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cipherpunks

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Everything posted by cipherpunks

  1. Gas giants systems seem barren as they are now. Aside from clouds and better Neptune (and Triton) texture, RSS needs Uranus rings, at least Miranda, major asteroids/planetoids, and porting that Pluton-Charon barycenter work from OPM. Also I heard they had Trojan moons workarounds somewhere there - or was it K+? I should learn how to edit bodies in Kopernicus - that's for sure. Some HOWTO, or good documentation of all the parameters, would be great.
  2. Today, while trying to SCANsat OPM body, it appeared that PersistentRotation doesn't pick the body it orbits. That is, it had "none" and had to manually pick "Slate" for it to start behave. Bug or feature? Also, what about Dzhanibekov's effect - supported? Edit: I see it is. Cool indeed. - - - Updated - - - Another observation: after every orbit my craft (which is pointing anti-radial) does 360 degree roll. I guess this is not as intended. :-)
  3. I recommend either BobCat or KOCMOC engin pack, simple MM patch to make FASA engines realistical, F-1 engine maybe ("lo-q" version already eats kerosene), maybe NearFuturePropulsion and RLA_ElectricEngines, and - essential - FAR + ProceduralParts + ProceduralFairings.I do not know how ProceduralParts interact with RealFuels TBH, but PP has its own fuel switcher and it is easy to add more tank configs, change tankage mass etc etc. ModuleManager rulez. Edited to add: and of course KerbalJointReinforcement a.k.a KJR - will have wobble-fest w/o it. - - - Updated - - - Just do not convert normal maps, cloud layers auroras and lightning into .dds (leave them as they were), and that's all :-)This is because respective modules will need to read them, not only VGA. Also, telling ATM that You don't want some textures to be "hidden" from RAM (present only in VRAM) helps sometimes.
  4. Add: In fact, for like half a second I can see my probe after switching to it, but then space disappears and PQS+.MoveNext errors start to appear. This is all I can do - switch to map view, it is stuttering at 1-2 FPS, then press Escape for LONG, it will see it and I can exit to KSC which is empty too (only stars). Edit: destroying that probe and then HyperEditing new probe to there starts to spew this: [WRN 18:38:29.303] Cannot find preset 'High' for pqs 'Slate' [EXC 18:38:29.314] NullReferenceException: Object reference not set to an instance of an object PQSMod_VertexColorMap.OnVertexBuild (.VertexBuildData data) PQS.Mod_OnVertexBuild (.VertexBuildData data) PQS.BuildQuad (.PQ quad) PQ.Build () PQ.SetVisible () PQ.UpdateVisibility () PQ.UpdateSubdivision () PQ.UpdateSubdivision () PQ.UpdateSubdivision () PQ.UpdateSubdivision () PQS.UpdateQuadsInit () PQS.StartSphere (Boolean force) PQS.RebuildSphere () PQS.Update ()I have SME and clouds installed, kinda. Any thoughts? Maybe my problem is that there's nothing to scan on OPM bodies? :-)
  5. Yes, and I'm still in the process (disabling them gradually). Also trying to pinpoint exact cause of DestroyAll malfunction. Will report if something concrete distills.On this PC KSP takes really long time to start. Like 4-5 minutes. Without DDS it was even worse. Slow RAM and slow I/O (SSD burned).
  6. I understand this fully, but, needless to say, models of existing BoxSat tanks are so beautiful that I keep begging for more :-)
  7. When trying to send Multi SCANsat BoxSat to Slate, game died when it was on semi-proper Slate low orbit already. I went to sleep, but in the morning I discovered that my save is b0rked - can't load that probe anymore: some PQS errors, blackness in flight, only stars in map view, and like 5% of FPS - was unable to switch back to TS. Logs/crafts/save/crashdump here. What can be done about it?
  8. Thanks for doing it. This mod is really appreciated - saved oh so many probes for me. While You at it, please make 45 degrees angled 4-way version of RCS block too. TIA.
