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cicatrix

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Everything posted by cicatrix

  1. Re-installed Contract Parser. This is probably the issue with CKAN and my crooked hands, apparently. The problem is solved, thank you for your help and for your great mods!
  2. Here: https://drive.google.com/file/d/1WMYO42_iZerDoVq1Q90Asfkn_mCgWg9g/view?usp=sharing
  3. Maybe I am doing something wrong but I can't get this window at all. There's nothing - no button (checked both Blizzy's and stock toolbars), nothing. The mod is installed and re-installed via CKAN ver. 9.2 The log file doesn't seem to have any errors concerning this mod. What might be the issue?
  4. I don't have Kerbalism, will it work? Solar panels do not charge and I really need Kopernicus + OPM in my game. I found a file SolarPanels.cfg @PART:FINAL { // This will replace all instances of ModuleDeployableSolarPanel with the Kopernicus version // that has proper support for multiple lightsources // // If you want to keep your ModuleDeployableSolarPanel, add "useKopernicusSolarPanels = false" to the MODULE node // That will stop Kopernicus from replacing it @MODULE:HAS[#useKopernicusSolarPanels[*]] { @useKopernicusSolarPanels,* ^= :F:f: @useKopernicusSolarPanels,* ^= :A:a: @useKopernicusSolarPanels,* ^= :L:l: @useKopernicusSolarPanels,* ^= :S:s: @useKopernicusSolarPanels,* ^= :E:e: } @MODULE:HAS[#name[ModuleDeployableSolarPanel],~useKopernicusSolarPanels[false]] { @name = KopernicusSolarPanel } } Would it work if I simply delete it?
  5. After updating to version BP-1.4.3 Kerbalism spams NREs: KERBALISM.Kerbalism.OnGUI () [EXC 00:46:10.067] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Kerbalism.OnGUI () [EXC 00:46:10.079] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Highlighter.update () KERBALISM.Kerbalism.Update () [EXC 00:46:10.120] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Kerbalism.OnGUI () [EXC 00:46:10.121] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Kerbalism.OnGUI () [EXC 00:46:10.133] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Highlighter.update () KERBALISM.Kerbalism.Update () [EXC 00:46:10.155] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Kerbalism.OnGUI () [EXC 00:46:10.155] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Kerbalism.OnGUI () [EXC 00:46:10.170] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Highlighter.update () KERBALISM.Kerbalism.Update () [EXC 00:46:10.190] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Kerbalism.OnGUI () [EXC 00:46:10.190] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Kerbalism.OnGUI () [EXC 00:46:10.203] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Highlighter.update () KERBALISM.Kerbalism.Update () Also this (earlier from the log): [LOG 00:43:35.614] [Kerbalism] version 1.4.3.8 [LOG 00:43:35.617] [Kerbalism] error while trying to parse 'HideGroundStationsDist' from Kerbalism (Input string was not in the correct format) Needless to say that there's no Button and no models in the VAB available (no button also).
  6. Actually, the video is not very informative. However, I stumbled upon a wonderful guide from Remote Tech wiki: https://remotetechnologiesgroup.github.io/RemoteTech/tutorials/keo/ Posting in case someone needs this information.
  7. To clarify a few things for me: Right now I have a sat-network around Kerbin (3 sats, each having both high-gain and low-gain antennae). I'm planning to send an unmanned probe to Jool. So, what it takes to have a controlled probe near Jool (provided I have an unobscured line of sight to Kerbin, of course)? Do I have to add both low-gain and a high-gain antennae to the probe?
  8. That's the point. How do I build a comm network if all low-gain antennae have very limited range?
  9. Well, my probe has a high-gain antenna but it still loses signal regularly around Minmus as Kerbin rotates and KSC goes to the opposite side. I was lucky enough that I had control over the satellite when the link was present or otherwise it would have crashed into Minmus. Provided I have a high-gain antenna of a proper range, what should I do to have a permanent link with the satellite?
  10. I've just installed Kerbalism and I have a question about antennae. As I understand I need a low-gain antenna for signal relaying, but... all low-gain antennae have very limited range and with Kerbin rotating my probes periodically lose signal. I have two questions - so, with Kerbalism I have no way of providing constant long-range signal relaying? And the second question is not really a question but a feature request about user interface - really, when my probe loses signal the time-warp stops unless I uncheck the correspondent checkbox in the config, but I really want it to be accessible at all times, not only at times when there is a communication link. After all, these alerts happen at tracking station so there should be a way to disable them without waiting till Kerbin rotates the right side to the probe.
  11. Of course, not. I can use some algebra, of course, but it's nearly night and I don't feel like a mathematician right now.
  12. Ehm... I wish I thought of that earlier... I already have 3 satellites on LKO though... any suggestions?
  13. I'm trying to build a comm network and is figuring out the best way to put 3 satellites on a keostationary orbit exactly at 120 degree phase. Let's suppose I have 3 satellites on LKO and then what should I do?
