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shoe7ess

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Everything posted by shoe7ess

  1. Hey all, I'm having a hell of a time with a specific part using an MM patch I've used for awhile that changes part attach rules so that all parts can be attached in any way (mostly to make parts have surface attach added to them). I have an MM patch that works on pretty much every part I can find except for the Davon Supply Mod refill part. I physically changed the part.cfg itself, as well as tried a plethora of different versions of the attach rules in using MM patches, but it still will not set the stack attach to "1". I have a workaround with NodeHelper, but since that's only temporary I I'm trying to find out why it's getting reverted back to have stack attach turned off (though it does have surface attach). I've tried using ":FINAL" and ":AFTER[zzzDavonPatches]" (my MM patch is in its' own folder), and it just keeps reverting the stack attach node to "0". I've also tried quite a few combos not listed here as well (I create a part off this mod that doubles the size but even there it brings over the attach rules regardless if I am over-writing them with the part patch or not). Anyone have an idea of why could be the cause? I'm about to clear my MM cache and run it again and see if that fixes it, otherwise I can't think of one mod that would over-ride the attach rules, especially when the patches are being loaded as ":FINAL"... *Edit* I think I figured it out, the patch I was using was using some regex expression that was supposed to double the 6th node attachment value (rescale factor was doubled for this part), but it seemed to leave an extra "1" at the end, so instead of x,y,z,angx,angy,angz,scale it added an extra integer after the scale which may have messed with it. *Edit 2* Turns out I was wrong. I was able to get rid of that extra number, but now I have edited it so much I can't even get the nodes to scale correctly anymore. I have a working rescaled patch for some hub connectors that I have no issue with, but it looks like setting the rescale factor seems to also scale the other nodes on this part (after changing around some MM patch variables it started doubling the doubled attachment node parts), but it still just will not allow stacking on the bottom (for whatever reason it will stack on the top node no problem, but I have to use NodeHelper to enable stacking in the VAB to get it to stack on the bottom node). I just created another testbench folder to bypass the 15 minute load so I'll be testing it there but if anyone has any ideas I'd appreciate it...
  2. I really need to start making pull requests but luckily the patch ended up being an issue with stock KSP (plus tweakscale and MM of course), buttom of post has the fixed patch. EVA suit patches were the issue (had no idea they started being considered parts). I did grab some compatibility patches, but not many of them applied to mods I had. I hope more gets added. In the meantime if I happen across some sort of compatibility issue with anther mod I'll report through there. Thanks!
  3. Hey all, Been using a custom MM patch I threw together that adds tweakscale to all parts that didn't already have it (along with changing all tweakscale types to freescale) for a long while now. I don't know when this broke, I jumped from 1.3 to 1.7 , then 1.9 to 1.12, using the patch all the while, however I don't know if I tested EVA in the last few versions. It's pretty simple (I've changed it from the original, see below code, but I think it was similar to the below: @PART[*]:HAS[!MODULE[ProceduralPart]]:FINAL { %MODULE[TweakScale] { %type = free %defaultScale = 100 } } I recently found (after some time-consuming troubleshooting) that my patch was causing the Kraken to appear every time I tried to EVA a kerbal (using DebugStuff I saw that my crew hatch collision box was over-sized so I thought maybe that was part of the issue [little dude jumps out, freaks out, goes flying away after some exorcism shenanigans and dies]) but I found that was a red herring. I believe what it was doing was that even though I added another patch to remove tweakscale from anything with the command module but it continued (not to mention I hadn't realized that tweakscale adds itself to command pods anyways) I finally got it working by just having it change all parts with the tweakscale module already added to be free-scale, but assumed that the issue was caused by the patch adding tweakscale at the inventory level (I hadn't played much since they added ground science, cargo parts, etc, so figured maybe it's affecting the jetpack/parachute, or something like that but I haven't gotten into KSP long enough to progress to the point where I finally can EVA since probably 1.3.1 or possibly 1.7). I would like to keep the "tweakscale for all" MM patch, but I obviously need to make it so it doesn't add itself to whatever part that affects a kerbal on EVA. I am working on just adding it on a part-by-part basis as I play and find which parts don't have the module, but I have a lot of mods so I'd prefer to try and pin down the exact "part" that's giving my Kerbals an aneurism since it seems like an easy fix . I was hoping that either a) maybe someone could list out what are considered "parts" when it comes to kerbals on EVA (eg. jetpack, parachute, etc) on a default launch (by that I mean Mk 1_2 command pod launched by itself with the kerbal's default inventory untouched). or b) someone has created a similar patch with the fix already added that I could use. I'd like to keep the patch and just have it ignore whatever part applied to the kerbal on EVA that's causing the issue. Thanks in advance for any help! *Edit* Found out the EVA suits were added at parts at some point (haven't done an EVA since before EVA suits were added as parts. Updated patch seems to work so far (still probably very crude, this was made back when TweakScale was pretty primitive compared to what we have now) For those interested, the following MM patch works (so far, at least with the 170+ mods I'm running, I may find an issue further down the line) for adding TweakScale to all parts as well as makes all TweakScale modules free-scale:
  4. Looking for someone who may be able to lead me into the direction as to what resources from the CRP may be in use by my install? I initially submitted a broad MM patch to Private Flip in the old DSM thread but it wasn't exactly very clean (no NEEDS, or anything) to add in basically all possible resources available in mods at that time (back 8 years ago, but I've finally jumped back into KSP and decided to finished my DSM MM patch, but this time I'm using ratios based on resource unit/kg (or ton), new parts dedicated to their specific mods and, etc. maybe even create alternates for each mod based Supply Module based off of a TUFX/Texture (depending on my free time and how much of my OCD I dedicate to the patches. However, besides going through all of the mods I use using non-stock resources, B9 tank types, etc. I was wondering if anyone knows of an easy way to dump resources from all of the mods that use them or of any mods similar to DebugStuff (I haven't had to use it much so it may have a feature like this already, I just haven't noticed). I'll continue to look around and work on what I can in the meantime, the the basics out of the way like USI-LS, MKS, etc and move my way up from there. *Edit* Just found KSP_DataDump and Rational Resources and I think between those two I'll should be able to get all the info I need. But if anyone knows of a quicker means to the end I'm open for suggestions. I'll dump the final config(s) here if/when I ever complete them
  5. I love this mod not just for the parts, but for the graduated power response to engines. I like it so much I have an MM patch (don't know if I created this one or if this was one someone posted to the MM patch example thread) that adds graduated power response acceleration/deceleration to all engines (except for solid rockets). However, I've been working on a formula to set the acceleration/deceleration speed based on mass, but I can't seem to figure out what (if any) formula was applied to the KW engines to work off of for the formula I'm working on. Does anyone have a decent idea as to how we could use engine response time based off the engine properties? I thought of using mass as well as max thrust, but I figured I'd ask if the default graduated response config values for the KW engines was based off a formula and if not what the thought process was for each engine? Thanks!
  6. That's awesome, thank you! I'm downloading that now. *Edit* Wow, seriously, thank you for linking that mod, it made it apparent immediately: I grabbed a bunch of custom PPart textures from my previous version game (some custom made, some community) because I like some parts better with textures that I can't replicate with SSTU (though I am in the process of converting them to work with SSTU) and lo and behold I must have also copied over the .mu files along with the textures, and the CylinderTank model turned out to be the cause. I'm usually careful about removing previous version scraps from mods, but had no idea about the non-textures.
  7. I tried searching the site and google to find the answer to the following question, so I really, sincerely apologize if it's been answered but, I haven't play KSP since 1.9. I always play heavily modded (game data folder for that version has 111 items in it), and I want to get back into it, but don't want to play a version where a mod doesn't work. Has anyone confirmed if this works with the latest (I think 1.12) patch? I have a lot of downloads to get to, parts, tools, etc. and reallllllly would love to add this to the collection. If necessary I'll play off 1.11, but I'd like to get the latest additions from stock added in. Only reason I'm doing this now is because now I can have a version of KSP to live on until KSP2 that won't break some of the mods I use due to changes the stock game made in an update. If anyone has tested this, I'd love to know if it does Update: Read in TWP's replies that this mod does work in the latest patch (1.12.x). Yey! Thanks!
  8. For those interested here are the steps for creating a KK object for the alternate floodlight texture using the files included in the download. Create a copy of KSCFL_Tower01 in the same sub-directory and rename it to KSCFL_Tower02 Delete KSCFL_Tower01_DIF.dds and KSCFL_Tower01_Instances.cfg Rename KSCFL_Tower01.mu to KSCFL_Tower02.mu and KSCFL_TowerAlt_DIF.dds to KSCFL_Tower01_DIF.dds Edit KSCFL_Tower02_Model.cfg and replace the contents with the text within the code block below: // This config will add another floodlight static to be used in game with the alt texture STATIC { name = KSCFLTower02 author = Divico; modified by Stone Blue // MODEL // { // model = KSCFloodlight/Assets/KSCFL_Tower01 // } mesh = KSCFL_Tower02.mu title = KSC Floodlight Tower Type 02 category = Lights manufacturer = The Chief Designer's Bureau. description = Alternate Floodlights for KSC launch pad cost = 10000 DefaultFacilityType = Infrastructure, Electrical impactThreshold = 1000 keepConvex = True isSquad = False isHidden = False MODULE { namespace = KerbalKonstructs name = AnimateOnClick collider = KSCFLT01Tower animationName = KSCFLT01 } MODULE { namespace = KerbalKonstructs name = AnimateOnSunRise animationName = KSCFLT01 reverseAnimation = False //True timeWarpAnimation = True mathHorizontalAngle = True horizonAngleOffset = 35 delayLowTimeWarp = 2f delayHighTimeWarp = .1f } } If you would like, you can repeat the process, naming it KSCFL_Tower03 and onwards with different DIF textures, if you know how to edit .dds files (there are multiple plugins for Photoshop that allow you to edit and export any type of .dds image) you can add as many variations as you'd like. I created my own alt texture (replaced the red with the blue so it resembles Space-X's color scheme), you can download it from my github here if you'd like. @Stone Blue if you'd like, I can zip up the mod with this added folder and send it your way if you'd like or if you give permission I can host the folder from the above steps for any folks interested.
