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BaseDrifter

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Everything posted by BaseDrifter

  1. Globally off means time warp won't stop for any science alert. Globally on means it will stop for all science alerts.
  2. I started a new career recently and have been playing around with sounding rocket parts, specifically the Meteorological, Aeronomical, Materials, and Engineering experiments. It seems to me like they would be better suited to be one time use only experiments like the Mystery Goo. With all four experiments being re-runnable, I was able to get quite a large amount of science just orbiting around Kerbin, Minmus, the Mun, and Duna from all the various biomes. Seemed a little too easy to spam these experiments.
  3. Nope, I noticed that as well. Yes it will, and it's glorious. It makes flying to other side of Kerbin for those survey contracts a joy. Kerbin has a lot of cool scenery I never got around to exploring before this mod because of how tedious it was to fly planes and keep the pitch/yaw under control. My newest surveyor craft will cruise along at 13.5k up and 1000m/s. Doesn't take very long to go a decent distance. As far as SSTOs. I'll climb to 10k, then set the vertical velocity to 30m/s or so to maximize in atmosphere speed before switching to closed cycle and pushing space wards.
  4. Hey Crzyrndm, love the mod. It makes flying spaceplanes a whole lot less tedious. No more having to pulse S to keep the pitch where I want it and no more crazy yaw movement! That said, I'm having some trouble with my larger cargo planes. The assistant works perfectly with smaller craft, but once I step up to medium or large sized planes it doesn't seem to hold the pitch correctly. If I don't use PA, I can hold the craft at the correct pitch to fly it, but as soon as I turn on PA control, the pitch input indicator seems to go back to the neutral position causing premature plane to ground contact. Any idea why I'm having so much trouble with larger planes? Is there a setting I need to adjust? Maybe it's due to the larger AoA needed with my larger crafts? Note: Not using FAR or NEAR, stock aerodynamics for now. Thanks!
  5. I wouldn't mind a larger size, would give them some more space over the Mk3 parts. Still haven't been able to construct a suitable SSTO with the Mk4 parts though.
  6. Success! If you just add these Dynamic parts to the parts folder from Baha's adjustable landing gear everything works perfectly. I assume whatever changes he made to his plugins for the landing gear works with this parts pack as well. All the motors extend and retract properly, apply thrust, and have their effects. Retractable RCS blocks work as well.
  7. Within the GameData folder you should have an UmbraSpaceIndustries folder. In the USI folder should be a folder for Karbonite, a folder for KarbonitePlus, FTT, WarpDrive, etc.
  8. Hi taniwha, I've run into a problem with EPL not recognizing the amount of rocket parts stored after building a vessel. I'm using EPL with MKS, but it seems to be an EPL issue. I have a station with 9200 units of rocket parts stored. When I select the vessel and make it active, I'm able to construct something using EPL with no problem. However if I try to build a second vessel, the EPL build window shows zero rocket parts (even with a full load of rocket parts available.) When it shows zero RP available, building is not possible. The only solution I've found for this is to switch active vessels or go back to the KSC. If I do that and then return to the construction vessel, EPL registers the proper number of RP and I'm able to build. Build something -> switch vessel -> switch back -> build another vessel. And so on. Here's a screenshot showing 9200 RP in storage but EPL not registering any. This occurs when using survey stakes or a launchpad.
  9. Nice icon pack! I've been on a mission to write and correct exception configs for all the small texture/icon files so that ATM doesn't squish them into an indistinguishable mess. I forgot I had actually added your icon pack and couldn't figure out why some of the icons were getting smushed but not others. I wrote an ATM exception config for your icons if you want to include it with your pack. ACTIVE_TEXTURE_MANAGER_CONFIG { folder = Olympic1ARPIcons enabled = true OVERRIDES { Olympic1ARPIcons/.* { compress = true mipmaps = false scale = 1 max_size = 0 } } }
  10. Thanks Reeper, I'm wondering if it's actually a problem with ScienceAlert or US though. A little later I'll try to replicate the issue with ScienceAlert uninstalled. With the US detector, I can't run the test by clicking on the actual part either, it says "TOO HIGH."
