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I was quickly assembling a space plane with my son, yesterday. It was really strange placed some stuff in plane symmetry, ended up having more than two instances laying over each other (sometimes visible by z-fighting) pressing alt to force node attachment did do visually, but did not accept actually placing it by click removed all the wings and tried just placing a pair in symmetry, CoL indicator went crazily off to one side This was the first thing I did in KSP after some weeks of abstinence, while in the meantime I did update from 1.11.1 to 1.11.2. It totally did work fine before. So is that introduced by 1.11.2?
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This would make quite a long context menu with a lot of items no one uses. Was just looking in the saves I got from others, there is one with 'Supplies', but none hase something like 'Waste'. Ist that how it's called? Maybe add empty for this resource only? That's an argument, that it would not be worth to include in KML.
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I don't think anyone wants to empty all resources, only that one specific waste resource. I'm not used to life support, is this one resource of many in a single part? Or is it one part per resource? I would suggest that you use the refill all feature and then go to the waste part and change the numbers manually. Just go down to the RESOURCE node unter the PART and change to "amount = 0".
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Undock option not available for docking ports
Mythos replied to maddog59's topic in KSP1 Gameplay Questions and Tutorials
There is this thread with details: Could you report the warnings from KML? Also you could upload your save file, so that experts might hava a look. Maybe the original one plus your current one. -
Here some similar issues were solved (TLDR: Save file corrupted, must be fixed by text editor or KML tool):
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Yes, that's what I do. In KSP just a normal F5 to quicksave.sfs, open that file in KML, overwrite it with KML (you'll get a message and it also creates a backup file, does it?), do F9 in KSP. In that case it doesn't even matter if you pause KSP, as it never overwrites quicksave.sfs on its own. That's what you have to keep in mind about persistence.sfs.
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I made this test craft. The solar panels are from top to bottom: rotation = 0,0,0,1 rotation = -1.54268047E-08,1.17178317E-07,-0.130526081,0.991444886 rotation = 0,0.130526081,0,-0.991444886 rotation = 0.130526081,0,0,-0.991444886 Your Quaternion Converter (zachbennett.com) seems to work: x, y, z = 180, 180, 0 (didn't rotate capsule and tank, seems to have mounted the panels on the west side, while east would be y = 0) x, y, z = 165, -180, 0 (x is the angle w.r.t. ground here and -180 shouldn't make any difference from +180) x, y, z = 180, 165, 0 (changed heading y) x, y, z = 180, 180, -15 (rotated along the expansion axis of the panel) Ok then let's invent some new rotation, e.g. now pointing 45° upward: x, y, z = 135, 180, 0 This converts to: rotation = 0,0,0.38268,-0.92388 Which I did set to all panels via KML. Saved in KML, reloaded in KSP: Works! No it's not. So lets fall back to the basic questions: Is your power cable plugged in? Did you really save in KML? Did you really reload in KSP?
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But somewhere the orientation of parts has to be stored and loaded from. And I don't see any other suspects. Need more research.
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Did you try changing any of the three vector entries independently?
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Actually, I don't know. I went so far to replace parts with similar ones (liquid only tank vs. L+O), but considered messing around with position and rotation as too cumbersome. So if I plan to attach something via KIS or the new vanilla feature, I would try to rely on node attachment. But now we have that vanilla feature, probably even more peoply try things like that and I see the need for doing some additional precise number correction. So please report your research results
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You found the 'PART' that you added and changed its 'rotation' attribute? Probably doesn't make sense to use the value from its parent but have to play around alot (some maths might help), and also very likely have to mess with the 'position' attribute as well. But you should definitely notice some changes, when you look at the right part and also actually did load your changes back into KSP (I always edit quicksaves, easiest to let KSP run and load after you're done in KML).
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Nice tutorial
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Ok, then I removed just one character too many in my test Good to know, thank you!
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I just updated my KML in the tools subsection: https://forum.kerbalspaceprogram.com/index.php?/topic/133971-win-kml-persistence-file-editor/ (need to show the real URL because that's my problem) Well, the title "[WIN] KML - Persistence file editor" says it's a Windows tool. With the latest release I just added a CLI version, that also runs on Mono, so the Linux and Mac users are now welcome. The full version with GUI still is Windows only. So I'm not fully decided if to change the title or not. But the main problem I think about is: IF I change the title, then also the URL changes (right?). And of course I linked to the forum entry on GitHub, the README and within the application itself... Is there any way to link to the thread by ID only (the obvious try didn't work)? Then I could change all my dependencies and when that is done I might think about changing the title
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Is this a bug or I do something wrong?
