

Mechtech
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just started using the new mod. eez goot. I am, however, green (HA) with envy for that shiny green!soyuz texture. DO WANT. suppose I'll just hafta be content hacking it in myself a bit by direct texture editing
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uh. @Beale. the vostoc pod has no ModuleLiftingSurface definition. that sorta means that it's not actually interacting with the air to provide lift. which is likely why it hits the ground at 400m/s. how everyone managed to miss this is uh. yeah. Imma just go now.
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I haven't actually cared about the Vostock's weird areo- but then, I tend to just throw 2-3 suborbital launches out with it and immediately switch to using the Khleb since that means I can take Jeb and Bob and drop antennas entirely. If I need to reenter with it, I just stick a heatshield on the bottom of the decoupler-battery module stack, which solves that problem abruptly. as for actually fixing it, hm. well, I can't do anything about it tonight since I'm away from my rig ATM, but I'll do some reading and poke at it tomorrow. as an itereant modder I know one or two things about missing something stupid or having Weird Errors Tee Emm, and one of those things is often that someone else poking at it can fix it. that reminds me, I need to go fix the Realchute stuff for a couple of the Tantares chutes that aren't getting the RC module. Kevlar drogues are just too bloody useful for when you flub a return burn from the Mun and end up hitting atmo at 45 degrees or steeper and need to SLOW THE FOOK DOWN.
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[WIP][1.3] Modular Pod Extensions
Mechtech replied to TiktaalikDreaming's topic in KSP1 Mod Development
fair enough. this is very much quality content and dead useful (particularly as I use MKS, and these fit rather nicely on Scout bases.) while we're on the topic of mods, have you given any thought to having assorted extras fro commonly used mods like KAS/KIS, major LS mods, and so on? actually, a few other ideas for pod bases- 3.5 to 5m crew cabin, shielded solar panel (with battery storage), docking hub (perhaps with three ports on extenders?), larger antennas in a bay, Science Experiments of some sort (I'm sure we can finds SOMETHING that'd fit in that formfactor to base an experment on. actually, there's a thought. SC-20000 Science SR- high-tech experiment bay that carries all the stock experiments. if you wanted to be super fancy, you could code in upgrades so it gets each new experiment as it gets unlocked, since that's easy enough to code for.- 150 replies
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Basic Aircraft Design - Explained Simply, With Pictures
Mechtech replied to keptin's topic in KSP1 Tutorials
yeah, getting this updated and made into a KSPedia really needs to happen. love this guide SO MUCH. -
[WIP][1.3] Modular Pod Extensions
Mechtech replied to TiktaalikDreaming's topic in KSP1 Mod Development
I noticed that you have a lit of 'generic' tanks- have you considered rolling those into a single part using mesh-switching like B9? might be handy,since it'd cut down on partslist clutter. other than that, 10/10 love new commandpod stuff. it's a sadly neglected field honestly.- 150 replies
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wellthat'syourproblemrightthere.jpg yeah, my main install is over Steam so I don't really get much of a choice about running the latest update. anyway, knocking the 'generic' off with a short MM patch fixed it as far as I could tell, so you may want to switch to using that anyway in order to be more future-proof. I have the latest of those dependencies already (I run a stupid amount of mods, TBH) so it's probobly that.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Mechtech replied to Thomas P.'s topic in KSP1 Mod Releases
yeah, the extent of my coding knowledge is pretty much on the 'hello world' level and doing things like MM patches or .Lua stuff for HW2, really high-level stuff. I figured that it was Something Weird Tee Emm from the mod interaction but I figured letting both of you know would likely get it nailed down faster. I imagine even knowing BBT shouldn't be doing that will help a bit. anyway, @Thomas P., you wanna weigh in with any ideas as to what may be going wrong? I'm perfectly happy without BBT (I use Mechjeb a lot, which generally makes it somewhat redundant) but having it is nice. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Mechtech replied to Thomas P.'s topic in KSP1 Mod Releases
