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Ziw

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Everything posted by Ziw

  1. Your docking port issues are due to older version of Kerbal Joint Reinforcement, not this mod. To revert to stock docking ports you need to go to GameData/VensStockRevamp/Squad/Parts/Utility and delete the file DockingPorts.cfg if you have pruned stock parts you need to unprune them
  2. Thank you. I think the way that LIST TARGETS works (e.g. returns list of all vessels) should be clarified in documentation. To Dr. Goddard: I remember you were struggling with getting different boot scripts to work. I sketched a quick solution, but it requires some workarounds (e.g. tagging parts). See a rough example of the universal boot.ks script below. //bootloader print "BOOT.KS: Checking for rootpart tag for boot script". set bootLoaderFilename to SHIP:ROOTPART:TAG. if bootLoaderFilename <> 0 { list files in fileList. for i in fileList { if i = bootLoaderFilename { print "Running bootloader: " + bootLoaderFilename. delete "dummy.ks" from 0. log "run " + bootLoaderFilename + "." to "dummy.ks". run dummy. } } } To Developers: I was really surprised by this career limits change below, I had to spend extra 2mils in my career save in order to get my robotic scripts to work (because InfernalRobotics utilizes DOACTION for part movement) Althought I understand your intentions, I find it a bit unfair as IR does not require you to have custom actiongroups unlocked to function. In order to be allowed to execute the PartModule :DOACTION method, either your VAB or your SPH must be upgraded to the point where it will allow access to custom action groups. This is because otherwise the :DOACTION method would be a backdoor “cheat†past the restricted access to the action group feaures of various PartModules that the game is meant to have.
  3. Question/Suggestion: Is there a way to list and identify vessels around my current ship, at least the ones in physics range? I know I can always find a vessel by name, but I want to write a script that is a bit more flexible. EDIT: Will LIST TARGETS command return list of all vessels or just vessels in SOI, or what? Documentation is a bit vague and I cannot test right now, just brainstorming while I have a moment. Also I believe that there is absolutely no mention of special file called "boot.ks" anywhere in official documentation, I only was able to collect bits and pieces of information on it by googling.
  4. Strange, I had this bug but no savefile corruption. Just commented out the reflections on Gigantor and restarted the game.
  5. When you launch your vessel you should see IR button on the toolbar. Press it, and you'll see a window called Servo Control (see some screen shots a couple pages ago for reference).
  6. The default amount of Fuel in OPT parts has been changed in 1.6 and probably messed up your CoM. You should revisit SPH and adjust your CoM relative to your CoL.
  7. Nevermind, I found that editor extensions mod provides the ability to add surface attachment to any part (press T in editor). This covers all my needs for now.
  8. Small suggestion,sometimes I need really smaller version of KOS CPU, pereferrably able to be radially attached (example - tiny unmanned rovers). Are there any plans of parts remake?
  9. It only happens in rare cases when you attach a subassembly to docking port and also may be a product of interaction with other mods, so if you are lucky you can continue to use pretty docking ports
  10. It is up to Ven, but keep in mind that docking ports seem to be much more fragile then rest of the parts in KSP - IR, KOS and some other mods have issues with docking ports, so I am living with (utterly ugly) stock docking ports for now just to avoid unnecessary bugs.\ Also I found out (hard way) that Ven's mod docking port issue has much more severe consequences in my Linux install on my laptop (instant crash), than in my windows install on gaming machine (just severe lag and crash if you ignore it for too long).
  11. Do you run steam version? If yes then do the following: 1) right-click KSP in the Library 2) press Properties 3) Press Set Launch Options button 4) in the textbox provided type -force-opengl 5) press ok and try launching KSP If you have a standalone version of KSP just Create Shortcut to KSP.exe wherever you like, then right-click for Properties and add -force-opengl in the command line textbox.
  12. Yesterday I encountered a GigantorXL black screen Kraken Bug. Deleting Texture Replacer Reflections from GigantorXL (largeSolarPanel in PartRevamp_TextureReplacer.cfg) solves the issue.
  13. try running KSP in opengl mode (edit shortcut and add --force-opengl)
  14. I get this every scene change on Kerbin during loading screen. It seems mod tries to update Clouds while the're not created yet.
  15. I don't know whether it's a known issue or some strange mod interaction, but I have some weird errors when attaching sub-assemblies to docking ports. With certain sub-assemblies when I attach them to docking port and rotate the resulting ship in VAB/SPH my logs get spammed like this and everything lags. It gets even worse some times with different message when I flip the sub-assembly: As soon as I reattach the sub-assembly to a normal node log-spam stops. Deleting Ven's Mod completely resolves the issue (went through a whole lot of mods to figure this out). Sorry for big screenshots. EDIT: Confirmed - deleting DockingPorts.cfg from mod directory also solves the issue I have.
  16. Well, I agree, this wheels deserve to be in a robotic mod, but unless we have some mechanics in a game to force the use of stabilizing wheels/robotic systems there will be very limited incentive to use this type of wheels apart from purely visual preferences. But I really like the wheels you posted recently - they are functional and visually clean and pleasant. I am currently following Dr Goddard steps by writing the KOS autolevelling script for my rover just for fun (script will keep the cabin oriented up on uneven terrain, up to a certain limits ofc).
  17. Personally I don't think we need larger wheels in a robotic module as there are other mods for wheels and related stuff, better concentrate efforts on releasing the rework for the masses, not only lucky people lurking in the dev thread. On the other hand I liked the idea of omni-directional mecanum wheels and balls with multiple axis movements, but both ideas are currently impossible to implement as I understand .
  18. I've only encountered it when the foldatron part is angled (other than 90 degrees) and I re-attach a another part to it. It never happens with freshly grabbed parts. I'm not sure it is a plugin bug, seems like more of an editor bug. I also use Editor Extension, it may interfere with nodes attachment as I frequently turn the surface attachment on and off.
  19. I've fixed it by recreating the folding wheel from scratch. It is this annoying bug with editor when you rotate the part, some times it misaligns the attachment point and only way to fix this is to ditch the part and grab a fresh one.
  20. See this picture from VAB - they are fine in editor, but as soon as I launch they are overly compressed. I'll check my foldatron assembly in a bit, maybe you are correct.
  21. Zodius, I LOVE this wheels. See what a cute little manned science rover i made for my Duna mission. Folded Top view folded Side view folded Bonus - IVA
  22. Amazing!!! Can't wait to get my hands on it!. Couple questions: 1) in your video you connected to one of the cores via telnet without ingame terminal open (it is the option I look forward to the most as I value my KSP screen real estate). But what about connecting to multiple cores in different terminal windows simultaneously - is it possible? 2) Will it be possible now to use color for text output in terminal? P.S. As a side question - you said you are considering increasing default disk storage for cores, is there any chance to see this change implemented too? I know I can edit my part.cfg manually, but maybe you are finally convinced that this limitation is hindering the quality of the programs you can actually store on the craft.
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