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Chonner

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Everything posted by Chonner

  1. You obviously didn't hunt very hard I've posted a Dropbox rehost about 10 posts up which I've just checked is still working. Edit: I've also hopefully made it glaringly obvious where they are now.
  2. Just FYI, your signature still links to the development thread of CleverSats, not the release one. :wink:

    1. severedsolo

      severedsolo

      Thank you! Fixed.

  3. Just put the following part of the code in any .cfg in your game data. All I've done to it is remove the the FOR[SETIrebalance] keyword and everything else you can just leave as is. The %TRANSMITTER {} block allows you to send back science data with it, so if you don't want that just delete it. For more information see Configuring Parts for RemoteTech and Module Manager Syntax to tweak to your hearts content. @PART[*]:HAS[@MODULE[ModuleCommand]]:NEEDS[RemoteTech]:AFTER[RemoteTech] { %MODULE[ModuleRTAntennaPassive] { %TechRequired = None %OmniRange = 160000 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 5.0 } } }
  4. Have tried reading back a whole 3 comments before the one you posted? Because I already rehosted them on Dropbox as a temporary measure until CaptainKipard returns. It is a good idea and good forum etiquette to read back at least the last 10 or so posts at least whenever you have a mod problem, as often the problem has already been noticed and perhaps solved by someone else and it saves on repeating things.
  5. CKAN should now be providing the proper v1.3.0 following this fix.
  6. Love this mod, and as a perverse way of expressing it I present the worlds most pedantic and pointless bug report (which isn't actually a bug and just a very very very minor annoyance for the spelling pedants among us): You spelt Length wrong in the maxLenght parameter of KASModuleWinch
  7. For those not able to recreate the Mediafire links from what was left over I've simplified it by just rehosting them on Dropbox (which is possible thanks to them being CC BY-NC-SA 4.0). So get them all here, all credit goes to CaptainKipard. I'll delete them once he reappears and reuploads them somewhere else. ----------------- Rehosted all the mods Here These are not updated to 1.1, these are the old 1.0.5 versions, try at you own risk. Freethinker has uploaded Non-Androgynous Docking Port Set onto Spacedock so maybe use that instead.
  8. Thanks for the update. This GitHub Release is not in the GameData/ContractPacks/CC-CP-SCANSat folder, just the raw configs in the zip, which is causing CKAN to throw and exception and fail at installing. This is the exception although I guess it is relatively easy fix.
  9. Maybe I don't know what I'm talking about, but from how you've explained how it works, I feel this could also be somewhat easily adapted into an autopilot for boats if you flip the Splashed and Landed requirements. I guess the difficulties would be coming up with a maximum speed for the ship based on some parameters, I'm not sure what could be used, and as most boats use jet engines at the moment (apart from RoverDudes Submersible) you would probably want some kind of resource usage so you didn't get infinite endurance with a finite amount of Liquid Fuel. An idea for a future feature if you ever have the time and will.
  10. You forgot to update the .version file with most recent update of Unmanned Contracts, so AVC is complaining there is more up to date version.
  11. Career mode with no L3 Engineers yet, so was having to the replace them and suffer the couple of hours edit build time on my little KSC Science Rover. (I guess I should just drive a bit slower ) However I have followed the instructions and added the following to my KCT_ModuleTemplates.cfg and confirmed it works, a pretty simple one it seems. Thanks for the clear instructions. MODULE { name = ModuleWheel isDamaged = False } While I was there I was also looking to see if it is possible to reset the animation state of the MysteryGoo as that irritates me ever so slightly, but diff'ing a clean and recovered&reset one revealed about 20 changes and haven't managed to work out which one it is yet.
  12. Are rover wheels supposed to be repaired when recovered to the SPH? They show as fixed in the SPH, but when relaunched they are still broken. Is this intentional behaviour, a bug with my install or an enhancement opportunity?
  13. Yep I thought it was weird it was crashing at that particular point as well. My initial thought was it was conflicting textures named the same or something like that (I don't really know enough to know whether that is even a problem if they are), but them working fine on a clean stock install put paid to that. It was just weird it was consistently crashing at the exact same point (give or take 1 or 2 log entries, always while loading FE Icons) every single time and removing FE fixed it and putting it back made it happen again. As I said above I can live without Chatterer so have just uninstalled that, but thanks for looking at the logs anyway.
