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Everything posted by Targa
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Question: Why, when you create a maneuver node and use the EXEC command from the flight computer, does the satellite/probe not point the craft at the blue maneuver node marker on the navball before executing the manuever? This behavior always messes up my planned orbits/trajectories. Am I missing something?
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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Targa replied to Paul Kingtiger's topic in KSP1 Mod Releases
While the food, oxygen, and water are a nice addition to those using TAC-LS, the one thing that's missing is a "supplies" container. In TAC's default containers, there's one category that contains all 3 life support items in a single container. Would be nice to have the same in universal storage. In the mean time, I cloned the Food wedge and changed it to have the same amount of supplies as a small hexcan. Works nicely! -
A few observations: Switching crew reports to be biome-specific and EVA reports to be global is only a time-saver if you take a crew report and immediately transmit it back to KSC. Otherwise you have to take a crew report, keep it, go EVA, take reports, store experiments, re-board vessel (assuming you want to store a number of reports). Whereas previously, since you were already EVA to get the biome-specific reports, all you had to do was right-click the command pod and select "store experiments", then wait for the next biome. Really a six-of-one, half-a-dozen-of-the-other argument for myself. I suppose it suits different playstyles differently. With regard to the contracts pack, it would be nice if the unmanned and manned contracts actually said in the description text something along the lines of "send a probe" or "a manned flight". Not all of them mention this. Perhaps I don't understand how the contracts system works, but I got the contract for "powered landing" (not accepted, just showing in the list), but next time I looked, it was gone and had been replaced by "fly by Minmus and Kerbol". I don't recall doing a powered landing with no parachutes on my ship, so I don't see why this contract should have vanished. I also don't quite understand the "Minmus and Kerbol" unmanned contract. All I've done so far in my game is a Mun flyby and Mun orbit. This contract wants me to fly a ship (a probe actually, although that's not mentioned in the contract) to Minmus, gather science, then leave Kerbin's SOI and orbit the sun, gather science and I'm guessing I'm meant to transmit this science back to KSC, since it'd be difficult if not impossible to retrieve an early probe that's orbiting the sun. I'm really far away from this capability, since I'm using Remote Tech and I have yet to set up any type of satellite network, especially one that's capable of transmitting from outside Kerbin's SOI. As far as progression goes, perhaps it would be better if this contract simply requested science data from a Minmus flyby or orbit. Edit: Looking at the contracts again, the one that vanished for me (unmanned) "Kerbin Powered Landing!" appears that it was supposed to be followed by the manned contract, "Manned Kerbin Landing!". The flavor text for that one says "We now understand the procedure of a powered landing with probes, but the real test for a manned Mun mission is a manned powered landing on Kerbin". Clearly it was meant to follow the previous one. However, as I said, the unmanned one vanished from the list of available contracts, so this line of progression appears to be broken for me.
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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Targa replied to Paul Kingtiger's topic in KSP1 Mod Releases
Love the mod, but I don't understand why I had to download and hack around with DMagic Orbital Science in order to add the Goo and Science Jr wedges. They should come in the default pack, IMO. -
Being a fan of playing hard mode, when I first saw Remote Tech I thought to myself, "This is great, I won't be able to do anything without first setting up a satellite network". I quickly came to realize that RT only affects probes (which I rarely use), not manned missions. What I would love to see is an addon for this mod that uses Custom Barn Kit (or some other way) to disable the players ability to create and use maneuver nodes when contact with KSC is lost. So if you have a manned mission, you'd essentially lose the FlightPlanning upgrade you get with level 2 of the Tracking Station and Mission Control. You'd still be able to manually pilot your ship, but you really need that contact with KSC's experts and tracking station to plan those precise maneuvers. This would really make this mod one of "satellite networks, or else".
