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Aelfhe1m

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Everything posted by Aelfhe1m

  1. Did you read the briefing text? It's deliberate. By accepting this contract (or other variants) you're trading some funds for extra science.
  2. If you're doing it from within a PartModule: var res = this.part.Resources.FirstOrDefault(r => r.resourceName == "Armor"); double thickness = res?.amount; // will be 0 if part doesn't have any storage for the resource or if storage is empty You should be able to cache the result of the first line so future checks only need to read the value since the presence or absence of tankage for the resource generally doesn't change unless you need to account for flight switchable tanks.
  3. Sometimes other mods will add modules to all parts that need to be included in the KIS stackablemodules list. Searching the file GameData/ModuleManager.ConfigCache for the part you expect to stack (KAS_Strut1 in this case) will allow you to check which modules have been applied to the part and may need to be added to the stackablemodules list.
  4. The MechJeb file paths in the log all look correct and the AR202 is being compiled OK so that shouldn't be a problem. Just to get the obvious out of the way first - are you seeing the "MechJeb 2 (AR202 case)" in the command and control category in the VAB/SPH and are you adding one to your vessel? I'm not seeing any ModuleManager patches from a mod like MechJeb for Everyone without which none of the MechJeb buttons/windows will be visible without an AR202 attached.
  5. I'm not seeing any MJ related errors or exceptions in that new log . What are the symptoms you're getting?
  6. Most delta-V maps will quote around 180 m/s delta-V required to land on Minmus from a 10km orbit. But that will vary depending on your TWR and descent profile and how much manoeuvring fuel you need to target your landing spot. Having said that 700-900 m/s dV is extremely generous and should have no issue whatsoever. For balancing your craft in the VAB have you tried RCS Build Aid. It can display engine torque as well to allow for very fine adjustments of part placement, fuel loads and thrust limiters to get near perfect balance on the first attempt. Edit: one crude (over) approximation for calculating delta-V for landing on airless bodies is to take orbital velocity + suicide burn following a vertical drop from orbit altitude. For a more detailed real world approach see: https://www.hq.nasa.gov/alsj/ApolloDescentGuidnce.pdf
  7. @SilentWindOfDoom Provided you've got at least one kerbal on your base, you should be able to use the local logistics window to transfer supplies from the nearby Kontainers to the base's own storage.
  8. @HaydenTheKing I think this might be the problem: Get the latest version of surface sampler from the link in this post: https://forum.kerbalspaceprogram.com/index.php?/topic/104535-112-magic-smoke-industries-infernal-robotics-202/&do=findComment&comment=3140574
  9. @terminalmonky - I did a quick search of your output_log and @DStaal is correct. The problem is from the OPT Legacy mod (pinging @stali79):
  10. Read up the page - there's a 1.3 version a few posts back.
  11. That sounds like an effect I sometimes get when Trajectories is active. Disabling Trajectories when I'm not actively using it stops the flashing for me.
  12. @drhay53 I believe they behave as offsets for "leading" the target orbit. Slight correction to earlier post - don't let MJ set the values on a revert either. To test I started a new sandbox save in my heavily modded build: Launched a Kerbal-X into a 53° 150km orbit to serve as a target. Time warped forward several days to make sure orbits were randomly aligned. Rolled out a new Kerbal-X to launch pad and set target to first vessel. Opened ascent guidance and set the box next to the "launch into plane of target" button to 0. Clicked "launch into plane of target" and "engage autopilot" Watched the launch. Final orbit was 1.77° relative to target. Revert and relaunch (again setting value to 0). Got 1.75° relative inclination Revert again and set value to 1.8 Final orbit was 0.33° relative inclination Final launch: http://imgur.com/a/TK6La
  13. Looks promising. I reinstalled KJR and your new DLL. So far after jumping back and forward to the rover several times and taking it on drives (both manual and BonVoyage controlled) the hitch has remained fully operational.
  14. @drhay53 In your screenshots the initial settings show large numbers in the boxes next to the launch to rendezvous and launch to plane of target buttons. Try setting these to zero for the initial launch before clicking the button and then allowing MJ to set their values on revert/re-launch.
  15. It's intentional. The config is read when creating a new save and that data is then stored into the persistent.sfs file this allows different saves to have different settings and prevents installing a texture pack mid save from overwriting the player's chosen settings. If you're just testing changes to your textures you could edit the save file directly in a text editor (take a backup first) but in order to test any config changes you need to start a new save to see how they get applied.
  16. // @ at beginning to specify we want to edit an existing config node // :NEEDS is there to stop an error in the log if CTI is not installed // :AFTER will make sure the patch's changes occur after CTI has set up the node // if there are multiple mods all using the same :AFTER clause then they will be // applied in alphabetic order with last one winning @CommunityTraitIcons:NEEDS[CommunityTraitIcons]:AFTER[CommunityTraitIcons] { // repeat this block for each trait @Trait[Pilot] // edit the node "Trait" with content "name = Pilot" { @color = 0.588235294,0.070588235,0.031372549,1 // replace existing color value with new value @icon = Cetera/Icons/pilotIcon // replace existing icon path with new path } // other traits here }
  17. Resource scanning works same way as stock (or ScanSat) Look pretty and give you a feeling of achievement A place for your Kerbals to stay in between exploring (and recharge their hab timers with USI-LS) Resource harvesting: Sift dirt to slowly extract all available resources Find and harvest resource lodes ("pioneer" type parts will scan for lodes) Drilling for raw resources (I usually set up several automated mining rigs in different biomes to get the full mix of resources) Growing supplies in greenhouses / agriponics / cultivators Refuelling and resupply depot Resource refining - convert raw resources into refined resources for manufacturing or return to Kerbin for profit and fuel. Make spare parts in a workshop (or just to build your base up part-by-part) Make vessels from kits and refined resources with Ground Construction Make vessels from refined resources with Extra Planetary Launchpads Role-play and story telling Anything else you can think of...
  18. I may have spoke too soon. I went back to the rover (using BonVoyage by the way) and I found the hitch was inoperable once more. I've removed KJR for now and the hitch is working again.
  19. Please let mit know if this solves the problem. Will ask ferram4 to add this exempt to KJR then. I was also having problems with a "frozen" hitch but @Rodger's fix didn't completely solve it for me. I also had to add an additional line to the KJR cfg: <string name="exemptModuleType6">ModuleKerbetrotterJointHelper</string> Since adding that a few days ago I've not had any further hitch problems.
  20. @Enceos Thanks these look great. I'll take a look at trying to add them to the next version (should be shortly™ after KSP 1.3.1 is officially released)
  21. KCT 1.3.4 is not compatible with KSP 1.3. You need to use the latest dev build as linked in the OP.
  22. The only parts you need to keep are the survey stake and mallet but there are plans to drop support for the current USI EPL parts so there's no harm (other than clutter) in keeping the other EPL parts or replacing them with better looking ones (your tastes may differ) from a mod like Keridian Dynamics. Don't delete anything from the other EPL folders though - just parts.
  23. I don't think that helps. The Mk 1 Crew Cabin is the only place I've seen that setting but it does have crew hatches (on the front and rear bulkheads) and sometimes appears as a rescue target.
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