  11. My mistake, forgot that it was a valid experiment. I just did a simple test and there is no problem when using the stock gravioli detector. The problem occurs when using the Universal Storage accelerometer/gravmax detector. With the stock gravioli detector: Exit Kerbin SOI, Science Alert pops up, can click and run the test no problem. With the Universal Storage detector: Exit Kerbin SOI, Science Alert pops up, click the button to run the test and it says "can't be done right now."
  12. I'm getting a science alert to do a gravity scan as soon as I exit Kerbin SOI and enter orbit high above the sun. Of course, this test is not possible to be run, and science alert informs me of that, yet it keeps the "alert" active. Anyone else see this?
  13. ^Sounds a lot like an issue I brought up in the VOID thread a little while ago. #358
  14. http://forum.kerbalspaceprogram.com/threads/59005-0-90-Release-4-3-Dec-16-2014-Active-Texture-Management-Save-RAM!/page310?p=1624163#post1624163
  15. I have a feeling that the EVA notification turning on and off is related to surface vs flying EVA changing around. I've seen the same thing, I'll see if I can get a better idea of when it's doing it.
  16. NullReferenceException. They're the baddies. Thanks for the update Taniwha!
  17. No problem, it was a good learning experience and a reason for me to foray into configs. I just added a config for FAR to the download that fixes the blurry icon for you. For some reason the same method that has worked for all those mods doesn't work for RealChute. I couldn't get the icon to show up properly. Tried a bunch of different exception levels and deleted the cached ATM files, no dice.
  18. Hey everyone, I love using ATM. It helps make the game playable with the large number of mods I use. What I don't love is how it made a lot of the Toolbar icons look fuzzy, or in some cases, a gray box with no discernible shape. This would happen in both the stock toolbar and blizzy's. I had read a number of pages back that small textures were supposed to be excluded from ATM compression, but that doesn't seem to be the case. A little more searching led me to info saying that exceptions needed to be configured to prevent compression of certain textures. After a few hours of trial and error (I'm the furthest thing from a coder) I successfully modified the config files. I started out with fixing the DeadlyReentry icon, then fixed MechJeb's, and eventually figured out how to fix the blurred out parachute category icon in the VAB. I also added an exception to the Squad folder for the strategies folder, no more blurry strategies! A SCANsat config file is included with ATM, but I was still getting blurry icons. I rewrote the config file in the same format as the other ones and got it working. Here's a list of the mods and exceptions I wrote: DeadlyReentry - Exception for the Assets folder = fixed icons EditorExtensions - Exception for the entire EditorExtensions folder = fixed icon FerramAerospaceResearch - Exception for the textures folder = fixed icon MagicSmokeIndustries - Exception for the textures folder = fixed icons MechJeb2 - Exception for icons folder = fixed icons SCANsat - Reformatted, exception for icons folder = fixed icons SmartStage - Exception for the entire SmartStage folder = fixed icons Squad - Exception for the strategies and partlist folders = fixed parachute category icon in VAB and strategies icons StageRecovery - Exception for the entire StageRecovery folder = fixed icons ThunderAerospace - Exception for the TACLS textures folder, I also removed compression from the TACLS containers as I use those most frequently and the compression made them look pretty bad. I've compiled all of the configs into a zip file you can download below. I hope this helps some of the other noobs like me out there! If you're using a mod with icons that you want fixed let me know and I'll see what I can do to fix it for you, I've got the hang of it now. That said, if a more experienced modded could look over my configs to check for any errors that would be great, but they all appear to work well enough. DOWNLOAD
  19. Hey Toadicus, thanks for your fast turn-around on the VOID HUD fix. But it looks like VOID and TweakableEverything (TE) don't play nice together anymore, I suspect there is a conflict between the ToadicusTools DLLs that ship with each mod. I'm getting the "decoupler bug" where anything that decouples is constantly firing over and over in the VAB or on the pad. Puffs of smoke coming out and all that. This is the error I'm getting. Here's my rundown. With TE installed, using the DLL that comes with VOID causes the error. Removing TE gets rid of the problem. If I use the DLL that comes with TE there doesn't seem to be a problem, and the VOID HUD appears to stay where it should as well, though I haven't tested this extensively enough to say for sure. Seems like there's a problem with the DLL that ships with VOID causing problems with TE basically.
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