Conventia
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[Minimum KSP version 1.11] Surface Mounted Lights v1.19
Conventia replied to IgorZ's topic in KSP1 Mod Releases
Isn't it possible to only remove the parts from the stock category if CCK is there, using an MM patch? -
My preference for DLC's with regard to KSP is for them to be 'content' rather than 'functionality'. I suppose the distinction may be a bit vague, so I'll try to explain a little. For example, in the case of scenarios, I'd prefer that the core code required to enable scenarios be part of the core game while the actual scenarios and perhaps 'plugins' for specific features be part of the DLC. This would allow modders access to the same functionality as the DLC, with regards to how it accesses the game. At that point, the only mods that would need to depend on the DLC are ones which want to rely on the specific functionality of the DLC for whatever reason rather than writing it from scratch. I suppose I have this viewpoint because one of the things I'd really like to see with KSP is the core functionality becoming more flexible and extensible, in much the same way that the new comms system in 1.2 can be extended (in theory) to support functionality like RemoteTech, rather than having to write it from scratch.
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- expansion
- kerbal space program
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Hmm... the issue seems to start here: [LOG 02:38:24.733] Packing Harrier 1 for orbit [LOG 02:38:41.422] 9/12/2016 2:38:41 AM,KerbalAlarmClock,Reducing Warp-Transition [LOG 02:38:42.523] Unpacking Harrier 1 [ERR 02:38:42.805] Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "HECS2.ProbeCore (Harrier 1)/model/VenStockRevamp/Squad/Parts/Command/ProbeCores/HECS2(Clone)/Hecs2Tops/Collider" My assumption being that there is a bad interaction between KAC stopping warp and PR applying the appropriate 'rotation' to the vessel after warp is over? PR wouldn't have to have an exception for it to be 'at fault'. All the exceptions below this are probably due to the bad unpack here. I appreciate you taking the time to look at it. Thanks.
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- rotation
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I just experienced an interesting bug while playing RP-0/RO/RSS. It's reproducible (I've had it happen 3, after reloading to a point before the bug). What happens is that the ship ends up 'somewhere' in the sun. First in the sun's atmosphere and then on a launchpad at the sun. Anyways, I have logs, so hopefully they're helpful and obviously, I can redo it and get more data if you want. Or if you think the bug isn't with PR, I can go poke other people. https://gist.github.com/ahmedcharles/93e87d6c3683183d947b93681d56a6b5/raw/51815d3a31f6b5e5309753c542bbf43eee875010/KSP.log https://gist.github.com/ahmedcharles/93e87d6c3683183d947b93681d56a6b5/raw/51815d3a31f6b5e5309753c542bbf43eee875010/output_log.txt
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- rotation
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RP-0 (Realism Overhaul Career) Tutorial Campaign
Conventia replied to NathanKell's topic in KSP1 Tutorials
There is the occasional mention of range restrictions/requirements for various launch sites. Is there a mod that shows what these are or penalizes you for exceeding them? Or is there a website that has a list of which launch sites have which limits, so you don't end up exploding over some heavily populated area with toxic propellants? -
RP-0 (Realism Overhaul Career) Tutorial Campaign
Conventia replied to NathanKell's topic in KSP1 Tutorials
I noticed the same issue with the dV discrepancy. I wouldn't suggest changing the mass of the fairings back to their original, unless that makes them more realistic/accurate. Most of the time I'm still able to execute the same flights just because there's enough excess dV so that it doesn't make a difference. It's also the case that I don't mind as much because I'm advancing in cash faster than the tutorial, due to completing lots (over 30-40) of satellite contracts. As an example, I'm not using a kick engine for the Mercury launch because I completed the tech for the H-1/NK-9V launcher before that time window, so I'm just going to use that instead. It's more expensive, but I don't like solids, so using a completely liquid launcher makes things nicer for me. Anyways, thanks again for the series, I can't wait to get to the moon landings, though I can imagine it might take me a little while since I'm trying to use my VAB efficiently, etc. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Conventia replied to nightingale's topic in KSP1 Mod Releases
I just checked, the new dev dll fixes the issue I was seeing and the contracts get regenerated almost instantly. Thanks- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Conventia replied to nightingale's topic in KSP1 Mod Releases
After playing more, I've noticed that entering the tracking station or completing a contract will spawn new contracts but warping or just waiting doesn't cause spawning to happen. Hopefully that helps you narrow it down.- 5,206 replies
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[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
Conventia replied to JPLRepo's topic in KSP1 Mod Releases
As far as I can tell, it's based on the tag that's created in github: https://github.com/KSP-RO/TacLifeSupport/releases Note: https://github.com/KSP-RO/TacLifeSupport/releases/tag/V0.12.3 vs https://github.com/KSP-RO/TacLifeSupport/releases/tag/v0.12.2 So, it should be as simple as pushing a tag on github with a lowercase v that's pointing at the same commit as the current release. And that's cheap enough to be worth trying since you don't need to create a new release. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Conventia replied to nightingale's topic in KSP1 Mod Releases