  9. That's my additions to the OP KSC Launchpad. I added a few more fuel tanks, a (static) fuel truck parked to the left, and the large tower is actually the static weather tower from KSC++ (or one of its' dependencies). I also added the new floodlights at 0.2x scale to the Mercury launchpad (LC-5), as that has a built in static launch tower I believe so it fits in nicely. I also found that using the in-game KK control panel allows for pretty decent control of cone-angle (either by scaling, pitching, or just moving them further from the launchpad). For the alternate texture you mentioned, a separate config file for another model could be a start, at least then it'd get added to the base KK statics, and be available to via in-game editor.
  10. Here you are: Blender Link (If you prefer Blender) .mu import/export for Blender (Instructions are pretty easy to follow in the OP) (for important .mu files into either Blender or BfA) BforArtists Download Page (as it says on the front page, BfA is just a fork of Blender, so it's pretty much Blender++ ) As for resources, I'd suggest picking up the source (almost always available on the more common known mods) of a part-heavy mod and checking out those models, and maybe even use some as a template or jump-off point. Good luck! Also, it looks amazing Stone Blue!!! (That's the BDB Mercury Redstone on the launchpad, I may edit my statics from 0.75x to 0.5x, gotta check out the Saturn V first though )
  11. I appreciate the gesture, but honestly you got more done than I would have by now. I live in NJ and we finally started to get back to work this last 2 weeks so I'm glad you were able to take up the mantle. I can't wait to test out the updated floodlights
  12. <removed by author> Looks like Stone Blue got the go ahead from Divico, sweet! We look forward to it Stone!
  13. I've actually been following that mod (the original, I had no idea you had adopted it so I checked it out). I love it, and I've added it as "separate" way of doing what this mod did, but I think the idea here (can't speak for anyone else) is to get it integrated as an instance on the launchpad by default. If there was a way to make the spotlights work as a KK object it would be perfect, just to help keep down the part count (like if attached to a launch clamp) or having multiple vessels loaded on the launchpad (if using some mobile "lighting truck/sign"). BTW for those interested, the floodlight mod is pretty amazing (plugging your adoption LGG, it's amazing), you can get that here: In the meantime, since I can't find the author's source code anywhere, I'll attempt to use blender and dabble with the model file. If anything comes of it I'll check out license and see if I can redistribute an updated .mu. If I'm able to I tinker with it and get the intensity a little stronger and post a download link I'll update this post in the next few hours. Also, the left-click action is an action in the KK module within the config file (I have no idea what actions work within the object modules by default for KK objects, but the right-click PAW GUI module isn't difficult to integrate into parts themselves, so maybe there's an easier method of switching out the "AnimateOnClick" action without the source?). Edit: Unfortunately I haven't found a way to make light intensity changes without the source code. I sent a message to Divico, asking if he can update this thread with a link to the source (or a PM'ed link if he still has it readily available).I am in no way promising I can recompile something like this anytime soon (I'm not a programmer, I'm more of a tweaker; I can do MM patches or edit .dds/.cfg files for days), but recompiling script for KSP is something I've only dabbled in. In the meantime, I'd take advantage of LGG's adopted tracking lights mod. My hope is to get this updated (PAW GUI + Intensity/RGB slider) if possible, but Tracking Lights is a great alternative if you don't mind the light being a part piece as opposed to a KK object. I'll update if I can get in contact with the mod author.
  14. That or scale them down in the config/KK menu (I have mine at 1.5 forgetting how big even a 20m craft it's hilarious, the towers are I thnk 700m tall lmao)... I know I still have .dds edting tools on this PC, I believe I have what I need for editing .mu files. I'll take a look a little later. Nice find man.
  15. Ah, that's interesting. Mine are so spaced out from the launch pad that I don't see anything in night launches. Maybe if I move them closer it'd show up (the lights themselves look lit, they just don't seem to illuminate anything from what I can see). If the source was somewhere I'm sure the light intensity might be an tweak, could get this thing up to modern times (by that I mean 1969 Apollo times) . Thanks for the heads up.
