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Idleness

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Everything posted by Idleness

  1. I have been using it as is so far. I'll add some parts put in by mods tonight and see if there's a hiccup.
  2. I've been using this in 1.8.1 for a little while now. Seems to be fine; haven't run into any problems during rescues and each of the 'heaps' have had EVA available.
  3. Is there a way to make sure this patch get's applied last? I have a mod or 2 that does affect the science something gives. It appears in some cases that the full reward (on Goo for example) doesn't get applied but the materials bay does.
  4. Hi, I'm basically new to kOS and trying it out with some web tutorials and the great documentation online. Problem I'm having on my install though is that it doesn't seem to execute code properly - or at least, not in all cases. There are apparently patches so that the basic command parts have kOS computers in them, nice. I'm just using a basic ascent script to launch a bare-bones rocket and do a basic turn to a designated apoapsis. Originally everything seemed to run fine. I was modifying a boot script and simply reverting to try and run it. Problem came when I made some functions and moved the launch/ascent to it's own file. If I don't run in a boot script though the code doesn't seem to execute. I had changed the boot from running everything to just copying the script to the local box (a Stayputnik probe core) and it should have executed the script after download. Instead it did nothing. Not error, nothing. No feedback; just the cursor in the console waiting for more commands. I tried to execute the file manually and it behaved the same. The console did accept and run basic commands. I locked steering to up. I staged; I staged again, all with basic commands and no problems. When I asked it to run the file it didn't work. Anyone have this problem before? edit - wanted to add this from the log. [LOG 20:03:52.871] Unpacking Untitled Space Craft [WRN 20:03:52.899] kOS: First Update() [LOG 20:03:52.909] kOS: Pushing context staring with: File Line:Col IP label opcode operand [LOG 20:03:52.914] kOS: Saving and removing 0 pointers [LOG 20:03:52.930] kOS: FlightControlManager.AddTo 7c0d9999-4455-4ff7-8cd5-87502799390c [LOG 20:03:52.945] kOS: Pushing context staring with: File Line:Col IP label opcode operand [LOG 20:03:52.945] kOS: Saving and removing 0 pointers [LOG 20:03:53.011] [UIMasterController]: ShowUI [LOG 20:03:53.140] kOS: Open Window by event [LOG 20:03:53.147] kOS: Breaking Execution Automatically Contexts: 2 [LOG 20:03:53.148] kOS: Popping context 2 [LOG 20:03:53.149] kOS: Removed Context File Line:Col IP label opcode operand [LOG 20:03:53.150] kOS: Deleting 0 pointers and restoring 0 pointers [LOG 20:03:53.150] kOS: New current context File Line:Col IP label opcode operand [LOG 20:03:53.150] kOS: Execution Broken
  5. Yes. edit - or rather, this one has a link to a mod that does full transmit.
  6. I guess I'm just spoiled. I've only played with mods for a long time now - because I think when I build a rocket in stock it looks like a pile of... dog waste - when compared against using modded parts/textures. Though I'm getting the urge to start a kOS run through and I'm less concerned about the look of vehicles, and more focused on what I can make them do.
  7. Looking at that mod list you do have several things, beyond just the CMC mod, that could affect or poorly interact with antennas. Without logs it will be difficult to diagnose.
  8. Same. Fingers-crossed for further reveal/details before the holiday break.
  9. By default everything transmits on 0 (zero) so it is either installed incorrectly or you've perhaps changed something?
  10. Aside question - why not just modify that .cfg that already exists for that part? If you think the numbers aren't good for your install/balance, change them in the already defined config.
  11. Some habs have a "Start Habitat" in their PAW. Start them and see if you have the same number again.
  12. You can already create a capless fairing. In the VAB, through a pod and a tank and engine together. Build a faring from the bottom and bring it up to the bottom of the capsule as normal. If you close in on the capsule the close fairing dialogue should appear (in blue?). Done.
