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Everything posted by Aelfhe1m
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Well according to the Interplanetary Mountaineer contract pack the highest peak is at: latitude = -25.0159°, longitude = -158.4558°
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OK. This is an odd one. At first I couldn't see anything wrong but then I realised that there was both the integrated rover brain in the Lynx cockpit and the attached radial rover brain part. If you open the terminal from the radial rover brain part you get the not landed error but if you open it from the cockpit right click menu it works fine: I'll need to investigate this further (hopefully it'll cure itself as part of the UI rewrite and code refactoring that's ongoing) but in the meantime you should be fine if you always use the cabin right click menu when there is an integrated rover brain module.
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@OrganicLife There's nothing obvious in the log. All the messages from RoverScience are routine and there aren't any other mods throwing large numbers of exceptions to cloud the issue. Could you maybe post a picture of the rover and possibly the craft file? Are you using the wheels from the FUR mod or a different set?
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DMModuleScienceAnimateGeneric is a separate download from DMagic Orbital Science which contains DMModuleScienceAnimate.
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Aelfhe1m replied to IgorZ's topic in KSP1 Mod Releases
Yes - using the KIS API. For example OSE Workshop creates new parts and adds them into inventories at https://github.com/Aelfhe1m/Workshop/blob/master/Source/Workshop/Workshop/OSEModuleWorkshop.cs#L514 EVA Kerbals can drag parts from any open inventory within range (or between inventories). Or are you imagining some sort of robot device that pulls parts from inventory then deposits them somewhere in a specific pattern? -
Which version of Kopernicus and GPP are you using? I think there may be something odd with the way Kopernicus is handling localized names. My current career is stock + OPM and the stock planet biomes are all localized fine but the OPM planets are just coming up blanks. I'll have to investigate further. (Issue #15 created).
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Aelfhe1m replied to cybutek's topic in KSP1 Mod Releases
KSP version 1.1.3 is quite old now (the latest is 1.3). With KSP it is important to make sure you are using versions of mods that were released for the major version of KSP you are using (KSP 1.1, 1.2 or 1.3) unless the mod is a pure parts or configuration mod - those "mostly" work OK across KSP versions. Most mods do not name their versions to match the version of KSP they work with so you will need to check the list of old versions on CurseForge, Spacedock or GitHub to find which version of the mod was for which version of KSP. In the case of Kerbal Engineer go to the CurseForge files page and select the last version for KSP 1.1 (KER version 1.1.1.0 from April 2016) -
It looks like it will almost work. I found one hard-coded reference to Gilly (in StationMissions/StationCore) but other than that it should work with any planet pack although some of the values may not be balanced/sensible in alternate solar systems.
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@IntoSpaceAgain and @Nachocuban Some parts change their crew capacity "on-the-fly" (generally inflatable/deployable parts) which can mean that they are sometimes zero. This can cause the maxCrew in the contract to be less than minCrew (1) - which causes the error. It's a simple one line fix and I've sent a pull-request to @LemonSkin on GitHub with the details.
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Module Manager syntax is here
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Aelfhe1m replied to Angelo Kerman's topic in KSP1 Mod Releases
I think you're asking about storage templates. WBI convertible storage works with templates and STORAGE_TEMPLATE is shared by most parts (there are other custom templates used by some specific parts). To add another resource as a switchable option you just need to create a MM patch based off of the existing templates in GameData/WildBlueIndustries/000WildBlueTools/CommonTemplates/Storage -
[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
Aelfhe1m replied to EnzoMeertens's topic in KSP1 Mod Releases
You'd probably need to write one or more Contract Configurator extensions before you could even start on the (repair?) contracts.- 735 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Aelfhe1m replied to RoverDude's topic in KSP1 Mod Releases
MM writes the details of the errors into your log file. That file also contains lots of other useful information for anyone trying to debug your issue: -
That's KIS:
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[1.3.0] Procedural Parts - Starwaster Branch
Aelfhe1m replied to Starwaster's topic in KSP1 Mod Releases
@SchrottBot Yes that's a MM patch. Just copy it into a new text file and save the file somewhere in the GameData folder with a .cfg file extension. The file name doesn't matter but it's best to avoid spaces. Once you get several patches I recommend creating a folder to keep them all organized and more easily findable. It can also help to copy the URL of the page you found the patch on into a comment at the top of the file (any text following // is a comment) so you can refer back to it later. For lots of example configs see the community database thread or the module manager thread itself. -
Add part to vessel during flight
Aelfhe1m replied to flywlyx's topic in KSP1 C# Plugin Development Help and Support
Are you wanting to write code to do this as part of a plugin? If yes then you could refer to some existing examples: KIS does this (see here). Routine Mission Manager can spawn a docked vessel (source is bundled in download see routine.cs for docking code). For other references for spawning vessels in specific locations: see mods like Contract Configurator, Extraplanetary Launchpads, Ground Construction. -
@zeineizoku RMM works by recording a mission from launch to docking (and then back to surface) using minimum crew and cargo load. Once a mission is recorded you can click on a docking port at the destination to call for a repeat with a full crew/cargo load-out. After a certain time has elapsed your new vessel will be spawned docked at the target. So repeat tourist trips to Mun orbit would need a munar space station as a destination. It can be a very minimal space station but must have a control source and unoccupied docking port. One way I handled routine tourist trips to Mun and Minmus in a past save (my current save is about colonisation and I'm using rare resource mining as the money spinner) was to make a deep space bus that was designed to go from Kerbin orbit to orbit of one of the moons and back. I then flew up a template crew launch mission to dock with the bus in low Kerbin orbit. And then recorded the return trip of the crew launcher to Kerbin surface. Then whenever I had enough tourist contracts I'd summon a launcher to the bus in LKO. Transfer the tourists and send the CLV home. I'd then fly the bus to the moon and back then summon a new CLV to recover the tourists. I'd also either include spare fuel on the CLV to refuel the bus or have a separate fuel tanker template.
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CKAN will not overwrite files from mod A when installing mod B and as far as it's concerned Hangar Extender and Hangar Extender Extended are two different mods. Uninstall the old Hangar Extender before trying to install the new extended version.
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... and makes harvesting MKS resource lodes much more viable when I only have to do a little local driving at each end of the collection trip.
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Aelfhe1m replied to K.Yeon's topic in KSP1 Mod Releases