  14. CC @Crzyrndm - Didn't want to clog up your release thread with this. KSP: 1.0.5. - 1028 OS: Ubuntu 14.04 64bit - Proprietry NVidia Drivers I have a very heavily modded 64bit Linux Install that loads up perfectly fine and is playable, but a soon as I add FilterExtensions to the mix (almost required due to the number of parts I have) it crashes about 10 seconds into the load. I've tried with both a CKAN install and manual install and it seems to failing loading the icons according to the logs. It works perfectly fine with just Stock 1.0.5 + FilterExtensions so there is obviously some conflict somewhere with one of the other many mods I have. It may be a problem with FilterExternsions, or something else I'm not sure, but it only occurs with FE installed. I've attached the log files and below is my modlist. Now I know this is much to go on yet, what I was hoping was if you could point me in the direction of some mods to try removing from the list of 100+ below that are likely to be conflicting, so I can try to bisect the conflict. Logs: https://www.dropbox.com/s/dorz0nx2z4vesej/FIltExtBugLogs.zip?dl=0 Modlist: Thanks in advance for any help anyone gives. Edit: I've started doing some bisecting anyway and found that FE + Chatterer cause the problem. Removing Chatterer allows it to load to the start, but Stock + FE + Chatterer seems to work fine, so maybe there is third party involved. Will keep bisecting down! Edit 2: So now I'm confused after some more bisecting, I thought Hullcam VDS might be involved for a little while as uninstalling it allowed Chatterer + FE to work happily together, but I don't think so as reinstalling it and they still all work happily together. So now it might have been one of the 30 or so Mods I removed 1 by 1 before that. :/ I'm just gonna put this down to KSP going a bit weird when you pile it high with mods. I can live without Chatterer in favour of FE. If anyone has any particular insight feel free to let me know, but otherwise consider this resolved.
  15. Thank you for the reply guys. I implemented Severedsolo's suggestion in a test contract (A simple reach 500m then land back on the runway) and it seems to be a bit temperamental. Occasionally when taking off it would trigger the failure, despite using completeInSequence = true and not having completed preceding parameters. (Maybe I'm reading the explanation of completeInSequence wrong, but I thought it meant a parameter wouldn't even be tested for until previous parameters are completed.) I understand about the != not being possible (was just an example syntax anyway), so no worries there. The lists for attributes would be awesome, allowing it to be done dynamically as opposed to specifying every other biome manually but maybe a very niche use case and not worth your effort, will see how much I use this kind of thing anyway. I also just implemented the same simple test contract using the None of ReachStates enumerated over a few biomes and it seems to work and could be a suitable brute force method, the only problem seems to be that being on the Runway is actually being in two Biomes simultaneously, as both biome = Runway and biome = Shores returns true when you are there, so I can't prohibit landing at Shores. I guess that is just an unavoidable idiosyncrasy of the KSC Biomes that will be liveable.
  16. So I was thinking of a idea for some contracts (circumnavigating Kerbin in an aircraft is the obvious example) where you fail if you land anywhere but the Runway, i.e. even if you touch down then take off again and continue and then land on the runway, too bad - contract failed! Now the obvious way to implement this is to have a None Parameter with a ReachState child Parameter for landing anywhere else. So my question is is it possible to do something where you have ReachState Situation Landed and Biome NOT Runway, so something like this: PARAMETER { name = DontLand type = None title = Don't land anywhere else but the Runway. completeInSequence = true PARAMETER { name = LandedNotRunway type = ReachState situation = LANDED biome != Runway } PARAMETER { name = InTheDrink type = ReachState situation = SPLASHED } PARAMETER { name = GoingToSpaceIsNotAllowed type = ReachState situation = SUB_ORBITAL } } or instead do I have to enumerate every other Biome in an Any Parameter like so: (possible, but annoying) PARAMETER{ name = DontLand type = None title = Don't land anywhere else but the Runway. completeInSequence = true PARAMETER { name = NothingButRunway type = Any PARAMETER { name = LandedNotRunway type = ReachState situation = LANDED biome = Shores } //Repeat ad infinitum for every other Biome...... } PARAMETER { name = InTheDrink type = ReachState situation = SPLASHED } PARAMETER { name = GoingToSpaceIsNotAllowed type = ReachState situation = SUB_ORBITAL } } I guess if it is not possible currently then it would come with support for logical ORs in parameters (this issue on GitHub). I suspect it is not possible, but thought I'd ask. Love this Mod and the contract variety it gives either way.
  17. Yes! Most important/critical bugfix ever! Amazing!11!!1
  18. Just tried it with 1.0.2 and it works fine! Thanks for your amazing response time Z-Key, enjoy your weekend camping.
  19. 1.0.1 seems to break your update Z-Key. The menu button doesn't appear in either stock or blizzy toolbars. Getting the following exceptions generated onload with just Stock 1.0.1 and your update installed. Maybe they changed something, or maybe it is just not loading because it doesn't like the new version number. AddonLoader: Instantiating addon 'ScienceChecklistAddon' from assembly '[x] Science!' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) MissingFieldException: Field '.GameEvents.OnScienceRecieved' not found. Hope it might be quick fix otherwise I'll just have to wait patiently till next week when you get a chance. This mod really appeals to the box checking OCD inside of me Edit: Final Frontier was throwing the same exception and Nereid managed to fix that. I'm not a C programmer at all but looking at his quick patch I think the OnScienceRecieved callback now returns 4 variables as of 1.0.1 including a bool that wasn't previously there. Hopefully should be a quick fix on line 48 of ScienceChecklistAddon.cs to add the fourth dummy variable and a quick and dirty recompile!