It seems to refresh contracts on reload (consistently). Waiting sometimes results in a refresh but not always. I don't see any contract configurator errors, but I'll send the log anyways.- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Conventia replied to nightingale's topic in KSP1 Mod Releases
I just installed the new CC in a RP0 install. When I decline contracts, new ones don't seem to pop up in their place. Is this expected? With the previous version, declining a contract would almost always result in a new contract coming up in it's place. (I know this is probably a poor game play choice, but having 6 satellite contracts around Mars and the Sun doesn't help me when I can only do missions around Earth.)- 5,206 replies
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Conventia replied to nightingale's topic in KSP1 Mod Releases
I just loaded the various saves again and the only weird thing is that hyperedit didn't change the inclination when I swapped the ships, one of them is still outside the bounds of the contract, even though the contract already completed. Not that I'm complaining. Although I understand that it's probably a really hard problem, it'd be nice to get better feedback about which conditions are unmet for a given contract. I've done the contract before and I knew that inclination was a consideration and originally, there were two satellites with bad inclination and the contract stated such, but when I fixed one of them, the contract seemed to suggest that all the inclinations were correct.- 557 replies
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- contract configurator
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Conventia replied to nightingale's topic in KSP1 Mod Releases
Weird. I had thought that I'd fixed the inclinations of all of them. And it's weird that hyper edit changed the inclination in a way that allowed the contract to be accepted. Anyways, everything's working now so thanks.- 557 replies
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Conventia replied to nightingale's topic in KSP1 Mod Releases
I used hyperedit to swap the orbits of satellites 2 and 3, so that the satellites are in connected in their order of launch and the contract now recognizes them and the duration countdown is happening. If it's truly the ordering, which this suggests, it should be fairly easy to reproduce from scratch. Though I'd be surprised no one's found it before.- 557 replies
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Conventia replied to nightingale's topic in KSP1 Mod Releases
I sent a message with the file. I don't have logs or saves that show the contracts reverting, but if I notice it again, I'll try to get them. Oh, where are the logs from? (Nevermind, I found them.)- 557 replies
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Conventia replied to nightingale's topic in KSP1 Mod Releases
http://imgur.com/a/WFakP I can also send you the save file if you like. Cycling through the probes doesn't help. Though, there seems to be another issue where contracts go from being accepted to not being accepted anymore and they are back into the offer list. Perhaps that's related? Is that is known KSP bug or contract configurator bug?- 557 replies
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Conventia replied to nightingale's topic in KSP1 Mod Releases
I'm trying to complete the 4 satellite kerbin communication contract. I launched 4 satellites, but their connections are 1 - 3 - 2 - 4 - 1, if 1 is the first launch and 4 is the last. The contract seems to be having issues identifying which satellites should be CommSat III and CommSat IV. If I turn off all antennas (with the RT option to allow turning on antennas without connections) and turn them back on in various orders, it will identify CommSat I as the first launch and CommSat II as the third or fourth launch, but it never identifies the second launch as CommSat III, probably because it was launched after both 3 and 4. But that's just speculation. Is this behavior intended?- 557 replies
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- remotetech
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Conventia replied to Starwaster's topic in KSP1 Mod Releases
For the record, I liked the image.- 5,919 replies
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- reentry
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No mods that require plugins will work without changes and I assume part mods will probably require changes as well. So, for the vast majority of mods, the answer to your question will be no.
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I just tried this mod and ran into some issues completing the core space station contract. I launched a ship with 2 Clamp-o-tron Docking Ports and multiple solar panels, but it seems the contract didn't recognize them. And it seems it didn't recognize the vessel as a station, but I'm not even sure what that means? Am I missing some instructions somewhere? I did notice that there's an extra part in the mod that is a docking port, but it isn't visible in a category because it doesn't have one, so I'm not sure how someone is supposed to know how to use it? One of the things I dislike about contracts in KSP is how hard it is to understand the conditions for completing one. Hopefully there's an easy explanation.