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Svm420

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Everything posted by Svm420

  1. I would like to bring this back up to say if you don't want to move to the save game file which really would be ideal. Then would you move your .cfgs to a plugindata folder inside your mod. The reason I ask is I believe the fact that the files are quite likely to have changes made, and because they are just inside a regular folder in the GameData folder each time a user plays it will trigger MM to not load the cache due to file changes. So if they are in a plugindata folder inside your folder they won't be read at least letting MM load the cache file and save time loading the game. Correct me if I am wrong @sarbian. Thanks!
  2. @Arsonide I understand the basics. !. I want to know specifically the units for altitude. Is it a fraction of the SOI? How is it using the number I enter to determine max altitude? I don't mind eccentricity. I swear someone told me before, but has been lost to time. 2. What was a reason it switched from percent chance to weight system for part requests? I was able to have the part requested on all satellite contracts before the change I know this for sure. Just wish it would be easier to absolutely control the system as it was before. Maybe an override for the weight system in a future upadate e.g. 1.1,1.2? If percentChance is set override weight, and then roll a second random chance after the weight system to allow a highly controlled chance? Thanks!
  3. @Ratzap Would it be feasible to add the science lab modules power usage to the readout? Thanks!
  4. Hi I am trying to adjust some parameter for the contract system. I am trying to adjust these parameter for a resized system and want to know the units for these measurements. I believe I read somewhere before that it is a fraction of the SOI of Kerbin/the target. I need the unit to properly adjust the max height for each difficulty to different orbit "classes" e.g. LEO, MEO and HEO/GSO. Then I am trying to get a part request that is in 100% of satellite contracts this worked beautifully before with the percent system making every contract include the part request. Now with this weight system, which needed to be changed why, I am not sure what value will make sure a contract always calls this part request. Thanks in advance. Pining @NathanKell Maybe you know, can find out easily or know who I should ping? Thanks!
  5. Talk about fast reply thanks a bunch love your mods so very much!
  6. @DMagic I am trying to set a experiment to only function around the sun so I set the planetary mask to 1 in the config, but it is successfully completing around Kerbin.
  7. No way! Modders are just evil people trying to keep me from the perfectly stable and reliable 64 bit windows. They don't want me to enjoy muh game and all the things I want to add to it. It is only modders fault that I can't play the game how I want. Obviously Squad is in the conspiracy too since they don't support windows 64 either when it is obviously so easy and reliable even a community member can fix it.
  8. Uh isn't that what the stock engineers report does?
  9. Thanks beale no worries about sizing I only use this mid for engines and capsules. Pparts FTW. Plus I may just resize it for myself too to 1.875. Editing configs doesn't scare me lol.
  10. Personally I love the versatility in the hollow sat. I mean stock has a small cubic probe core that would fill the niche of a premade cube sat imo.
  11. @BealeAny chance you will post a Dropbox link once Gemini is done for those of us who don't want to download another mod?
  12. @malkuth Unfortunately I am still getting the same NRE as before. I even went into the mission controller debug window clicked enable all repair contracts then went to the alt F12 menu and added a repair contract each time I press the button to add the contract I get the above NRE. Let me know if you need more info, testing, or debugging. Thanks for the time and your help. Really excited to see the repair contacts work they look to be a nice way to extended the purpose of satellites and a fun missions to boot.
  13. @malkuth Did you ever investigate this? This is still preventing me from getting any repair contracts. Is the list of vessels with repair panels supposed to be saved to the Config.cfg from this mod? Just trying to figure out why this is not working. Thanks!
  14. Personal I love greeble. The more details the better, but I'll use then either way.
  15. @nightingale I didn't see it mentioned, but did you get mod support for Realfuel and Realchute for release as you mentioned in the dev thread. Really been looking forward to this mod for a long time.
  16. If The Gemini capsule is to be 1.5 then shouldn't the Soyuz capsule be 1.5 as well? They aren't that different in size IRL.
  17. Personally i want the Gemini to be 1.875, to .750 at the top, with the docking adapting going from .75 down to .625 and being about 1.5 meter tall. That ends up pretty close to scale. I would also like to see the windows be a bit close to the real thing for better forward visibility. I am very excited to see how this comes out as I have been waiting for the Gemini redo since talk about it started so many months ago. Maybe a nice Rpm but preferably aset iva
  18. @Diazo Thanks to your insight and understand of the error. I was able to come up with a solution! Not sure exactly the root cause of the issue, but I was able to stop the spam. I added a modifier to your MM patch. I bumped it to last to run before the FINAL patches. I have read, and believe as well, that making a patch FINAL is bad for compatibility, so that why it runs just before FINAL. I assume either a mod or myself with some MM patches created some part or added a module after your mod ran so it never "existed" for your patch to affect. Anyways just bumping the order of your patch to run solved the issue. Here is the change. Also THANK YOU for tagging your errors with codes. That makes it soooo easy to then locate the relevant code. I wish more mod authors used this approach. @PART[*]:FOR[zzzzz_AGX] { MODULE { name = ModuleAGX } }
  19. @Diazo I am getting an NRE with some crafts when launched. I am not sure what is causing. I will provide a full log if needed, but the error just starts with some crafts on launch and continues until I return to the space center. Upon going back to the vessel the errors continue. The only relevant cause I can think of is that I make a craft then add roman numerals to the craft name before building so the craft I build doesn't a craft file for the numbered launch version. So I build in the editor Apollo for instance then when I actual go to fly it I rename it Apollo I, II, etc. Therefore I don't have craft files for all the launches. I am on the latest patch of 1.0.5 and the latest version of AGE running on linux 64 bit. Thanks! AGX Flight Update Error 7o System.NullReferenceException: Object reference not set to an instance of an object at ActionGroupsExtended.AGXFlight.Update () [0x00000] in <filename unknown>:0
  20. @Youen I believe an update is needed for the latest FAR. I am getting this exception in my log when trying to use the mod. I will post a full log if needed, but that is the exception. Trajectories then does show any impact due to not having the right forces simulated for FAR. I believe the relevant changes in FAR are to this file Thanks! [LOG 19:36:34.511] Trajectories: Initializing aerodynamic model... [LOG 19:36:34.511] Trajectories: failed to interface with assembly FerramAerospaceResearch [LOG 19:36:34.511] Using stock model instead [LOG 19:36:34.511] System.Exception: Failed to GetMethod GetCurrentDensity on type FerramAerospaceResearch.FARAeroUtil with types System.Type[]: method not found at Trajectories.Util.GetMethodEx (System.Type type, System.String methodName, System.Type[] types) [0x00000] in <filename unknown>:0 at Trajectories.Util.GetMethodEx (System.Type type, System.String methodName, System.Type[] types) [0x00000] in <filename unknown>:0 at Trajectories.VesselAerodynamicModel.initFARModel () [0x00000] in <filename unknown>:0
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