  14. Thanks for the clarification about SVE. I think there's no help for this but to try out everything by my own.
  15. Greetings, fellow explorers. Recently I've upgraded my PC and am planning to return to KSP after some 2 years of absence. I am a fan of various mods but first of all I plan to set up a beautiful graphics. I browsed through the addons sections and noticed that some new visual mods have appeared during my absence. So, I am just trying to save my time here and ask you what visual mods pack should I install to get the best results? I used EVE, but now there's also SVE and I have no idea what are the differences.
  16. ...and of course, there is a mod exactly for that... and more.
  17. Alas, I compared the docking port resulting cfg with the original one and didn't see any differences. The patched cfg has some extra modules but base settings are unchanged... The patched config here: { name = dockingPort2 type = PART parentUrl = Squad/Parts/Utility/dockingPort/dockingPort url = Squad/Parts/Utility/dockingPort/dockingPort/dockingPort2 PART { name = dockingPort2 module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_stack_top = 0.0, 0.2828832, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 TechRequired = specializedConstruction entryCost = 6400 cost = 280 category = Coupling subcategory = 0 title = Clamp-O-Tron Docking Port description = Invented after a peaceful protest against the lack of spacecraft attachment systems turned violent, the Clamp-O-Tron Docking Port allows for the firm attachment of two separate vessels. After docking, vessels can be just as easily undocked. Indicator lights display crossfeed status. attachRules = 1,1,1,1,0 mass = 0.05 dragModelType = default maximum_drag = 0.25 minimum_drag = 0.25 angularDrag = 0.5 crashTolerance = 10 maxTemp = 2000 bulkheadProfiles = size1, srf tags = berth capture connect couple dock fasten join moor socket stagingIcon = DECOUPLER_VERT MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = size1 stagingEnabled = False } MODULE { name = ModuleModActions } MODEL { model = Squad/Parts/Utility/dockingPort/model } MODEL { model = IndicatorLights/Meshes/squareLamp2 scale = 1, 1, 0.3 position = -0.5331, 0.08, 0 rotation = 0, 0, 20 } MODEL { model = IndicatorLights/Meshes/squareLamp2 scale = 1, 1, 0.3 position = 0.5331, 0.08, 0 rotation = 0, 0, -20 } MODEL { model = IndicatorLights/Meshes/squareLamp2 scale = 0.3, 1, 1 position = 0, 0.08, -0.5331 rotation = -20, 0, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp2 scale = 0.3, 1, 1 position = 0, 0.08, 0.5331 rotation = 20, 0, 0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp2 emissiveName = indicator } MODULE { name = ModuleToggleLED activeColor = ModuleDockingCrossfeedIndicator inactiveColor = $Off defaultActionGroup = Light } MODULE { name = ModuleDockingCrossfeedIndicator } MODULE { name = ModuleDockingStateIndicator emissiveName = indicator readyColor = ModuleToggleLED acquireColor = blink(ModuleDockingCrossfeedIndicator, 100, $Off, 100) disengageColor = blink(ModuleDockingCrossfeedIndicator, 120, $Off, 1080) } MODULE { name = ModuleDockingNodeNamed controlTransformName = not_initialized portName = default initialized = false } MODULE { name = ModuleFuelCrossfeedActions2 } MODULE { name = DockingCameraModule allowedDistance = 2500 targetCrossColorDPAI = 0.9,0.0,0.0,1.0 targetCrossColorOLDD = 0.0,0.0,0.9,1.0 noise = false } } } The original one: PART { name = dockingPort2 module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_stack_top = 0.0, 0.2828832, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 TechRequired = specializedConstruction entryCost = 6400 cost = 280 category = Coupling subcategory = 0 title = Clamp-O-Tron Docking Port description = Invented after a peaceful protest against the lack of spacecraft attachment systems turned violent, the Clamp-O-Tron Docking Port allows for the firm attachment of two separate vessels. After docking, vessels can be just as easily undocked. attachRules = 1,1,1,1,0 mass = 0.05 dragModelType = default maximum_drag = 0.25 minimum_drag = 0.25 angularDrag = 0.5 crashTolerance = 10 maxTemp = 2000 // = 3400 bulkheadProfiles = size1, srf tags = berth capture connect couple dock fasten join moor socket stagingIcon = DECOUPLER_VERT MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = size1 stagingEnabled = False } } Config from the save file: PART { name = dockingPort2 cid = 4279613770 uid = 1821799656 mid = 296374557 launchID = 79 parent = 0 position = 0,3.1875081062316895,0.6250004768371582 rotation = 0,0,0,1.00000024 mirror = 1,1,1 symMethod = Mirror istg = -1 resPri = 0 dstg = 0 sqor = -1 sepI = 0 sidx = -1 attm = 0 srfN = srfAttach, -1 attN = top, -1 attN = bottom, 0 mass = 0.0500000007 shielded = False temp = 191.90857541226828 tempExt = 191.82055495359054 tempExtUnexp = 4 expt = 0.5 state = 0 attached = True autostrutMode = Off rigidAttachment = False flag = Squad/Flags/kerbin rTrf = dockingPort2 modCost = 0 