Mythos replied to kipkis's topic in KSP1 Gameplay Questions and Tutorials
I included a check and automatic repair for problems like this in my KML save editor. -
I just released v0.9, see OP. Finally there is some support for Linux and Mac users, but for now it ist only a CLI and no GUI. Download the KML_Mono.zip in that case. Windows users can use the CLI as well, of course. Get the combined GUI and CLI version with KML_Windows.zip. To learn more about CLI, check the COMMANDLINE.md introduction. There was some trouble recently about IDs being broken in certain contracts, so I included some checks and automatic repairs for that. This is now fixed as well, thanks for that again:
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Ok with some guess work I managed to fix the VesselRepairContract with my unreleased build of KML. There is no need to have ID attributes directly in the CONTRACT node, the attributes within the PARAM node are sufficient. Just a typical kerbal test procedure: built a new "not really a satellite" probe with antenna tried to break the antenna while driving around, didn't get it done placed a solar panel, broke that, wanted to copy the state over to the antenna figured out that I had the wrong antenna used KML to replace (rename) the antenna to the correct one and change that to broken renamed the probe to the name given in the contract used KML to repair the contract, automatically figuring out the vessel and part IDs from the given names realized I had no engineer ready, hired a new one wondered why I always think of elderly males when I encounder "...dorf Kerman" and find a female tried not to forget a repair kit, checked there are some in the rover storage drove the engineer over to the probe forgot to leave chute and jetpack at home, messing around a bit to make place for the repair kit realized my engineer is a noob and lacks the skill to repair the antenna used KML to copy the career and flight log from another level 1 kerbal, now she has skill fixed the antena with the engineer nice green checkboxes on the contract, heureka!
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There is even more confusion about those "repair part X on vessel Y" contracts (type = VesselRepairContract). I also need to know what part is referred to by ID. Again I don't know how the attribute is called on the contract side (directly under the CONTRACT tag, I do know how it is called under the PARAM (RepairPartParameter) section). Additionally I don't know what ID on the part side it refers to. There is a "uid", "mid" (seems to be = uid) and a "persistentId" (!= uid). For vessels there is only a "persistentId" (in my 1.11 to 1.11.1 save) that is used in correct contracts. For parts I only found a "recover part from orbit" (type = RecoverAsset) contract, that seems to be intact, and that one uses the part's "uid". Has anyone ever finished a "repair part X on vessel Y" contract? Maybe only whithout leaving the game between accepting and finishing (maybe in works in RAM, but fails as soon as the save is considered).
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It seems broken contracts are a problem that existed for long (I remember around 1.3 I had a "build base on asteroid" contract, that could never be finished) and recently new incarnations of similar problems are created (I had a "attach antenna to satellite" problem). Here are two recent examples with good explanation of the savefile content and how to solve: Is this a bug or I do something wrong? - Gameplay Questions and Tutorials - Kerbal Space Program Forums Attaching a new part to a Satellite for a contract: A glitch or my mistake? - Gameplay Questions and Tutorials - Kerbal Space Program Forums In my recent save I now encountered a "repair antenna of satellite" contract. I suppose this is one where you need a repair kid, never done any of those. But again, the save is messed up: The contract points to no vessel ID at all, and the mentioned vessel name refers to no existing vessel as well. It seems the satellite has never been created in the first place. Well, there is a way to solve this (except alt+f12): Create another satellite and make the IDs match. But since my contract data is already erroneous, I would need to know, how the contract likes to call the ID. For a rover construction contract, it is called "roverVslId" (see first link) For a satellite construction contract it is called "constructionVslId" (see second link) For a repair contract it is called "..."? Also since I'm the developer of the KML savegame editor, I'd like to include some checks and fixes about contracts in the next upcoming version, so that any players not so keen about text file editing, get a tool at hand. So any more details and other known problems with such excellent descriptions like the above are very welcome
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Is this a bug or I do something wrong?
Mythos replied to kipkis's topic in KSP1 Gameplay Questions and Tutorials
I had a similar issue with an "attach antenna to satellite" contract. Since I know a good SFS editor, the problem was easily fixed -
Well, that's a general question of how does KSP store its data. There are lots of attributes, and what they mean mostly depends on the node type they are in. There is a set of attributes, that describe a part, and a different set of attributes to describe a vessel, a kerbal, a contract etc. Often you can guess the abbreviations when you know the details of KSP. "rot" probably describes by a vector, in what orientation / rotation a part is mounted to it's parent, or in which general direction a vessel is currently looking. "CoM" is center of mass. If you see something that you seem to understand, then change it to you liking (name of a kerbal, amount of ressource for some cheating, change path to flag for each individual part, ...). But you really should not mess around with those randomly, only when you have an idea what it is about After all KML is just a wrapped text editor, and there can appear any string you like. You can even add your own attributes, but I have seen that KSP drops anything that doesn't belong there when it loads and later saves such a file. The KSP API documentation is also not very helpful about this. Here for example a vessel: Kerbal Space Program: ProtoVessel Class Reference
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I'm sorry, it's Windows only. Maybe it runs in Wine.
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When you say then you can not argue like because the percentages don't just add up. If you want the users affected by B or C (or both "B and C") then the overall percentage is P(B or C) = P(B) + P(C) - P(B and C)