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Solved - Remove Possibility of Tourism Contracts
Targa replied to theJesuit's topic in KSP1 Mods Discussions
You had it right from the start. If you remove the "tour" section of contracts.cfg, they'll no longer show up. You just need to reject the ones already listed, or wait for them to expire. You can reject contracts without having to accept them first, for those that may not have known that. -
I know this has been mentioned before, but making Goo and Science Jr non-collectible and non-re-runnable is just too much frustration for the average gamer, in my mind. This means that if I fly a mission to Duna, or any of the other far away planets, I not only have to bring back the Goo and Science Jr physical objects (as well as having them survive reentry into Kerbin's atmosphere), but I also have to make a single flight for every biome in the game, unless I bring more than one Goo/Jr with me. It also relegates the role of Kerbal Scientist to one of simply giving a science bonus. I like the mod(s), just not that part of it. I will be editing that out. Of course, that's not to say that some people might enjoy the limitations. I myself like to play with science gains set to 10-20% in most of my playthroughs (a bit of a grind-sadist I suppose). This is another reason I dislike non-resettable/rerunnable experiments, since I get so little science from them anyway. Just venting/stating my opinion I suppose, since it's easy enough to edit the cfg files...
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Quick question from a RemoteTech newbie: How do you turn on SAS from the flight computer? I see buttons for holding prograde/retrograde, etc, but nothing for simply toggling SAS. In the RT tutorial it just says "the “Toggle SAS†command is optional". Thanks!
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BUG (Or at the very least, and unwanted and unintended consequence of this mod): Normally a simple left-click is all that's required to select a part from the VAB/SPH Catalog. Once I install TweakScale, there's about a 1-2 second delay after clicking a part before the part is actually loaded and picked up on the mouse pointer. Edit: Not a bug with TweakScale. This happens when the game is running out of memory, so never mind.
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Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
Targa replied to cvod's topic in KSP1 Mod Development
Looks interesting, but also appears that a new game start is required. I added it to a game I started a couple of days ago and for some reason it gave me a number of categories as "already reasearched" and made about 100 new parts available that I hadn't yet gotten to in my game. I'm also getting the Module Manager error. But more strangely, it's giving me "Large Cargo Bays" as researched, when it has a requirement of "Cargo Bays" that I have not yet purchased. "Resource Utilization" is showing itself as "available to be researched", saying I've already fulfilled the requirement of researching "Space Exploration", which I have not. Those two may have errors in their dependencies. Edit: I'd also like to add that this Tech Tree appears to make Hard Mode very much harder. I typically use the default hard mode, with Science gains turned down to 10% (Or sometimes as high as 20%). Since the cost of the first few nodes in this tree can be as high as 50 RP, that will turn into a real grind. Looks like I'll have to play with Science gain percentages again to find out what makes this tree feel balanced. -
[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
Targa replied to DMagic's topic in KSP1 Mod Releases
Love the mods, thanks! Also wanted to mention that Portrait Stats is also useful for when you rescue kerbals. You know immediately what their profession is. Came back to get the temperature gauge mod. -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Targa replied to sarbian's topic in KSP1 Mod Releases
Can I use MM to change the subcategory of a part, as listed in the VAB/SPH's "Filter by Function" tabs? Ie: If a part has "category = Utility" in the part file, can I change that? The terminology is a bit confusing to me, because in Filter by Function, the tabs are considered "subcategories", yet in the part cfg files these subcategories are listed as "category". So I'm wondering if I can use something like: @PART[Mypart] { @CATEGORY = (something) or @SUBCATEGORY = (something) to change or delete a part.cfg's category value. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Targa replied to TaranisElsu's topic in KSP1 Mod Releases
