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garwel

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Everything posted by garwel

  1. Huh, thanks. Guess it's something @FreeThinker should know about.
  2. It wasn't there. Maybe it's because I used CKAN to remove DRE from my install afterwards and it might delete the ConfigCache.
  3. Yep, it was more of a grumbling than a bug report. Maybe this is the intended behavior, but a very frustrating one. But here is the output log. I didn't find the MM ConfigCache.
  4. I've been having issues during reentry recently, I think after an update of DRE. My command pods overheat and blow up even before ablator is used up. I can't land anything at all. In my most recent descent, a reentry module with a Salamander pod (from MKS) and a directly attached stock ablative shield was destroyed at around 50 km altitude. It was moving at about 2300 m/s, with Ap of 600 km and Pe of 29 km. Similar things also happened with Mk1 landers, but then I thought it was because they are a bit wider than a 1.25m shield. Previously, I had no problems with such configurations. It looks like thermal conductivity was greatly increased--or something's wrong with heating. Has anyone seen this?
  5. Has something changed with DEFINED keyword? I use a piece of code like this: IF NOT DEFINED targetAlt { SET targetAlt TO 80000. } It is supposed to only define targetAlt variable if it isn't already defined. But the parser says "Unexpected {" on this line. If I use DEFINED(targetAlt) instead, it reports "Undefined variable name 'defined'". How do I use this keyword correctly?
  6. Signal Delay 0.2.2 Changed: Signal delay is now displayed by default Changed: Debug mode is off by default; enable it if you want to report an issue Fixed: Wheel control was broken Fixed: In-flight tweakables were disabled even when part actions were shown Fixed: Issues when switching between vessels Fixed: Throttle was reset when vessel lost control after launch Fixed: NRE on debris Download here
  7. That's correct. In other words, if you execute a command or a program via kOS terminal, it runs immediately. So technically, you can cheat by typing "SET THROTTLE TO 1." instead of hitting Z and the throttle will change right away. Unfortunately, there's nothing I can do about it because kOS doesn't really have a public API. In my own game, I just added "WAIT SignalDelay." command to all the scripts and I set the value of SignalDelay variable manually once when I load the craft.
  8. Interesting. Can you also post your persistent file or a screenshot of your settings?
  9. Huh, this is still strange. It may be simply an issue with details view or it may be something more serious. I'd still appreciate an output log. You can enable debug logging in-game by opening Difficulty Settings, Kerbal Health tab in there and checking Debug Mode. The output log is located, if you are on 64-bit Windows, in KSP_x64_Data\output_log.txt.
  10. Actually, you can use AIRSPEED for magnitude of surface velocity.
  11. The issues with unloaded kerbals/vessels should have been fixed quite some time ago. If you encounter any, please make sure you enable Debug mode in the settings and provide the output log (and, preferably, the persistent file) of it happening. I didn't quite get what happened with your station. Individual factors are not displayed at all for kerbals outside physics range, so why do you think Crowded increased 5-fold? I'd need a log or at least screenshots of the station and Health Monitor with the correct and wrong data.
  12. It is certainly possible, but I'll see how it can be implemented without too much rework.
  13. @Aelfhe1m Looks like you're right. Thanks, will try this fix. UPD: It worked.
  14. I have an issue with Ship Manifest, but it may as well be a conflict with another mod. When I want to transfer resources and click the resource name in the Ship Manifest main window, nothing happens at all. Settings and other windows show ok. These are some exceptions I found in the log: [ShipManifest] - Error: Error in: SMAddon.Start. System.InvalidCastException: Cannot cast from source type to destination type. at ShipManifest.APIClients.ClsClient.GetCls () [0x00000] in <filename unknown>:0 at ShipManifest.SMAddon.GetClsAddon () [0x00000] in <filename unknown>:0 at ShipManifest.SMAddon.Start () [0x00000] in <filename unknown>:0 [ShipManifest] - Error: in SMAddon.GetCLSVessel. Error: Object reference not set to an instance of an object at ShipManifest.SMAddon.GetClsVessel () [0x00000] in <filename unknown>:0 [ShipManifest] - Error: in WindowManifest.ResourceButtonToggled. Error: Cannot cast from source type to destination type. at ShipManifest.APIClients.ClsClient.GetCls () [0x00000] in <filename unknown>:0 at ShipManifest.SMAddon.GetClsAddon () [0x00000] in <filename unknown>:0 at ShipManifest.SMVessel.RefreshLists () [0x00000] in <filename unknown>:0 at ShipManifest.Windows.WindowManifest.ResourceButtonToggled (System.String resourceName) [0x00000] in <filename unknown>:0 [ShipManifest] - Error: in WindowManifest.ResourceButtonList. Error: Cannot cast from source type to destination type. at ShipManifest.APIClients.ClsClient.GetCls () [0x00000] in <filename unknown>:0 at ShipManifest.SMAddon.GetClsAddon () [0x00000] in <filename unknown>:0 at ShipManifest.SMVessel.RefreshLists () [0x00000] in <filename unknown>:0 at ShipManifest.Windows.WindowManifest.ResourceButtonToggled (System.String resourceName) [0x00000] in <filename unknown>:0 at ShipManifest.Windows.WindowManifest.ResourceButtonsList () [0x00000] in <filename unknown>:0 NullReferenceException: Object reference not set to an instance of an object at ShipManifest.SMSettings.UpdateClsOverride () [0x00000] in <filename unknown>:0 at ShipManifest.Windows.WindowSettings.DisplayActionButtons () [0x00000] in <filename unknown>:0 at ShipManifest.Windows.WindowSettings.Display (Int32 windowId) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0
  15. Can I use an MM patch for that? Something like this: BLACKLISTED:NEEDS[UPFM] { name = RadiationShielding }
  16. Can you add RadiationShielding resource from Kerbal Health as non-leakable? PS: Looking at your mod with interest for my own playthrough as I like some reasonable and realistic challenge. But part failures seem to be a very tricky thing to simulate: on one hand, we have all these failed launches, Apollo-13-like disasters, etc. On the other hand, we have Voyagers and other interplanetary probes that have been operating for decades without catastrophic malfunctions. So I wonder how a mod like this can be balanced to give you a challenge while not making long missions impossible.
