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Everything posted by TheReadPanda
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[1.2.1] TRP-Hire (formerly KSI Hiring)
TheReadPanda replied to TheReadPanda's topic in KSP1 Mod Releases
I spent 4 hours on stream working on this and will be working on it on stream again tomorrow, so yes, this is in progress. Just the way it used to work is not possible in 1.1.x so... need to rework it all. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
TheReadPanda replied to nightingale's topic in KSP1 Mod Releases
Exception detector is spamming and this as a contract configurator issue and so I tracked this down: Exception: ArgumentException: No PartModules found for type 'WheelMotor'. Got over 100 of these in one flight... Any ideas? The error log: [EXC 14:17:21.598] ArgumentException: No PartModules found for type 'WheelMotor'. ContractConfigurator.Validation.ValidatePartModuleType (System.String name) System.Linq.Enumerable.All[String] (IEnumerable`1 source, System.Func`2 predicate) ContractConfigurator.PartModuleTypeUnlockedRequirement.RequirementMet (ContractConfigurator.ConfiguredContract contract) ContractConfigurator.ContractRequirement.CheckRequirement (ContractConfigurator.ConfiguredContract contract) ContractConfigurator.ContractRequirement.RequirementsMet (ContractConfigurator.ConfiguredContract contract, ContractConfigurator.ContractType contractType, IEnumerable`1 contractRequirements) Rethrow as Exception: ContractConfigurator: Exception checking requirements! UnityEngine.Debug:LogException(Exception) ContractConfigurator.LoggingUtil:LogException(Exception) ContractConfigurator.ContractRequirement:RequirementsMet(ConfiguredContract, ContractType, IEnumerable`1) ContractConfigurator.ContractType:MeetExtendedRequirements(ConfiguredContract, ContractType) ContractConfigurator.<ContractGenerator>d__26:MoveNext() ContractConfigurator.<ContractGenerator>d__25:MoveNext() ContractConfigurator.ContractPreLoader:Update() That seems to be the repetative error. Contract packs installed: KerbinSpaceStation, SpaceTux, CC-CP-Scansat- 5,225 replies
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Just letting you know I gave you and your mod a shout out on the boosters and spacetape podcast today.
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Yep, tried that, tried making an action group, tried everything I could think of. I'll poke it again before my next Thursday ISS KSPTV stream.
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I've actually undocked the part, moved it around, played pinball in the bay with gravity hacked and couldn't pick up anything with it. So yeah, I did undock but still no joy there. So... I'm kinda on hold not using this. Sad cause I love the idea and want to use it in my ISS recreation missions. But until I can actually get it to hold on to things (and big things too) it's not going to fly I'm afraid. Sad Read Panda. I have tried putting a harpoon, or claw on the end from KAS instead by the way, still that works kinda but is unstable and looks really wrong.
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Yea, I hacked gravity, turned on the magnet and it still couldn't pick anything up. I mean /nothing/ so... turned the magnet force way up, and it works, but not well. I'm posting over there now, since this isn't a habtech issue. Mostly was wondering if Habtech was going to work on an arm for the ISS build but looks like I should be focused on canadarm stuff.
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Soooo... um, I make everything work fine, have KIS/KAS, IR, etc installed, arm moves around fine. But no matter what I do the magnet must be made out of old hub caps or something, cause it won't pick up, grab ANYTHING. Not sure what is going on there? I can kinda force it (Badly) if I alter the CFG file to way up the magnet force which shows the files are working but I can't actually pick up anything it seems otherwise... any suggestions?
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I have tried these and they wobble a lot and are rather ineffective for actual building. The canadarm has a magnet on it but no matter how slow or careful I was I could not grab cargo with it at all... which is a problem. I turned the force of the magnet to about 10x default in the cfg and could grab things but the arm itself wobbled like it was made of bamboo whenever I tried to move the cargo... so... I guess the answer is this just isn't practical with current systems.
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I know this is probably asking for too much but any chance you could work on a station arm? The Canadarm mod simply doesn't work well enough for what I need. Alas I wish I could find something that didn't require IR. It is sad that they put all the stock shuttle parts in (at some level) but the core thing needed to build with the shuttle (the arm that was built into the shuttle) is not in the stock game and all the variants I can find on mods are too wobbly, weak or otherwise unusable.
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[1.2.1] TRP-Hire (formerly KSI Hiring)
TheReadPanda replied to TheReadPanda's topic in KSP1 Mod Releases
I have a week left in my web class, after that final I shall start to re-work this. I promise. So I'll start the weekend of the 14th. Please be patient but I appreciate the support and the fact that people want it! -
I'll be sure to test this! The issue I was having was it was tracking on the second axis (the base core part) even when the panels were retracted, so if this fixes that I'll be thrilled and so will my Kerbals on their ISS so that they can get bigger solar cells! I hear Jeb is annoyed that his latest graphics card won't run on the limited power they have right now.