Took me a few days, but I finally figured out how to create a new "Life Support" tab in the VAB/SPH and move the TAC-LS parts from the Utility tab to this new tab. It requires installing Filter Extensions but NOT installing the 000_FilterExtensions Configs folder that comes with that mod. Once you install Filter Extensions, read this post for instructions on how to move TAC-LS parts from the Utility tab to a new Life Support tab. -
Finally got it to work! It's probably not exactly the way it should be written, but as long as it works, I'm OK with that. TAC Life Support cfgs This is what I did to create a new VAB/SPH Filter by Function category named "Life Support", place all the TAC-LS parts in it, and remove the TAC-LS parts from the Utility category. You're free to mess around with your own config files if you want something different from Filter Extensions. Step 1: Download and install Filter Extensions mod. This should give you 2 folders. One named 000_FilterExtensions and another one named 000_FilterExtensions Configs. Step 2: In the 000_FilterExtensions Configs folder, delete the subfolder named StockRework. Step 3. In the 000_FilterExtensions Configs folder, open the file named FilterByFunction.cfg with Notepad or similar text editor. Add another line reading: list = 8,Life Support. It should look like the code below: FilterByFunction.cfg - adds a new category named "Life Support" CATEGORY { name = Filter by Function type = stock value = replace SUBCATEGORIES { list = 0,Pods list = 1,Fuel Tanks list = 2,Engines list = 3,Command and Control list = 4,Structural list = 5,Aerodynamics list = 6,Utility list = 7,Science list = 8,Life Support } } Step 4: In the 000_FilterExtensions Configs folder, open the file named SubCategories_Stock.cfg. Scroll down until you find the line "name = Utility". In this section add a check for Life Support and TACLS title. The code of that part should look like this: Subcategories_Stock.cfg - Removes TAC-LS parts from the Utility category SUBCATEGORY { name = Utility icon = stockIcon_utility FILTER { CHECK { type = title value = Life Support, TACLS invert = true } CHECK { type = category value = Utility } } } Step 5: In the 000_FilterExtensions Configs folder, create a new text document named Subcategories_LifeSupport.cfg, paste the following code into it and save: Subcategories_LifeSupport.cfg - Adds all TAC-LS parts to the new Life Support filter by function category SUBCATEGORY { name = Life Support icon = StorageLS FILTER { CHECK { type = title value = Life Support, TACLS } } } Enjoy a spam-free Utility tab in the VAB/SPH! Universal Storage parts for life support can also be added to these filters. If you wish to move them to the Life Support tab and remove them from the Utility tab, change the following two files that you've already edited to this: Subcategories_Stock.cfg SUBCATEGORY { name = Utility icon = stockIcon_utility FILTER { CHECK { type = title value = Life Support, TACLS, water, supplies, oxygen, food, waste, CarbonDioxide invert = true } CHECK { type = category value = Utility } } } Subcategories_LifeSupport.cfg SUBCATEGORY { name = Life Support icon = StorageLS FILTER { CHECK { type = title value = Life Support, TACLS, water, supplies, oxygen, food, waste, CarbonDioxide } } }
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It's very late and I'm not staying awake until 2:30am like I did last night messing around with this (haha), so I'll try again tomorrow. Just wanted to mention that I did a manual install. Some documentation would go a long way to preventing confusion. In the OP it states: "Configs and icons contributed by users are distributed with the download". So I naturally assumed that the folder named "000_FilterExtensions Configs" was simply a bunch of community tweaks to the VAB/SPH, as well as a few different ones of your own (I was especially under this impression after viewing the many cfg's contained in that folder), so I didn't install that at all. I notice now that if I install it, it completely reworks the Filter by Function tabs, giving me many more than stock. Not sure if I like that or not yet... At any rate, after a reinstall of everything (including the cfg folder) I did a quick test and still no joy. No TACLS tab, nothing. Keep in mind that the code we spoke about here was "@SUBCATEGORY[utility]", yet with the CFG folder installed and all those extra tabs, there is no longer a tab named "Utility", and the TAC-LS parts have been moved into the new "Misc" tab.