alrighty, @Thomas P., below are the KSP and Kerbin.body.log files for my own game. if some of the others that have the black-screen-issue could also check whether BBT is the root cause? Linky this is the actual error, along with the line directly above BTW: [LOG 15:46:55]: Parsing Target barycenter in (Kopernicus.Configuration.Body) as (Kopernicus.NumericParser`1[System.Boolean]) [LOG 15:46:55]: Exception Was Recorded: Could not load type 'System.Runtime.CompilerServices.ExtensionAttribute' from assembly 'BetterBurnTime'. at (wrapper managed-to-native) System.MonoCustomAttrs:GetCustomAttributesInternal (System.Reflection.ICustomAttributeProvider,System.Type,bool) at System.MonoCustomAttrs.GetCustomAttributesBase (ICustomAttributeProvider obj, System.Type attributeType) [0x00000] in <filename unknown>:0 at System.MonoCustomAttrs.GetCustomAttributes (ICustomAttributeProvider obj, System.Type attributeType, Boolean inherit) [0x00000] in <filename unknown>:0 at System.MonoType.GetCustomAttributes (System.Type attributeType, Boolean inherit) [0x00000] in <filename unknown>:0 at Kopernicus.Parser.LoadExternalParserTargets (.ConfigNode node, System.String modName, Boolean getChilds) [0x00000] in <filename unknown>:0 at Kopernicus.Configuration.Body.Kopernicus.IParserEventSubscriber.PostApply (.ConfigNode node) [0x00000] in <filename unknown>:0 at Kopernicus.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node, System.String modName, Boolean getChilds) [0x00000] in <filename unknown>:0 at Kopernicus.Configuration.Loader.Kopernicus.IParserEventSubscriber.PostApply (.ConfigNode node) [0x00000] in <filename unknown>:0 hope that helps. -
cross-posting from the Kopernicus thread- Better Burn Time's current version isn't playing nice with the latest Kopernicus build, causing infinite-black-loading-screen on loading a save. if what I'm seeing in the kopernicus logs is correct, something about how Better Burn Time gets planet data for its calcs is bollexing the kopernicus system generator. enclosed are both a Koperincus log file (I picked Kerbin, it seemed like the thing to do) and the KSP.log from a glitched startup. Linky this is the actual error, along with the line directly above BTW: [LOG 15:46:55]: Parsing Target barycenter in (Kopernicus.Configuration.Body) as (Kopernicus.NumericParser`1[System.Boolean]) [LOG 15:46:55]: Exception Was Recorded: Could not load type 'System.Runtime.CompilerServices.ExtensionAttribute' from assembly 'BetterBurnTime'. at (wrapper managed-to-native) System.MonoCustomAttrs:GetCustomAttributesInternal (System.Reflection.ICustomAttributeProvider,System.Type,bool) at System.MonoCustomAttrs.GetCustomAttributesBase (ICustomAttributeProvider obj, System.Type attributeType) [0x00000] in <filename unknown>:0 at System.MonoCustomAttrs.GetCustomAttributes (ICustomAttributeProvider obj, System.Type attributeType, Boolean inherit) [0x00000] in <filename unknown>:0 at System.MonoType.GetCustomAttributes (System.Type attributeType, Boolean inherit) [0x00000] in <filename unknown>:0 at Kopernicus.Parser.LoadExternalParserTargets (.ConfigNode node, System.String modName, Boolean getChilds) [0x00000] in <filename unknown>:0 at Kopernicus.Configuration.Body.Kopernicus.IParserEventSubscriber.PostApply (.ConfigNode node) [0x00000] in <filename unknown>:0 at Kopernicus.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node, System.String modName, Boolean getChilds) [0x00000] in <filename unknown>:0 at Kopernicus.Configuration.Loader.Kopernicus.IParserEventSubscriber.PostApply (.ConfigNode node) [0x00000] in <filename unknown>:0 hope that helps.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Mechtech replied to Thomas P.'s topic in KSP1 Mod Releases
I am ALSO having this issue, currently in the process of troubleshooting-hello, whats this? back in a sec, gotta test something. Edit: okay, I was trawling various log files before I ran off, as I'd discovered the culprit- somehow, Better Burn Time was making Kopernicus go 'URK.' removed Better Burn Time, problem went away. presumably, something in how BBT gets its calc data isn't playing nice with the latest version. I suggest checking your root/logs/Kopernicus/Kerbin.Body.Log for exceptions (it's pretty easy, just open it up and scroll to the bottom) to see if anything else is messing with it. I'm waiting for the game to reload so I can provide a sample of the glitched logs for @Thomas P. and @Snark to look at to see if either can nail down the issue (I have nearly a hundred mods, takes me a while to start up) so I'll edit this post again shortly. In the meantime, I suppose I'll just have to live without Better Burn Time. drat. -
so quick bit of bugsquashing- I installed this basically as soon as I saw it (So many Nifty Science Things!) BUT I had issues where several of the experiments are completely nonfunctional, such as the smaller dust experiment, the Barometer, and something like half the experiments added by this mod. now given my penchant for fiddling with MM, I've learned a few things about how those work, and it appears that these parts are using "DMModuleScienceAnimateGeneric" rather than "DMModuleScienceAnimate" which is used on the magnotometer boom (which works fine) so I tested it by removing the 'generic' from the barometer, which seems to have fixed the problem. I seem to recall reading somewhere that the ScienceAnimateGeneric module was deprecated by Dmagic a while ago, so you may want to make sure newer releases aren't using it.