  17. Remember that the KPBS Central Hub also gives 2% Recuperation.
  18. I have strange issues with KRASH simulations and I wonder if anyone saw this too. As far as I can tell, they are of two sorts. 1. When I launch the simulation, the lower half of the screen shows water texture, as if the craft were above a Kerbin ocean (while in fact it can be on Minmus surface or on high orbit, etc.). This fake "surface" can be covered by the surface of the planet if I tilt the camera. But it will appear again if I tilt it back. 2. The craft in the simulation is completely black, also shown against a water background. It looks like it's blocked from all sun rays. I suspect that these bugs are caused by some incompatibility with EVE and/or Scatterer, but they only happen in KRASH simulations. Has anyone had similar stuff?
  19. You are certainly free to modify patches the way you like; the license allows it. So if you feel that my approach doesn't suit you play style, go ahead and change them. As to me, I don't want to change part costs, because it's a sort of intervention into mod authors' territory and since I don't play those mods, I can easily break their own balancing. MKS MedBay is different because it only provides bonus to its own residents (i.e. kerbals inside the part). It means that the kerbals it is treating can't do any other useful work. MedBay is mainly going to be used to deal with sick kerbals: keep them alive until they recover. Besides, I'll probably nerf its effect too.
  20. @atomontage, I appreciate the effort you and @Malcolm put into this. I don't really play KPBS, so my adaptation was indeed half-baked. I did miss the lab and the heat shield, which I will add in the next release. However, most your other suggestions are not compatible with my approach to balancing parts. First, I don't care about IVA props. From my point of view, they are in the game exclusively for aesthetic purposes. I do sometimes looks at parts' titles and descriptions, but only to understand their purpose, not to implement everything the mod author might claim about the part. What I really take into consideration when deciding parts' parameters are two things: realism and balance. It means that I don't want to make any parts overpowered or useless. Each part should have some niche where it can be useful, but not to the extent that it renders other parts redundant. To make things less random and more balanced, I made a few rules that allow me to calculate part's stats. You post helped me rethink and review these rules, and the next release will have a lot of parts rebalanced. Thank you for making me think about these things! The formula I'm going to use for parts that provide bonus to Crowded is this: CrowdedFactor = min (100%, 25% * (1 + RecuperationBonus) * sqrt (1000 * EffCrew / Cost) * EffCrew / Mass) where EffCrew = CrewCapacity + CommandModule + 5 * SciLab CommandModule = 1 if the part has a command module, SciLab = 1 if the part can be used as a science lab (can be less than 1 if the lab is smaller than the stock one) Why these numbers? Well, I just see that they works quite good for the stock game, which is what I try to balance everything against. Unfortunately, it means that most KPBS parts will need to be nerfed. E.g., Central Hub and Habitat Mk1 will provide no bonus to Crowded factor at all and Habitat Mk2 will only lower this factor to 70%. On the other hand, they will also use less EC. As to Recuperation, 2% is actually quite a lot. For instance, one of my own stations has just 1% recuperation, but that allows indefinite stay of two 2-star kerbals (of course I also use a hitchhiker and have plenty of room for them).
  21. Kerbal Health 1.0.1 Added: Health modules in parts now have names depending on their functions Added: Health module action names (on right click) are now "Enable..." or "Disable..." instead of just "Toggle..." Added: Accident events' chance now depend on stupidity: more stupid kerbals have more bad stuff happening to them Fixed: NRE on some tourist and rescue contracts Fixed: Panic attacks were ridiculously long Fixed: DFWrapper log spam Fixed: Radiation level of frozen (with DeepFreeze) kerbals didn't change Fixed: Command seats had RadShield capacity when TakeCommand was installed Improved performance with some caching, code cleanup and optimized compilation Download for KSP 1.3.1 Download for KSP 1.3.0
  22. I found the problem. It was in handling the event for creation of kerbals; some contracts broke it. Adding a check of the kerbal's type seems to fix it. I will release the fix, alongside some other small improvements, as soon as I fix an issue with DeepFreeze, hopefully soon.
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