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Everything posted by Z-Key Aerospace
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It needs the references updated to the new KSP1.1.0 ones. Also add "using KSP.UI.Screens;" to the top of ScenarioInjector.cs Then it works. I'm running it here, I hate career mode without this thing.
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Using 64 or 32 bit on Windows7/64. With or without mods. Launch a small, low tech craft from the runway. Mk1 pod and 4 materials labs, juno jet and circular intake. 2 fixed landing gear on small wings at back. Steering, fixed landing gear below first materials lab. Couple of batteries. It's not supposed to fly I just wanted to use it as a rover to grab some "landed at Kerbin" science Any how the craft is jittery right from the outset. If you leave it it just bounces right off the runway and explodes. I tried it without the steerable landing gear and just put a wing+fixed landing gear in each corner but it did the same thing. Tried it in sandbox with a top spec runway but it made no difference. Here is the craft http://themoose.co.uk/ksp/runway-bounce.png
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OK, KSP 1.1 is out and I have downloaded a copy. I've got [x] Science compiled and it seems to be working. No, I haven't uploaded it. I'm going to test it. I may have a copy out tomorrow. I need to go through the log file and then try upgrading KSC facilities that was always the biggest problem. Just hang in there OK? It's 1.30am here I'm off to bed.
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Could you be more specific? What experiment is this? I'm guessing it is from some mod. If you have found an experiment that has its own rules then the best thing would be to edit "science.cfg" [x] Science! ships with three filters at present. Each experiment that needs fixing would need an additional entry. dmbiodrillscan = NeedsAtmosphere HMI = NeedsStar, NeedsInSpaceLow STEREO = NeedsStar, NeedsInSpaceLow
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Like it! That's going on the list. Those guys do a good job and take their own sweet time. They cook good food slowly. As the guardians of the true mods, I'm not gonna criticise their methods. It took three days. If you want to check on a CKAN submission it is publicly visible on GitHub. After KSP 1.1 I'm sure the CKAN guys will do a great job and test and approve mod upgrades quickly. Now, while things are slow, they check them less often.
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I'm testing a new version. This is mostly a UI overhaul. The close button Z sorts correctly now. The tooltips are now readable. The settings all have long explanatory tooltips. and (drumroll) [x] Science! now supports the F2 key to hide the UI All seems to be going OK. I'm hoping that the current situation will no longer keep widening the window but I haven't had a chance to test it. If it gets too long it should word-wrap onto a second line. Anyhow I'll release it somewhen but I'm swamped by work at the moment. Christmas is over and everyone wants their websites updated in a spring-cleaning kinda way.
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@PART[longAntenna]:FOR[Telemachus] { %MODULE[TelemachusDataLink]{ } %MODULE[TelemachusPowerDrain]{} { %powerConsumptionBase = 0.01 %powerConsumptionIncrease = 0.02 } } @PART[mediumDishAntenna]:FOR[Telemachus] { %MODULE[TelemachusDataLink]{ } %MODULE[TelemachusPowerDrain]{} { %powerConsumptionBase = 0.01 %powerConsumptionIncrease = 0.02 } } @PART[commDish]:FOR[Telemachus] { %MODULE[TelemachusDataLink]{ } %MODULE[TelemachusPowerDrain]{} { %powerConsumptionBase = 0.01 %powerConsumptionIncrease = 0.02 } } @PART[HighGainAntenna]:FOR[AntennaRange]:NEEDS[AsteroidDay,!RemoteTech] { %MODULE[TelemachusDataLink]{ } %MODULE[TelemachusPowerDrain]{} { %powerConsumptionBase = 0.01 %powerConsumptionIncrease = 0.02 } } Works for me...
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[quote name='Technologicat'] Two small suggestions: Defining and saving custom filters? [URL="http://forum.kerbalspaceprogram.com/threads/102502-1-0-5-Sounding-Rockets%21-Start-small-Dream-big%21-0-3-1-2015-11-09"]USI Sounding Rockets[/URL] defines four experiments that are meant for early game (so Kerbin) only, and it would be nice to be able to somehow hide them for space and other planets/moons to clean up the list. (Preferably as an option. While I don't personally plan to equip my interplanetary cruisers with launchable sounding rockets, someone else might.)[/QUOTE] I didn't realise that sounding rockets came with experiments! Thank you for telling me. OK. I'm guessing that you could technically take the sounding stuff to Eeloo? I guess it would do something? If you want to restrict it to Kerbin or Earth then this will do the trick. So you find "\GameData\[x] Science!\science.cfg" Change it to look like this ScienceChecklist { CelestialBodyFilters { dmbiodrillscan = NeedsAtmosphere HMI = NeedsStar, NeedsInSpaceLow STEREO = NeedsStar, NeedsInSpaceLow SRExperiment01 = NeedsHomeWorld SRExperiment02 = NeedsHomeWorld SRExperiment03 = NeedsHomeWorld SRExperiment04 = NeedsHomeWorld } } That will restrict the Sounding Rockets stuff to just Kerbin. The other lines are the default filters it ships with they are for DMagic and SolarScience. [quote name='Technologicat'] Currently, 4.11 lists some biome and situation combinations that cannot actually occur (e.g. splashed down at mountains). It would be nice to filter these out, but I don't know if there's a programmatic way to determine which combinations are actually possible.