  9. Yes, that's it, do so please when You'll have spare time. TIA.I do not want to learn kOS just yet, because I know for sure that I'll be addicted. Already addicted to KSP w/o kOS - and consider it as easier form of disease with less potential of reduction of life quality. - - - Updated - - - I think I found a bug. I can not open menu of PF Interstage adapter anymore (after last update of TweakableEverything). Prior to last update, menu was horribly slow, but worked. Lags in said menu were like ten to thirty seconds before fairing actually changed, but nevertheless it was painful but useable. Not anymore. The part in ModuleManager.cache differs by this: --- without-te 2015-06-14 01:44:31.958304000 +0300 +++ with-te 2015-06-14 01:49:39.304883200 +0300 @@ -112,6 +112,18 @@ MODULE { + name = ModuleTweakableDecouple + decouplerModuleName = ModuleDecouple + } + MODULE + { + name = ModuleStagingToggle + defaultDisabled = false + activeInFlight = true + activeInEditor = true + } The logs (with TE enabled) are here, tell me if You need them with TE disabled. - - - Updated - - - I think the root of the problem might be the fact that KzInterstageAdapter2 has one node that acts like zero-force decoupler. Anyway it manifests itself like so: ArgumentException: Illegal prefix Parameter name: pfx at KSPAPIExtensions.MathUtils.PrefixString (SIPrefix pfx) [0x00000] in <filename unknown>:0 at KSPAPIExtensions.MathUtils.FormatSI (SIPrefix pfx, Double value, Int32 sigFigs, Int32 exponent, System.String unit) [0x00000] in <filename unknown>:0 at KSPAPIExtensions.MathUtils.ToStringSI (Double value, Int32 sigFigs, Int32 exponent, System.String unit) [0x00000] in <filename unknown>:0 at KSPAPIExtensions.MathUtils.ToStringExt (Double value, System.String format) [0x00000] in <filename unknown>:0 at KSPAPIExtensions.MathUtils.ToStringExt (Single value, System.String format) [0x00000] in <filename unknown>:0 at KSPAPIExtensions.UIPartActionFloatEdit.UpdateValueDisplay (Single newValue) [0x00000] in <filename unknown>:0 at KSPAPIExtensions.UIPartActionFloatEdit.UpdateItem () [0x00000] in <filename unknown>:0 at UIPartActionWindow.CreatePartList (Boolean clearFirst) [0x00000] in <filename unknown>:0 at UIPartActionWindow.Setup (.Part part, DisplayType type, UI_Scene scene) [0x00000] in <filename unknown>:0 at UIPartActionController.CreatePartUI (.Part part, DisplayType type, UI_Scene scene) [0x00000] in <filename unknown>:0 at UIPartActionController.SelectPart (.Part part, Boolean allowMultiple) [0x00000] in <filename unknown>:0 at UIPartActionController.HandleMouseClick (UnityEngine.Camera cam, Boolean allowMultiple) [0x00000] in <filename unknown>:0 at UIPartActionController+.MoveNext () [0x00000] in <filename unknown>:0 ...when I first click the part with mouse2. - - - Updated - - - The crude workaround is this diff: $ diff -u0N TweakableDecouplers.cfg.orig TweakableDecouplers.cfg --- TweakableDecouplers.cfg.orig 2015-01-03 19:35:50.000000000 +0200 +++ TweakableDecouplers.cfg 2015-06-14 02:17:19.781857000 +0300 @@ -32 +32 @@ -@PART [*]:HAS[@MODULE[ModuleDecouple]]:FOR[TweakableEverything]:NEEDS[TweakableStaging] +@PART [*]:HAS[@MODULE[ModuleDecouple]]:FOR[TweakableEverything]:NEEDS[TweakableStaging]:HAS[!#name=KzInterstageAdapter2] @@ -56 +56 @@ -@PART [*]:HAS[@MODULE[ModuleTweakableDecouple]]:AFTER[TweakableEverything]:NEEDS[TweakableStaging] +@PART [*]:HAS[@MODULE[ModuleTweakableDecouple]]:AFTER[TweakableEverything]:NEEDS[TweakableStaging]:HAS[!#name=KzInterstageAdapter2]
  10. With the KANDL Radioisotope Rocket (by Porkjet, from AtomicAge) I'm finding myself wanting to put LqdHydrogen tank in BoxSat, but there's none :-( Also, various Hall effect thrusters are asking for Argon tank. Please.
  11. Guys, there's one particular antenna, called @PART[AntennaDF2] { // AIES CommTech DF-RD Antenna. It is meant to be phased array, electronically steered, like on Messenger probe. What if I want it to have 2 modes - undeployed, eating almost no ElectricCharge but having small range, and deployed - full throttle? Can this mod do that? If yes - give me a clue.