  16. Looking for some help with an MM patch for graduated response for all engines. I already have a version with a set accel/decel rate that encompasses all engines in my game that KW doesn't already patch with a flat rate, but I want to vary that rate using some arithmetic (either on engine mass, propellant type (for RF), or maybe a combination of both). The only question I have is how the integer works, i.e. do higher values = faster response or slower response? I've tried looking at the KW engine patches and figuring it out based on (oh yeah, that's the huge engine vs the little engine) but I can't quite pin it down and I couldn't find an answer through the search engine (so I apologize if this has been answered a few times before). Does anyone know how the rate works? I have a formula in mind if a higher value means a slower accel/decel rate (I just don't like working with a flat rate model, doesn't make as much sense to me), could use some help tweaking it... @PART[*]:HAS[@MODULE[ModuleEnginesFX],~useEngineResponseTime[],!PROPELLANT[SolidFuel]]:FIRST { @MODULE[ModuleEnginesFX] { useEngineResponseTime = True engineAccelerationSpeed = #$/mass$ @engineAccelerationSpeed *= 0.1 @engineAccelerationSpeed += 0.8 engineDecelerationSpeed = #$/mass$ @engineDecelerationSpeed *= 0.1 @engineDecelerationSpeed +- 1 } } Will this give the opposite effect that I'm trying to achieve? (Larger mass = slower acceleration being the goal in this case)
  17. Weird, I get no context menu when I click them in mine, but I'm using a ton of mods, something may be blocking the GUI popup. Thanks for letting me know!
  18. I've been slowly adding more and more mods into my 1.9.1 game and recently one of them broke the deltaV/vessel information/active missions/etc buttons in the VAB so that they do not pop up. I am using a handful of mods that aren't updated for 1.9.1 and I've narrowed it down to the time I started having issues with UI (Blizzy's toolbar is also missing in the space center, but shows up everywhere else so that's fine, just annoying). The buttons I'm talking about: The buttons in the red rectangle will not open any windows. My modlist: The mods I added before I noticed this issue were Decal o' Mania, Planet Shine, RCS Build Aid, and the QuickMod "Quick GoTo". I also added KSC++ and made some custom constructs on the default launchpad around that time, though I can't see that creating an issue. The decal mod just adds parts so I doubt that's the culprit but included it none-the-less. I tried opening the debug console during the scene but nothing abnormal populated. Here's my KSP.log for anyone that knows how to interpret it better than I do: https://www.dropbox.com/s/c1522ez70ebdgnf/KSP.log?dl=0 Thanks and I appreciate any help you can provide! *Quick Edit* Took a look through my log and found: [LOG 21:22:52.395] QuickGoTo(QBlizzyToolbar)[1.40]: Destroy [LOG 21:22:52.395] QuickGoTo(QGUI)[1.40]: OnDestroy It could explain the GUI issues.
  19. I seem to remember them working as posted in the OP. I'm assuming at some point post 1.3 the UI updates broke the comparability. I've been using the floodlights using KK to create some cool looking day launches, but I'd love to figure out a way to get them to light up for night launches. I can't find a single object in KK (I'm a newbie to using it, but I have the most recent 1.9.1 KSC++ installed with all dependencies and haven't found an object that lights up). PS: Sorry to necro this, but I haven't found a substitute for launchpad lights (aside planting them on launch-clamps) and KK still links here /shrug
  20. I'm currently using it in a heavily modified 1.9.x game (no RSS/RO, just stock-alike configs, with BDB, KWRocketry, NovaPunch, and Procedural Parts) and have not run into any issues so far. I haven't checked my debug log while playing, but I haven't had any crashes.
  21. I'm having an issue with Real Fuels compatibility. I tried grabbing the Saturn SI-C sub-assembly and noticed that above the first stage, the part adapter tank (I forget the size) for whatever reason only has an LF/O config, but the engines are set up to accept LH2/OX I believe so the sub-assembly won't work unless I change out that specific part with a procedural. This is just the first case I've found where this has been an issue so I don't know if there are further tanks but it doesn't even have the B9PartSwitch module it seems, and I can't find where the patch from stock to real fuels is getting applied for BDB to try and add it myself. Will update shortly with a screenshot if needed but was wondering if anyone else has had this issue or BDB just isn't fully compatible with Real Fuels and that's the reason. Thanks for any help you can give!
  22. Anyway you can drop that config on dropbox? I have no idea what to change but I have seen the "spawnmarker" names in most of the .cfg files but only a handful of use-able launchpads (haven't gone in and ticked the missile rows, etc. as possible launchpads) and everything is incredibly spread out for me (using RSS so at least most things are level with the terrain, aside from the actual KSC terrain mesh lol)
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