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kingoftheinternet

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  1. I was having a similar issue; the IR parts even appeared in the tech tree in already-researched nodes (career mode), but in the VAB those same parts wouldn't appear in search or under any part category. I uninstalled and did a fresh manual install, following the instructions on p93 exactly, this time including both legacy and rework parts (i.e. GameData\MagicSmokeIndustries\Parts contains the "Legacy" directory and three "Rework_*" directories). The problem turned out to be a combination of 1. the part search function *will not* find any of the rework parts (!!!), 2. I only had the rework parts installed, and 3. I was using version 2.0.11 from CKAN instead of 2.0.12, which fixes a bug adding a "Robotics" parts category containing all the IR parts. The rework parts still don't appear in parts search, which is pretty mysterious and annoying... but they at least show up in the "Robotics" category.
  2. IIRC, you can avoid patterns like that by placing the clouds in intersecting spirals with small random variations in the position of each cloud. I really regret I can't find the blog post talking about this... it was about placing bundles of reeds/grass such that you never get the visual effect of "rows", pretty much the same issue, if you feel like trying to google it yourself. No idea how you'd accomplish putting your clouds in intersecting spirals with small random variations in the position of each cloud using that config file, though
  3. Unmanned Before Manned wasn't successfully changing the tech tree around for me without messing with its config. For example, one of the lines I had to change was: @PART[probeCoreOcto|sensorBarometer|batteryBankMini|sensorThermometer|longAntenna|solidBooster|standardNoseCone|adapterSmallMiniTall]:NEEDS[!SETIctt,!ETT,!OpenTree,!RP-0]:FOR[UnmannedBeforeManned] by removing the :NEEDS clause. I don't think I have any of those mods that it's checking for, though; I'm not sure what RP-0 or ETT are but there's nothing I can find that seems to correspond to those, and I definitely don't have SETIctt or OpenTree. Any ideas? Edit: Never mind, I *did* have the SETIctt folder there, it's just been completely removed of any files (by CKAN, I guess, since now it's out of date? I'm just starting with 1.1). Removing the folder itself causes a segfault on game load though, rofl. Probably nothing to do with you.
  4. Keep getting this exception after finishing a "bring tourists to Kerbin orbit" contract: Exception occured while saving contract parameter 'ReachState' in contract 'Tourism_Moons': System.NullReferenceException: Object reference not set to an instance of an object at ContractConfigurator.Parameters.ReachState.OnParameterSave (.ConfigNode node) [0x00000] in <filename unknown>:0 at ContractConfigurator.Parameters.ContractConfiguratorParameter.OnSave (.ConfigNode node) [0x00000] in <filename unknown>:0 and also this one afterward, which might not be related Exception occured while loading ScenarioModule 'ContractPreLoader': System.ArgumentException: ContractConfigurator.Parameters.ParameterDelegate`1[T] is an open generic type Parameter name: type at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0 at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0 at Contracts.ContractParameter.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at Contracts.ContractParameter.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at Contracts.Contract.Load (Contracts.Contract contract, .ConfigNode node) [0x00000] in <filename unknown>:0 at ContractConfigurator.ContractPreLoader.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 I'm guessing it has to do with using New Horizons, where Kerbin has no moons.
  5. I'm using this with New Horizons and they don't seem to cooperate well. I got and completed the Kerbin network contract, and I have two dishes in LKO each pointing at both Aptur and Sonnah, but I haven't gotten a contract for either over probably dozens of rejected contracts. Is there another requirement I might be missing, or is this known not to work with New Horizons?
  6. Ah, yeah, I was thinking of KSP Interstellar Extended which has some fancy atmosphere-suitable engines.
  7. Near Future probably does just because it has most of the types of engines. Also, one of the MKS/OKS packs has ducted fan engines that are great for VTOL in atmosphere. Powered by electricity, but, fuel cells.
  8. I wish there were a way to hide just my communications satellites (mostly for the sake of finding other missions in the tracking station; they look awesome, of course). Is there a better solution than calling them "rovers" or "debris" something like that?
  9. I think I'm confused about how this mod works. Can I actually do every Station Science experiment in every landed+orbiting biome, or is it just not defining the valid locations for these experiments correctly?
  10. Seconding SETI CTT, though unfortunately SETI Contracts doesn't translate well to NH at all; the planet contracts are hard-coded by name, so e.g. you get missions to go to Minmus before you've left the SOI of Sonnah, and you'll never get anything for the non-stock planets.
  11. I wrote most of a Python program to parse .cfg files, then I decided I'd be fine with stock contracts and just uninstalled SETI Contracts and the SCANsat contract pack and set the money reward coefficient back to 1 . The stock contracts appear to work at least somewhat well with New Horizons (it's giving me "fly by Sonnah" at an appropriate time, which I totally didn't expect would work at all--we'll see if it understands the other moons in the Sonnah system and progression beyond). The RemoteTech contract pack seems to be pretty much layout-agnostic; its contract .cfg files just rely on solar system position and whether or not it's a gas giant, rather than being hard coded per-body. That kind of setup probably wouldn't generalize well to SETI Contracts, but I bet the SCANsat contracts could do the same sort of thing.
  12. Hi! So I'm starting a new game with New Horizons, which dramatically rearranges the solar system; e.g. Kerbin is a moon of a new gas giant, Minmus is moved out to an outer planet, Duna and Dres are moons of Jool, that sort of stuff. Do you think the easiest way to adapt the SETI contracts to the new layout would be to just figure out a mapping from stock planets to NH planets that roughly preserves difficulty, then do a whole bunch of inline replacing of names in the contract .cfg files? (Maybe writing a script that can be rerun on new versions) I considered using Module Manager, but that wouldn't catch the flavor text and stuff which would be confusing (also not sure what the syntax would be).
  13. Sounds like you have this handled, but for anyone else who wants to make the Goo and Materials resettable, make a file called GameData/_Patches/fix-science.cfg (or whatever you call your folder for your own modifications) containing: @PART [*]:HAS[@MODULE[ModuleScienceExperiment]:HAS[#experimentID[mysteryGoo]]]:Final { @MODULE[ModuleScienceExperiment] { @dataIsCollectable = True } } @PART [*]:HAS[@MODULE[ModuleScienceExperiment]:HAS[#experimentID[mobileMaterialsLab]]]:Final { @MODULE[ModuleScienceExperiment] { @dataIsCollectable = True } }
  14. I have 14 mods that don't let me remove buttons from the stock toolbar. It's a little crowded. Some of them actually do something, at least.
  15. Is it possible to remove the currently-useless stock toolbar button? Most mods have a way to choose between using the stock toolbar or the common mod toolbar (where it can be hidden completely, if you want).
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