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[1.1.2] Cacteye Telescopes Community Takeover (V 7.1.0)
TheReadPanda replied to Andem's topic in KSP1 Mod Development
I'd love to see some cross compatibility with Tarsiers Space Telescopes. Probably not going to happen but I have tried and like both mods for different reasons. I'll try to keep an eye open for this one if it goes fully live again!- 71 replies
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So looking at this I like what I'm seeing but the trick to skylab (and this was found to be rather impractical at the time but I think they gave up too early) was they planned to basically fly up fuel tanks that would burn the fuel out on the way up, then attach them and retrofit them to be hab area. It was a very good idea. Basically take a fuel tank shell, once empty, do some refurbishment and poof, you have added significant hab space to then fill up with living space or experiments etc. If you could figure out a way to make a fuel tank that can be altered to science or hab by an engineer POST connection... You'd basically need to put docking ports on either end of the tank (probably 2.5 SR connections) and put the engine past one of the docking ports, dock it then ditch the engine I suppose.... As for the use of infernal robotics, be careful. I tried to make the Canadarm work and while I could move things (Barely) the system is not ideal and grabbing something with one dock and moving it to another is nearly impossible. This means that at least in my case I will end up using tugs despite how it was done in reality. That said... wow, good ideas in this thread! Also @benjee10 did you see my post about the solar truss and how it rotates in mid flight in the mk3 cargo bay and breaks apart? Any chance of a fix to that before my KSPTV stream on Thursday morning? (hope hope but not bugging you about it, honest!!!)
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I have a problem. The Big solar part, it rotates even when 'off' so that when in the stock mk3 shuttle bay it rotates and clips and dies horribly.... I need it to fit in the shuttle bay. So either I need a way to turn off the tracking function or it needs to be a wee bit smaller or both. Any chance of this? Cause right now in the bay, I launch (go to the launch pad) and it rotates in the bay and suddenly all I have are parts in my poor bay!
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REQUEST: Fixed rate for hiring Kerbals
TheReadPanda replied to Ultimate Steve's topic in KSP1 Mods Discussions
My mod is on hold to work on until 1.1 comes out of pre-release and even then it will take some work to get it done but it /will/ be updated for 1.1. Just have to be patient I'm sorry to say! But thanks for the promo there @RoverDude -
[1.2.1] TRP-Hire (formerly KSI Hiring)
TheReadPanda replied to TheReadPanda's topic in KSP1 Mod Releases
So we are on spacedock.info now but... 1.1 update is going to be rough as it appears that this mod does things that, well, to be honest no other mod does. That is to say it over-rides various parts of a core UI in a building scene and the hooks I used to do this in earlier versions do not appear to exist in the 1.1 dll extensions. Which is not to say they are gone completely but maybe I just haven't found them yet. But since no other mod that I know of does what I do with the UI in this situation, I have no other mod to use as a reference point and there is pretty much only documentation created by other modders for this kind of thing and since no other modder that I know has a mod that does this... you get the idea. So trial and error, searching and trying to piece this together are all I can do, and that will take time. I got the button working no problem (the little acorn guy) but that's on the KSC screen. And before you ask, no the changes to the building in R&D is just changing a cfg file from what I can tell, not actually over-riding the actual display. So it is /possible/ that this is NOT possible anymore. But until I get this worked out the version for 1.0.5 is on spacedock.info here: http://spacedock.info/mod/431/Kerbal%20Science%20Institute%20Hiring But that is only for 1.0.5 So... I have no timeline for when this will work, I've spent about 6 hours on it so far and will try to do what I can going forward but as I said, the part that is broken is tricky. -
Twinkle Twinkle Little star! Kerbal Constellations
TheReadPanda replied to TheReadPanda's topic in KSP1 Discussion
That's kinda the point, naming the constellations. Not asking you to find existing ones but come up with your very own, which of course you get to name! After seeing the post from @kookoo_gr I uploaded the raw 2048x2048 skybox files provided to me by @Poodmund to my website. You can find them here: http://thereadpanda.com/games/constellations-of-ksp/ Just under 20mb zipped up. Hope that helps spot some neat new things out there guys! -
So I've been puttering around with my youtube channel and after getting the skyboxes and putting out some requests I have a vid up about some possible kerbal constellations. Or should that be Konstellations? Anyway curious what people might think of the vid and if they can find any of their own constellations. Seemed like a good topic for General KSP Discussion!
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I did trim it down from over 2 and a half hours to under 30 minutes. But yes, I think it is a tad long. I'm still working on my editing skills and learning how to put these videos together as best as I can. But if it seems too long you can always just download and read the slides that come with it.
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I was asked enough about this and had some issues learning this (which is to say I thought I knew what I was doing and didn't!). So as I figured this out I decided to do a tutorial on it for my youtube channel. I have some slides to go with it too. You can find the slides to go with it here: http://thereadpanda.com/games/prospecting-101/ Hope this helps some people out! I already have a few other tutorials and will be working on more in the future.
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[1.12] Extraplanetary Launchpads v6.99.3
TheReadPanda replied to taniwha's topic in KSP1 Mod Releases
They can contribute to negative values, especially if they are level 0. Might I suggest using the KSI hiring mod? It lets you hire a kerbal and set their courage/stupid levels and even assign them the 'badass' flag, all of which effects EPL productivity! You can still get to that KSI mod over here! https://github.com/OakTree42/KSI-Hiring