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whiteout1911

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Posts posted by whiteout1911

  1. I have a KerbalEngineer EngineerChip (that has a simple ModuleSPU module) onboard of my rocket. That rocket though is controlled from a manned mk1 pod, and still, as soon as I set a target, the Flight Computer spams: Out of power, cannot run "Target: ..." on schedule. How can I fix that without removing neither the Chip nor the ModuleSPU from it?

  2. Hey man, love your work! I just had one gripe with it: When recovering experiments from vessels/stages that were recovered by StageRecovery, contracts would not complete. As I cba to manually complete the contracts via the debug menu, I modified your plugin to support experiment recovery via StageRecovery.

    If someone is interested (modified *.cs is included): http://www./download/aqzu2tj26ortugy/OrbitalMaterialScience_0.5.1_StageRecoverySupport.zip (StageRecovery is obviously required!)

  3. Yep, I will post a clean log later. In the meanwhile, this is what the debug console says after I switched to the VAB:

    [Exception]: ArgumentException: An invalid SCANtype name was provided. Valid values are: Nothing, AltimetryLoRes, AltimetryHiRes, Altimetry, SCANsat_1, Biome, Anomaly, AnomalyDetail, Everything_SCAN, Kethane, Ore, Kethane_3, Kethane_4, Uranium, Thorium, Alumina, Water, Aquifer, Minerals, Substrate, KEEZO, Karbonite, Regolith_10, Regolith_11, Everything
  4. Just have the config file present in their original place. DDSLoader reads them and use them so see which texture to mark read only to save some memory.

    So to actually make the textures read only I need to explicitly create an ATM config file for each folder that I want that to apply to? DDSLoader does not make them read only by default and uses ATM config files for exceptions?

    Edit: Had a look at the src. I have to define exceptions, aight.

  5. @Starwaster

    Yes, I did test it with your module, no problems. I have to fix something else though, I'll reupload that in a second and add a license.

    Edit: Here's the download: http://www./download/e469ren9ir5v3hc/RotationAnimStopper.zip

    Released into the public domain:

    This is free and unencumbered software released into the public domain.

    Anyone is free to copy, modify, publish, use, compile, sell, or

    distribute this software, either in source code form or as a compiled

    binary, for any purpose, commercial or non-commercial, and by any

    means.

    If someone has any idea why I have to loop through the ModuleAnimateGeneric objects instead of just being able to use

    ModuleAnimateGeneric module = this.part.GetComponents<ModuleAnimateGeneric>().Where(m => m.animationName == animationName).FirstOrDefault();

    I would be grateful.

  6. Hey guys, I wrote a module to stop the centrifuge animation. Compiled version and source: see below...

    Jut extract the archive content into your HabitatPack folder. It removes the option to reverse the rotation though.

  7. Hey guys, I've got the following issue with RT:

    I have a probe/satellite-delivery-rocket, which has no probe core of its own but a dp-10 attached. The rocket has 3 probes/satellites attached, and one of those probe cores is taking control during delivery (it's not optimal, but I might change that in Mk II of the rocket). When I first try to launch that rocket, I dont have a connection on the launch pad. I have to restart the whole game for it to initialize correctly and give me a connection. What might be the problem here?

    Addendum: The 3 probes/sats sit on decoupler ontop of a tri-stack which itself is directly connected to the rest of the rocket, where the dp-10 sits.

    I have another problem after decoupling one of those probes in munar orbit. It is linked to several other satellites by dish and omnidirectional connection, the flight computer symbol is green, i can access all actions when right clicking a part, but when i want to do something it says i dont have a connection. I guess that is a bug. How can I work around that to get my sat back online?

  8. For those of you figuring out the problems with mechjeb and proc fairings, it'd be very helpful if you write the module manager corrections when you find an error. Post them here and I'll look at them when I get a chance and include them in the download.

    - - - Updated - - -

    For the MSI parts, which would you suggest moving to an earlier node? I don't know really how to rank the parts in terms of usefulness based on the few times I've used them.

    I am not that savvy with IR either, yet, but for my game I moved all the "basic" parts to Actuators.

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