod the spawn point doesn't move. if I understand correctly what you say, the spawn point should load where the pqscity mod is, instead it doesn't seem to move. I'll try to use the pqsCity.Orientate(); as you suggested before, to see if this changes the final result. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Sigma88 replied to Thomas P.'s topic in KSP1 Mod Releases
as you can see here the Kopernicus Solar Panels are based off of Stock Solar Panels this means that all kopernicus solar panels are also stock solar panels, which also means that a piece of code checking for the presence of stock solar panels will return 'true' even if it finds only kopernicus solar panels or at least this is the expected behaviour, if you don't see this happen feel free to open an issue on github or report it in here -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Sigma88 replied to Ger_space's topic in KSP1 Mod Releases
if it's in the 3d model I assume it is an altitude calculated over the terrain level so that when you move the building over a hill it still spawns crafts over the terrain what I don't understand is how this will behave for floating buildings (Carrier ships), would the altitude need to account for the depth of the ocean floor? -
ah wait, I might know what is going wrong try adding this cfg anywhere inside gamedata: @Kopernicus:FINAL { @Body[Gael] { @Template { !removePQSMods = DEL } !PQS {} } } if I'm right, this is a Kopernicus bug that makes KSP freak out when you use more than one Kerbin template
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there are no apparent errors, I have no idea what is going wrong to be honest all planets load fine as far as I can tell, and shoul orbit Ciro are you seeing all stars except Ciro?
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I don't have my KSP pc available right now, but if you provide me with the log I might have a few spare minutes to take a look and maybe understand what's going wrong EDIT: yes the group name is "Carrier1" EDIT2: ok, I see what's going wrong I think something like this should work, but I will need the logs to be sure: PQSCity_Groups { debug = true GROUP { body = Kerbin name = Carrier1 MODS { PQSCity = Carrier Launch } MOVE { fixAltitude = 1200 } } }
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are you sure you are using the correct name for the group? you could try this cfg: PQSCity_Groups { debug = true GROUP { body = Kerbin name = Aircarrier MOVE { fixAltitude = 1200 } } } make sure the "name" is the correct name of the group once you have run the game, load a save or start a new game. then quit ksp and send me the output_log.txt file you can find in <KSPINSTALL>\KSP_x64_Data\output_log.txt
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which means it's most likely a GN issue, I'll take a look tonight if you could provide the files listed in my signature nyan cat it would help a great deal
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Sigma88 replied to Ger_space's topic in KSP1 Mod Releases
@Ger_space how do you select the altitude at which crafts are spawned? I assume the localPosition can only change the latitude and longitude, but there should probably be a way to define altitude and orientation (facing east rather than west or whatever you want) as well, right? -
has the carrier moved but the ship still spawns underwater? or has the carrier not moved at all?
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it might be an issue with my code, I'll take a look tonight if you could provide me with a bug report (for instructions click on my nyan cat) it will help a lot (make sure you have the simplest installation possible, just GN + requirements + GPP folder and GPP_Textures)
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is the aircarrier you were mentioning before from that same mod? or is it another one? if it's a different mod could you give me the link of that as well? so that I can test if my solution for floating stuff works?
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I'll take a look this evening (CEST) an I'll let you know