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Been trying different things for hours and nothing I do does the trick. The ONLY thing that I could get to work is using this to remove all TACLS items from the Utilities tab: @PART[Tac*|HexCan*]:AFTER[FilterExtension]:NEEDS[ThunderAerospace] { -category = dummy } There's nothing in ModuleManager.ConfigCache with "name = Utility". The word "Utility" is only referenced in specific part descriptions. The following code DID get into the ConfigCache, but didn't appear to do anything: SUBCATEGORY { name = TACLS icon = StorageLS FILTER { CHECK { type = manufacturer value = Thunder Aerospace Corporation } } } I don't believe the filter by name or manufacturer works at all, when trying to use "invert = true" to remove items from a category. Another rather misleading and confusing thing for me is the fact that all the example code in this thread references "AFTER[FilterExtension]" with regard to MM, yet the name of your DLL is FilterExtensionS, which lead to doubling every code test to make sure a simple typo wasn't the issue. Included in the download is a "FilterExtensions Configs" folder that contains a bunch of different cfg's. One of those is FilterByFunction.cfg, which contains the code: CATEGORY { name = Filter by Function type = stock value = replace SUBCATEGORIES { list = 0,Pods list = 1,Fuel Tanks list = 2,Engines list = 3,Command and Control list = 4,Structural list = 5,Aerodynamics list = 6,Utility list = 7,Science } } When this cfg is used, all "filter by Function" tabs in the VAB are removed completely, so I don't see what use this cfg is to anyone (just as an aside, not that it was my issue, but I did tack on "list = 8,TACLS" which of course didn't work, since all the tabs were missing). At this point I've given up completely, and I'll wait for (hopefully) the author of TAC-LS to move his parts to their own Filter by Function tab.
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Not working for me in v1.0.4. I set up to deny contract type Visual Surveys and Tourists (whatever the type is called), fast-forwarded a number of days, and those contract types are still showing up. Also, the filters don't save. When I quit and restart the game, I have no filters.
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I think this mod is exactly what I need for TAC Life Support. Unfortunately I have no clue how to write a cfg file for it, even after reading everything here (it's all Greek to me). I tend to almost exclusively use "Filter by function" in the VAB. Unfortunately, TAC-LS adds a bunch of parts to the Utility tab that end up causing me to have to scroll through to find the stock Squad parts. What I'd like in a filter: Remove every (part).cfg from the "Utility" Filter by Funcion tab that contains the line: manufacturer = Thunder Aerospace Corporation Add a custom Tab to the Filter by Function category, named "Life Support" Add every (part).cfg that contains "manufacturer = Thunder Aerospace Corporation" to this new Life Support subcategory. Essentially I want to move all TAC-LS parts from the Utility subcategory to a new Life Support subcategory. Can anyone provide me with the code to do that? Also, where does this file get placed? Is this a Module Manager cfg file, or does it need to go in the 000_FilterExtensions folder, or what? Any help would be appreciated. Thanks! Edit: As I attempt to understand this mod, it seems that this code: @SUBCATEGORY[Utility]:AFTER[FilterExtension]:NEEDS[ThunderAerospace] { @FILTER,* { CHECK { type = manufacturer value = Thunder Aerospace Corporation invert = true } } } Should prevent any of TAC-LS parts from appearing in the Utilities tab, but it doesn't work. Edit: After several hours of trying to wrap my head around this mod, as well as Module Manager, I give up. I've tried several examples suggested earlier in this thread to no avail. It doesn't help that there is conflicting advice posted in this thread by the mod author. For example, both of these code snippets were given as an example of how to add a new subcategory named Life Support: SUBCATEGORY:NEEDS[ThunderAerospace] { name = Life Support icon = StorageLS FILTER (filters, etc) SUBCATEGORY { category = Filter by Function title = Life Support icon = StorageLS FILTER (filters, etc) As you can see, one uses the "name" convention for Life Support, and one uses the "title" convention. One mentions "category = Filter by Function" while the other makes no mention of it. Ugh... In addition to these