[/QUOTE] OK, this one is a bit of an old chestnut. All the experiments are possible. For example "Landed at Kerbin's Water" You can get that at Ice Caps. Some of the ice is white (in map view) - that's ice cap. Some is blue - that is water. Splashed at mountains and highlands is available NE of the launchpad. Find the big river delta and follow the river to its source in the mountains. Bring parachutes. Remember they don't slow you down as much at that altitude. Splashed at deserts and grasslands is W or the lauchpad. Real easy. Splashed at tundra and Ice caps - There is a lake N of the launch pad. The N shore is Ice Cap the S is Tundra. Badlands is a pain but I always find the right teeny-tiny lake in the end. [quote name='D3M3T4N']I have a problem with this mod. If I go in the settings on the main menu and I go back to "Start Game". When I click the "Resumed Saved" button, nothing happens. Same things for Training and Scenarios. If I don't go in the settings, everything is fine. [/QUOTE] Sorry about the inconvenience. I'll have a look. [quote name='Supermarine']Thanks for updating! I noticed on the first page under "new stuff" that it now integrates SCANsat. Is this for version 4.11? I used it i 1.0.4 and found no difference...[/QUOTE] Doesn't yet, that's a to do list. I've decided how it's going work. Haven't done it yet. Think I may wait until the dust has settled from 1.1
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No worries, glad you like it! Thank you! I use the ever misspelled "Asclepius" http://forum.kerbalspaceprogram.com/threads/126515 and that works just fine. [x] Science also picks up most custom science. I've managed to get almost all the hard-wired string constants out of the source code except for the KSC baby biomes. It should work just fine with custom planets and new science parts. Changing mods with the same save... Adding or removing mods may cause your save to break but it will not be an [x] Science problem. (Do make a backup first, someone will prove me wrong.) Specifically, not only does [x] Science! have very few hard-wired constants but it always recalculates everything whenever anything changes. It doesn't handle things like recovery, labs or asteroids (yet) but the basic science is recalculated (very, very quickly) from scratch every time.
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ProbeControlRoom patch roll-up. KSP 1.0.4 This zip file is the sum of my previous post. There is one extra addition, the plugin should respect keyboard focus now (Thank you agises) Just install ModuleManager, RasterPropMonitor and RasterPropMonitor Core. Then grab this http://themoose.co.uk/ksp/ProbeControlRoom-StandardRPM_Z-Key.zip @ebigunso - Sorry if you are having trouble. I'll have a look. The necessary... ProbeControlRoom is by Tabakhase and Albert VDS. This version is rebuild by Z-Key Aerospace. It includes MeCripp's fix as released in this thread. License from Tabakhase's read me This project is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/ Z-Key's GitHub - https://github.com/thewebbooth/KSP-ProbeControlRoom
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Since upgrading to v.1.10.2 [2015-10-02] with "Require Connection for probe control" ticked - I can't control probes. I have had to untick that option. With a Stayputnik, a battery a thermometer and a red-and-white antenna, on the launch pad I get a red icon and cant click the thermometer. Can you reproduce or is it just me? Happy to rummage through my log file if you tell me what to look for. (Tracking station is second level if that makes a difference) ------ OK - it is something to do with DTPhantom's Antennas being installed. But there isnt one on the craft and I only ever use them as props. If I remove that mod everything works. ------ I managed to get DTPhantom's Antennas working by editing the .cfg files. All good now.
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I'm testing a new version of [x] Science! - I'm hoping to release it soon. I've made a lot of changes; the bit that will affect you guys is that there is a new config file of filters. Experiments can now be filtered according to the properties of celestial bodies. What that means in normal English is that [x] Science! will filter the DMagic Orbial Science XKCD BioDrill properly. Also both SolarScience experiments. The new filter file is called "science.cfg" and by default it looks like this ScienceChecklist { CelestialBodyFilters { dmbiodrillscan = NeedsAtmosphere HMI = NeedsStar STEREO = NeedsStar } } The LHS is the "id" field from the "EXPERIMENT_DEFINITION" The RHS is the filter. You can actually stack filters by adding several separated by commas eg "dmbiodrillscan = NeedsAtmosphere, NeedsOxygen" Filters can only restrict the scope of experiments, they can't add extra situations. The filters I have provided are NeedsAll, AvoidAll NeedsOxygen, AvoidOxygen, NeedsAtmosphere, AvoidAtmosphere NeedsPlanet, AvoidPlanet, NeedsMoon, AvoidMoon, NeedsStar, AvoidStar, NeedsGasGiant, AvoidGasGiant NeedsOcean, AvoidOcean, NeedsSurface, AvoidSurface NeedsHomeWorld, AvoidHomeWorld So the first 5 letters of each filter are either Needs or Avoid. All the filters come in pairs. I'm hoping this will provide enough flexibility to be going on with. Any how I'll test it and hopefully release a new version in a few days. If you are feeling very brave you can try grabbing the source off of GitHub.
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ArgumentOutOfRangeException: Argument is out of range. I was getting exceptions with SCANsat integration. I found a fix on page 35 of the SCANsat thread It is in DMagic's post. Make "Modulemanager_AllTheParts.cfg" look like this - - - Updated - - - You need my build from a few pages back. http://themoose.co.uk/ksp/ProbeControlRoom_Z-Key.zip Then you need MeCripp's amazing patch from page 29 of this thread https://dl.dropboxusercontent.com/u/72893034/Test%20Parts/ProbeControlRoom_Stock_JSI_Patch.zip Then you need to replace Modulemanager_AllTheParts.cfg with the new code I found. You will need "RasterPropMonitor" and "RasterPropMonitor Core" from CKAN My version dosn't mute the sound. There is another version that does if you search back.