  20. Now I know this is very niche use case, which will only affect less than 1% of people, is only purely aesthetic in nature and will like be bottom of the bug pile (Hey, I know it is a "1st world bug!") , but I though I'd post the report anyway. KSP Version: 1.0.0.830 Windows 32 bit (On Windows 7 64bit) What Happens: Scene clipping when rolling in IVA with triple screen and FoV all the way out (see screenshots) Mods / Add-Ons: None Steps to Replicate: 1) Have a 5760x1080 triple screen setup (maybe the hardest reproduction step! ) 2) Alter settings.cfg to 5760x1080 resolution, start KSP with popupwindow 3) Bask in the beauty of KSP at this resolution 4) Take your favourite plane for a spin and go into IVA (I used Mk1 Ravenspear) 5) Zoom your field of view all the way out (Alt + Scroll Up or Down? Can't remember which) 6) Do a barrel roll! Result: The external camera scene is clipped at the top corners when rolling, all the IVA elements are fine. See Imgur Album, images 4 & 5 show the clipping. Fixes/Workarounds: Stop complaining about such a minor thing and enjoy KSP in Triple screens. Other Notes/Pictures/Log Files:
  21. Didn't even know this mod existed! Like it alot! Thanks for updating it. Minor feedback, in the Blizzy Toolbar button selection window the title for it is "test". Has no impact on functionality at all, purely aesthetic.
  22. To welcome in 1.0 I decided I would complete all the training and scenarios as I've never done them and wanted to check out the much improved tutorials. I know what I'm doing when it comes to KSP, but just thought I'd try them. I already found the odd minor bug in the some of the earlier tutorials (which I've posted some bug reports of over in the support forum), but now I'm on the Asteroid Redirect Mission Part I training, and honestly I cannot ever see a new player ever being able to complete it without doing some substantial external research to learn about the new heating mechanic and how to play around it, when really you should be able to complete a tutorial solely based on the information contained with it (and previous tutorials). The only time overheat and it's subsequent destructive results are mentioned is way back in the early flight tutorial in a passing sentence, but now it now appears to be such a crucial game mechanic in both how you build and how you fly a ship, it really needs a more thorough covering and explanation somewhere in the earlier tutorial. Moving specifically to the Asteroid Redirect Missions, the suggested manoeuvre node already in place when you start the training is 850ms-1. You tweak it a bit to get your encounter down but it is still around 850ms-1. If you are to attempt to do this manoeuvre in one go the provided ship undergoes rapid unplanned disassembly after about 200ms-1. This is mostly due to its poor design with the nukes being attached to tiny FL-T100 tanks which overheat and explode way before the nukes do. It is very hard to see that teh FL-T100s are overheating, and the only way to manage your burn it to bring up the debug menu and enable Thermal Data in action menu, which a new player definitely will not know how to do. Really you need to split the burn into 3-4 sections allowing the engines and FL-T100 to cool down in between, and this probably needs to be explained, or the design of the provided ship needs to be changed to a much better one that works with the new heating mechanic (Attach the Nukes directly to the jumbo? Or puts some solar panels on the FL-T100 to act as radiators?). So in summary, the heating mechanic needs to be properly explained somewhere in the tutorials, including how to keep track of the temperature of parts that are not in the staging sequence (which is another problem, I don't think we should have to go into the debug menu to bring that up, at least not basic temperatures), and the Asteroid Redirect Mission Part 1 needs to be updated to be either easier to complete through a better craft, or properly explained so you can manage the heating. Just my 2 pence.
  23. Hit Control + F5 on the webpage. The website is up, but your browser is looking at the cache instead. Ctrl + F5 flushes the cache and reloads.
  24. I thought I'd welcome in the 1.0 by playing the new Tutorials, merely 30 seconds in a I've found a small issue. KSP Version:V1.0.0.830 Windows 32-bit What Happens: Selecting a part then destroying it without actually placing it advances the tutorial step, but you haven't placed it and then removes that part from the parts list. Mods / Add-Ons: All Stock Steps to Replicate: 1. Open Construction Basics Training 2. Flick through the first couple of messages and place the command pod. 3. On the add a fuel tank step select the the Fuel Tank, then immediately drop it back into the parts list to destroy it (note if a new player double clicks, this has the same effect), the messages advance a step, but you haven't placed a fuel tank. This also hides the fuel tank from the parts list view, meaning you can't reattempt to place it. Result: Stuck in tutorial only being able place LVT-45, can't exit to main menu to restart. Fixes/Workarounds: Can place an LVT-45 below another one then advance through the rest of the tutorial messages to get to the end and exit to main menu. Other Notes/Pictures/Log Files: Also happens the same at the LVT-45 step, but you aren't stuck there like before and can just flick to the end. Sorry for a bug after only 30 minutes!
  25. Found a bug! When you already have a loan, and request more it gives you the existing debt as well as the new requested amount. For example: Current Funds: 35k Existing Debt: 10k Requested Amount: 10k New Loan Principal: 20k When I Calculate then Accept this is what happens is Current Funds: 55k (35k Current + 20k New Loan Principal) when it should be 45k (35k Current + 10k requested amount). Total Financed: 20k This is easily reproducible in a fresh install with only Kerbonomics (2.0 RC3) installed. Also can I suggest you prefix your Log strings with something, makes it easier to identify what is logging what!
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