problems I've been having, I think it's also possible that RoverDude's MKS/OKS may be messing with the "Filter by Function" category/subcategory, causing a problem with this mod. His mod installs a folder named "USI Tools" which apparently uses a DLL to add two additional tabs to "Filter by Function", essentially hardcoding the VAB's filter by function tab. I suspect this could interfere also with the category numbering, with Science being 7, did RoverDude give his two categories numbers 8 & 9? Whatever the case, I'm completely stumped, and am removing this mod until someone else comes up with a TAC-LS cfg file to remove all the TAC parts from Utility and place them in their own Filter by Function tab.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Targa replied to TaranisElsu's topic in KSP1 Mod Releases
My one wish for this mod: If you install Rover Dude's MKS/OKS mod, you'll notice in the VAB that he added two "Filter by Function" tabs, "Kolonization" and "Freight". Would love to see TAC-LS add it's own "Life Support" tab to the VAB. As is, the many parts listed under "Utility" make it a bit spammy, and I have to page through to find stock Squad parts. -
Trying to get to a launch window from Kerbin to Duna, and MechJeb and Kerbal Alarm Clock keep giving me different dates for an optimal transfer. For example, if KAC says today is the day, MechJeb will say the next transfer is in 7 days. To be honest, I don't even know if KAC believes KAC. I just set an alarm 1 hour and 15 minutes before the next (according to KAC) optimum transfer window to Duna. When the alarm went off, I left the space center and got on my orbiting ship. I opened the KAC transfer window and it says the next window for Duna is 28 days away...
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Targa replied to TaranisElsu's topic in KSP1 Mod Releases
Am I correct in guessing this mod requires you to start a new game? I don't see any mention of requiring a new game start in the OP, nor any of the help or tutorial pages. Yet after installing this and running the game, as soon as I click "resume saved" a window pops up that says I have incompatible saves and asks if I want to delete them... -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Targa replied to TriggerAu's topic in KSP1 Mod Releases
Love the app, but how to hide/get rid of the small double-arrows that show up in map view next to the apoapsis and periapsis? Is there a way to disable them? -
1.0.X Cross Platform Issues Thread
Targa replied to Claw's topic in KSP1 Technical Support (PC, unmodded installs)
I don't see listed here, "Career Pilots fail to properly hold position (prograde, retrograde, etc), and also "Career Pilots, when told to hold a position cause a jitter/wobble in the ship". I have a non-modded fresh install and experience both of these issues immediately. For example, with just a capsule with a parachute attached, if I turn SAS on and align my trajectory perfectly retrograde, then tell a 5-star Jeb to "hold retrograde", he moves the position of the ship so that on the Navball it's about 3/8 of an inch away from the retrograde marker. This happens even in space, with no atmosphere to give him problems. When I switch to "assist" it works fine, and there's also no jitter. So the "hold (whatever)" is currently useless. And FWIW, before deleting/reinstalling clean (again), I tried the "Claw fix" addon and it didn't help. Edit: If needed I can make a short video tomorrow and post it on Youtube, and link it here. What's weird is that I could have sworn last week Jeb had no problems holding positions. Now he can't even get within a 1/4 of a Navball's distance from the marker... And I reiterate, I uninstalled, deleted everything that was left over (logs, etc), and just downloaded a fresh install from Steam and played it with no mods. Edit 2: Here it is. Check out this video: Edit 3: After further testing, the issue of the Kerbal pilot not pointing at the correct vector appears to only be happening when the ship consists of a capsule only. With fuel tanks and engines attached, they have no problems keeping the correct vector heading. -
Rotation in EVA mode?
Targa replied to JJJacksonTyler's topic in KSP1 Suggestions & Development Discussion
Absolutely hate, hate, hate the fact that in space my Kerbal cannot face a ship and EVA "forward" directly toward it unless it's on the same horizontal plane. Never understood why this was implemented in the fashion that it was, unless it's a game engine limitation.