  12. Spoke too early. Today it did that again. Logs here.Seconding the need to disable RCS on crafts that are fast-turning with RWs alone. Using RCS on such crafts often leads to undesired changes in orbit, and lost dV.
  13. Cockpits have reaction wheels. Last time I tried, reaction wheels scaled so bad, rescaling made them unusable. Maybe that's why?
  14. Cross-posting, cause this thread has the brains to do it :-P I find that I lack some functionality that would fit great with Smart Parts. The thing is, I need to be able to throttle particular engines on particular fuel %, as well as particular altitude. That is, if some means existed to bind throttle limiting to action groups, I'd just used existing SmartParts fuel sensor and/or altimeter with that, but... Somebody needs to write a plugin to add various throttle levels (say, every 5% up to 35%, then every 10% up to 75%, then every 5% again to 100%) to action groups. Anyone?
  15. I find that I lack some functionality that would fit great with Smart Parts. The thing is, I need to be able to throttle particular engines on particular fuel %, as well as particular altitude. That is, if some means existed to bind throttle limiting to action groups, I'd just used existing fuel sensor and/or altimeter with that, but... Somebody needs to write a plugin to add various throttle levels (say, every 5% up to 35%, then every 10% up to 75%, then every 5% again to 100%) to action groups. Anyone?
  16. they also had 400k thrust version in works. Would be good to see those variants in game.
  17. Those parts are Modular Octo-Girder segments and they're using Interstellar Mesh Switch also. Just saying. Useful parts, but I don't play with RF yet, so can't help unfortunately.
  18. This is weird as I clearly see @PART[cryoengine-375-2] declared in that "extra" .cfg; are You absolutely sure You have the latest version? One thing to try is You can add :FINAL to that line, e.g.: @PART[cryoengine-375-2]:FINAL Any decent text editor will do. - - - Updated - - - btw they also studied J-2T-400 engines in those same times when they were working on F-1A; only those engines newer flown AFAIK.
  19. Yes, w/o FSHangarExtender settings survived a couple of restarts of KSP. Sorry for the noise, then. Just completely forgot that one .dll: pretty easy to do so - it doesn't manifest itself by doing something [useful] :-D It'd be nice if that 2nd mouse scroll wheel invoked that "alternate" scrolling in VAB/SPH that we do with Shift pressed - I can dream, can I?
  20. It occured to me that my problems with EditorCamUtils might be actually a problem with (non-working actually) FSHangarExtender which was lingering there in GameData... :-| - - - Updated - - - One pecky question: can KSP handle sideways scroll? My "old" new mice is Apple Mighty Mouse and has (virtually) 2 scroll wheels...
  21. Chassis? Like landing gear, or start table, or connection from booster to orbiter, or what? You can PM me if You need proper translation btw.
  22. Aha, so that's newest RL-10B-2 iteration, good, I'll re-check stats of "my" FASA one to be like "previous" RL-10A-4, w/o extendable nozzle, then. Speaking of which... I often build my upper stages with conical bottoms, like, say, the bottom of S-IVB. Or like Delta IV 2nd stage. Having support ring on the engine makes this design impossible. Can You please add another Interstellar Mesh Switch to Your - I must say - beautiful models, only with support ring turned off? (Your current shroud on RL-0120 analogue does indeed look good, much better overall than BobCat model, but if it will be possible to build Ariane--V-like rocket with single Yucatan pushing the bottoms of conical tank - that'd be even better). Also, any chances of having 90kN Vinci analogue? Would be the same diameter as Chelyabinsk, 2 times heavier, slightly more Isp, maybe one tech level up I guess... Heh, seeing J-2T would be great too, but, knowing Your "after it flies IRL" policy this is doubtfull I guess :-) Nevertheless, it can enable us to build shorter upper stages where height matters.
  23. Shame on me. Even doing MM patches (I tend to copy from PART to title, and edit from there) I somehow overlooked that. Sorry. And thank You.
  24. And don't forget You can scale those textures down, just make sure they're ^2 scaled, and do not convert cloudmaps, normal maps, auroras etc along with Your plain textures to DSS with something like this valuable software :-)
  25. Doesn't work for me. That is, does nothing. Pressing the key has no effect, and changing the key has the same effect as the latter. Take a look at my logs please. I recall that old version worked for me in 0.25 times just fine, and helped a lot. But then, there was RSS, and now there is none. OTOH there's OPM&SME...
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