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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Mechtech replied to Paul Kingtiger's topic in KSP1 Mod Releases
just dropped by the thread for the latest updates (AVC keeps shouting at me) and saw those sek-saay 2.0 bays. verra nice. also, just a personal question, would you consider making drill/isru wedges so we can build fully independent landers? some solar panel, radiator and antenna wedges wouldn't go amiss either (I'd ask for battery, but I saw you're making one already ) otherwise, I continue to give this 10/10 for 'hilariously useful, can't-live-without' mods. Edit: It also just occurred to me that the Dmagic multi-spectral sensor gives SCANsat biome scanning, so adding some wedges for the altemetry sensors and resource scanner might be nice. I mean, I CAN do it now (the SAR array fits.... barely... as does the lowres, in a stack of Science bays, but.) -
man Imma have so much fun sticking all kinds of things on top of that stack lol N1 is super reliable for getting my stuff into obit, thanks to that nice, wide thrust base and bottom-heavy areo that keeps it from vert-spins with all but the largest payloads. anyway, @Beale, can we get a breakdown on IVAs? it'd be nice to know what's done and what still needs doing- I know the Spectre capsule is IVA-less, as are most of the orbital parts, and I may go through the hassle of setting them up myself even. I may mostly dabble with MM patches for KSP, but I have done rather more involved projects in other games. someone else can deal with RPM, but I could likely whip up some spaces using generic props and so on (though I will say in advance that such IVAs may end up having 'extra' seats to accommodate my personal preferences regarding 'how many Kerbals can I reasonably cram in here?' in fact, I may end up fiddling with the Orb modules, since I'd like to add a second seat and some 'equipment-y' stuff like some of the MKII expansion IVAs. well that and adding internals for the round orbital hab modules (the 'hamal' line) since none of them actually seat Kerbals despite supposedly being habs. and let's not even get into that 2m hab that seats one.
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oh, that's easy enough- three drogues, three radials. but frankly it's simpler to use the A-NIO capsule for that.
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well you CAN do three-kerbal Soyez using the orb modules, but that means leaving one kerbal in space, so unless you're doing crew ferry it's not as useful.
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well the khleb is intentional, but I don't know about the station parts. I rarely use them, after all.
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honestly the biggest thing I'd like is for some of the crew spaces included herein to seat the 2-3-4 kerbals there's room for. anyhow, something I've been working on refining... why yes that is a soyez clone (that's actually the MK1, I got it into orbit then noticed I'd forgotten to add sufficient RCS ><) MK II Koyuz docked with my first construction dock. note extended RCS thrusters. there's some more of me getting that station set up, but yeah. I'll throw up a craft file somewhere once I finish working out the kinks (the MK-II actually only barely had the fuel to make rendezvous, the idea is to have something you can take from a 100km orbit to anything between that and 1500km, where that station's sitting. I think I'll ditch the US monoprop tank and stick more LFO in there instead. maybe some shenanigans with nested tanks.) but yeah that orb part only seating one is... rally jarring, given you could fit an entire Kleb capsule in it.
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except for the fact that the m/f ports can't dock with them either. they seem to be only able to dock to an identical port type, which is really weird since the M/F ports seem to be working as intended and they're obviously visually compatible with Clamp-o-trons. and then there's the docking parachute, which doesn't appear to be able to dock with anything, even ITSELF...
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well yeah, the basic heterogeneous ports are pretty straightforward, but the supposedly universal ports are apparently actually only compatible with each-other (and not stock ports or other Tantares ports) despite that they're supposedly homogeneous, and the docking chute doesn't appear to be compatible with anything. and there are plenty of mods with compatible ports- I use several of them. honestly I'll admit that I don't really use any of the Tantares docking ports given that for me they offer no real advantages over the stock ones (at least, the functional ones, anyway, still miffed about the docking chute) or the Konstruction weldable ports, but hells I might switch over at some point for aesthetic reasons. port incompatibility is one of the big killers... especially since unlike Real Life, we can't use jury-rigged docking tubes or 'soft docks' to get around that.
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actually that reminds me: the various docking ports can be a little... unclear on which ports they actually work with. while their current descriptions do make me laugh, including more technical information on port compatibility would be appreciated for those of us who have a bunch of mods that add docking ports, for ease-of-use reasons. it's really quite annoying to get into orbit, rendezvous, try to dock, and bounce off because you put the wrong kind of port on one or the other thing. and that's just at Kerbin, doing that with a Duna constellation (or, Kerm forbid, a Jool constellation) is firmly into 'ragequit' territory.
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right, everything's pretty much working AFAIK. nnnnot super sure how balanced the statline I gave the antennas is, but whatever. Zip at Dropbox
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sure. gimme an hour or three to finish clean 'em up and making sure everything's working right and I'll throw a .zip up somewhere. I end up writing a lot of MM patches to fiddle with mods I like (adding survey functions to certain command pods, or adding fuel-switching to things, or cloning off some of US's parts to make a Monoprop refinery... fun stuff.) I have entirely too much fun sticking things on top of N-1 clones and being MUCH SOVIET, VERY SOYUZ, WOW in general. I mean, really: I get a TON of mileage out of this mod
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yeah, it works fine- admittedly, I ended up writing MM patches so that the Tantares parts use the new categories and fiddling with the antennas so they aren't identical in range (and changed some of 'em into relays, too, like that quad-dish setup) but in terms of function they're pretty much all working.
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