EVENTS { } ACTIONS { } PARTDATA { } MODULE { name = ModuleDockingNode isEnabled = True crossfeed = True stagingEnabled = False state = Ready dockUId = 0 dockNodeIdx = 0 EVENTS { } ACTIONS { UndockAction { actionGroup = None } DecoupleAction { actionGroup = None } EnableXFeedAction { actionGroup = None } DisableXFeedAction { actionGroup = None } ToggleXFeedAction { actionGroup = None } } UPGRADESAPPLIED { } } MODULE { name = ModuleModActions isEnabled = True partAutoStrutMode = Off stagingEnabled = True EVENTS { } ACTIONS { Action1 { actionGroup = None active = False } Action2 { actionGroup = None active = False } Action3 { actionGroup = None active = False } Action4 { actionGroup = None active = False } Action5 { actionGroup = None active = False } Action6 { actionGroup = None active = False } Action7 { actionGroup = None active = False } Action8 { actionGroup = None active = False } Action9 { actionGroup = None active = False } Action10 { actionGroup = None active = False } Action11 { actionGroup = None active = False } Action12 { actionGroup = None active = False } Action13 { actionGroup = None active = False } Action14 { actionGroup = None active = False } Action15 { actionGroup = None active = False } Action16 { actionGroup = None active = False } Action17 { actionGroup = None active = False } Action18 { actionGroup = None active = False } Action19 { actionGroup = None active = False } Action20 { actionGroup = None active = False } Action21 { actionGroup = None active = False } Action22 { actionGroup = None active = False } Action23 { actionGroup = None active = False } Action24 { actionGroup = None active = False } Action25 { actionGroup = None active = False } Action26 { actionGroup = None active = False } Action27 { actionGroup = None active = False } Action28 { actionGroup = None active = False } Action29 { actionGroup = None active = False } Action30 { actionGroup = None active = False } } UPGRADESAPPLIED { } } MODULE { name = ModuleControllableEmissive isEnabled = True stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleToggleLED isEnabled = True status = False isUiEnabled = True stagingEnabled = True EVENTS { } ACTIONS { ToggleAction { actionGroup = Light } ActivateAction { actionGroup = None } DeactivateAction { actionGroup = None } } UPGRADESAPPLIED { } } MODULE { name = ModuleDockingCrossfeedIndicator isEnabled = True isUiEnabled = True stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleDockingStateIndicator isEnabled = True isUiEnabled = True stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleDockingNodeNamed isEnabled = True portName = Clamp-O-Tron Docking Port1 initialized = True controlTransformName = stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleFuelCrossfeedActions2 isEnabled = True setupRun = True allowCrossfeed = True stagingEnabled = True EVENTS { } ACTIONS { ToggleCrossfeed { actionGroup = None } EnableCrossfeed { actionGroup = None } DisableCrossfeed { actionGroup = None } } UPGRADESAPPLIED { } } MODULE { name = DockingCameraModule isEnabled = True IsEnabled = True stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } }
  18. Any reason why docking ports (part name dockingPort2 ) - the standard 1.25m one might not dock? I just get close enough (distance is 0.3 m) and then the ports start to run away from each other. Even when I manage to align them properly they just touch and won't dock. They are NOT placed backwards front. It's some kind of a glitch. The senior ones (2.5 m) dock just fine. Haven't tested it with .625m. I tried different ships, even tried to dock two rowers on the ground, no matter what I do, the ports simply do not connect. I use many mods and I'm sure there's something that broke the docking port config, but I cannot pinpoint exactly what. Does anyone know what config/module the docking port must have in order to dock? Is there any tool that can show the FINAL configuration of the part after all MM patches? Here's the list of mods installed:
  19. Is FSfuelSwitch compatible with IFS ? I have both Firespitter and Interstellar (with IFS) and whenever I want to attach Firespitter parts in SPH the game crashes (it's been reported already, as I see it). Would FS have any problems with IFS?
  20. Come on, he only needed to get sub-orbital and rendezvous with the rescue ship. I haven't read the book, but judging by what I saw in the movie, he threw away nearly everything from the capsule, effectively turning it into a metal frame on top of the fuel tank... just like the Kerbals would do.
  21. Greetings, everyone. I happen to come by a second display screen to have fun with and now I'm looking forward in playing KSP with two displays. Is it possible? What it takes to have one display for different indicators (orbit parameters, app launcher, toolbars, etc) and the second one just for flying scene?
  22. By the way, what's the difference between friction and traction (KSP-wise)?
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