  13. Maybe spoke too soon? Anyone else running into issues cleaning (with a capable scientist) the Advanced Goo and Materials Bays parts? I can run them while they are in a fairing but even though I have a science storage unit that Collects the data from other things it doesn't appear to be able to get the data from these 2 experiments. I believe the problem with "can't clean" is because I can't get the data out of them either with the storage unit or by hand on EVA. They are wedges in a 1.25 fairing and other experiments like the combo pressure/temp work fine. I only just ran into this and I may be remembering incorrectly but I thought I didn't have these problems with either a larger fairing (the 1.5 > 1.85 one maybe) or I didn't have a fairing at all. Anyone seeing similar weird behaviour?
  14. This appears to have worked for me exactly as you described it would. I'm grateful for your help Nertea. Thanks again.
  15. Clarity since I'm only just getting started with modding KSP - I need to put that somewhere in each of the files only - or within the {@PART[... } of each part described in the file?
  16. I'll have a go at that when I get home today. Thanks for the feedback; much appreciated.
  17. RC5 has been working really well for me in 1.8.1; I haven't run into any US2 specific problems.
  18. It does make sense, thank you. So, if I have MH and I want to use the RS+ stats and parts... there probably isn't a quick road to that? If there was a switch I could flip in the RS+ config that did the reverse - disable the MH parts and use RS+ parts instead - I would do that in a heartbeat.
  19. Can anyone tell me - I'm a little gun shy to muck up my current save - does adding the Making Less History mod have bad effect when combined with ReStock+? Specifically I'm thinking that it may double up a lot of parts because many RS+ parts are disabled and just have replacement art when Making History is installed. Not sure how the loading would change and if the RS+ parts would be loaded alongside the MH parts. I want to be sure I've still only got a single instance of parts. I always want RS+ to "win" and be loaded. Related, I've assumed but never fully verified that the RS+ parts that only replace art for Making History parts are exactly the same besides the way they look? For example, the Kodiak and the Ursa are statistically identical, but they look different; that's my assumption. So, my current understanding is, because I have Making History, I see the Kodiak in my parts list, but I expect that it has the look and stats of the Ursa from RS+. Can anyone verify whether or not that's true?
  20. I hear what you're saying. Perhaps a better idea, WRT auto-magically determining how big to make a tank for specific characteristics, they could instead implement standard parts like they have now but the contents can be optimized (in the sorts of fashion) without having to launch, fly, revert, try again 14 times to get it right. You can sort of do this in stock now with the D/v and TWR for each stage but it's clunky and I rely on mods to help me.
  21. I'm using SVE and Scatterer (latest versions) in my 1.8.1 install and it seems to be working alright. Are you identifying something specific from logs that tells you or going by what you see on screen?
  22. Procedural I think would be better. I wrote a post about the idea of the tech tree unlocking the allowable dimensions of procedural parts. Could be based on several factors like radius of tanks, different shapes if you wanted a rectangular tank for something, the total volume of a tank, etc. Anything that gives me the full functionality I want - but with fewer parts - is helpful IMO. Would also be cool to add automatic sizing too if using procedural parts. I believe there's actually a mod for this called Smart Tank or something? But, if I could tell the game, okay here's my science satellite, here's the tank STYLE I want, and here's the engine - now make the tank whatever size it needs to be to hit 1.2 starting TWR. This could be done multiple times in a build (for multiple stages) so you can get more efficient stages and building for efficiency becomes a rewarding task.
  23. I think they'll appear where they might always have in the tech tree. Which means they could potentially be unbalanced WRT the rest of the parts.
  24. Thanks for the reply. I actually gave it a go after I grabbed the latest version of EVE and it ran without errors. The effects were different than I expected though. In particular, just orbiting Kerbin it was strange that after a certain altitude it becomes a green ball with zero visible surface detail. The green was also chopped up in concentric circles. Perhaps the configs need a tweak with 1.8 and the latest EVE?
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