drhay53
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Everything posted by drhay53
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[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
drhay53 replied to DMagic's topic in KSP1 Mod Releases
[x] Science claims to support custom biomes so I think the maintainer of that addon just needs to add in support for the new stuff. -
DMagic has added some new experiments to DMagic Orbital Science and they're all showing up as Biome Dependent. However, the situation is a little more complex. One new item is the Bathymetry, which takes data underwater at I believe different depths (in the science archives it says Bathymetry Data from Kerbin's WaterShallow), but not biome dependent. The same is true for the new large telescopes, their experiments can only be done above the north or south hemisphere of a planet, but they're showing up biome dependent. Is there any easy fix to the config to fix these experiments?
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[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
drhay53 replied to DMagic's topic in KSP1 Mod Releases
This is a problem I'm having that I'm almost certain is not directly caused by this mod, but I want to ask here first to see if anyone knows exactly which mod is causing the issue. I use [x] Science, AutomatedScienceSampler, and Science Revisited Revisited, with DMagic orbital science. In [x] Science, the newer large satellite experiments are being listed as biome dependent experiments, i.e. SIGINT data when in space near Mun's farside crater, etc. Does anyone know which mod author I should contact to make sure the experiments are categorized correctly? edit: I'm thinking it's probably [x] Science, so I'm going to start looking into it. -
@severedsolo I did have station science installed a long time ago. I came back after several months off when 1.1.2 came out and had a blurry couple of days where I was trying to get everything updated. I think at some point during that process, I decided to uninstall StationScience, and actually, at one point I'm almost positive I deleted everything in the entire GameData directory, including the squad folder, and did a steam "verify local files" thing. There is definitely no StationScience folder in my GameData. It looks like there's a StationScience.cfg in ContractConfigurator though, and a StationScience.dll in AutomatedScienceSampler. There's also a StationScience.cfg in GPOSpeedFuelPump. I'll see what's safe to delete and try testing after that (want to make sure the dll isn't part of the actual mod that's required).
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Can you tell me what these contracts are called in the alt-F12 contract 'add' menu? I'm pretty deep into the tech tree (550 science level) and I've not seen a single mission to launch a space station, which seems suspicious. Here's a few screenshots of my alt-F10 menu: http://imgur.com/a/m5wO9 I apologize but I couldn't figure out where any of this stuff gets dumped to a log file; I installed the contractconfigurator cfg posted a few pages back in the thread but I don't see anything in output_log. Most of the errors seem to be because I don't have stationscience installed, and I couldn't quite parse why it's failing to load the contracts.
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I was thinking more like a VTOL that would be good at following waypoints, like in the video in the OP. One of the crafts has engines on the back that seem to fire to give it horizontal velocity, however, when I've tried stuff like that, setting horizontal engines to maneuver engines doesn't seem to be the right setting; it always seems like TCA ends up using those engines to help with hovering. So really what I'm wanting is the engine mode setup for something that uses say 4 vertical engines to control altitude and a single horizontal engine that controls surface velocity. I've played around with it a bit, though not extensively, and haven't quite found something to work.
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I'm fairly well-versed in scientific code development but not well-versed in programming in this kind of environment. After an hour of googling I'm not sure I'm any closer to understanding how to get started. I'm not trying to develop an addon from scratch, I'm trying to set up an environment where I can test code in existing addons to aid in bug squashing for my favorite addons. Can anyone point me to an up-to-date tutorial for getting started with this kind of testing? How can one inspect code during execution in KSP? Basically how does one setup a testing and debugging environment? This feels like a noob question but most of the stuff that's coming up in my google searches is for designing parts and such, which I'm not really interested in. edit: I see sarbian's sticky in this very forum. I had read a.g.'s stickied post, which warns that it's only for experienced developers, and in my head I thought the two posts were the same because the titles are so similar. Still, if there's any up-to-date slightly more beginner's tutorials that you guys know of, please pass it along. Getting started feels like the most daunting part here and I don't want it to discourage me so much that I decide to just throw my hands up and not do it. I have a 2 month old baby at home and am only able to work part-time at the moment, so I could be easily dissuaded edit2: the add-on development sub-forum structure confused me a little, but now I'm working over the thread from the forum one-up from this sub-forum. I would have thought the links compilation would have been in this sub-forum.
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[1.1.3] Mk1 Cockpit RPM Internals - Now with ASET!
drhay53 replied to fast_de_la_speed's topic in KSP1 Mod Releases
just wanted to say great job and that over time I've started doing almost everything IVA, so finding good internals has become crucial for me. Keep up the good work! -
[1.1] AFBW v1.7-beta (Joystick & controller mod)
drhay53 replied to nlight's topic in KSP1 Mod Releases
I just wanted to report an issue that I had with this mod. I was using AFBW to connect a ps4 controller for atmospheric flight. Everything seemed to be working fine, however, after a few days of tech tree unlocking I got my first RCS thrusters, and noticed that when toggling RCS on, the fore thrusters were always stuck in the on position. This occurred for every craft I could come up with for testing, and also occurred for every variant of RCS thrusters (MRS, KW Rocketry, SpaceY, and stock). I unplugged the controller and also removed all of my AFBW bindings and even turned off the controller in AFBW, however, the bug persisted. Finally I uninstalled AFBW and all craft are now working normally. No more stuck RCS. I'm not sure if there was an AFBW setting somewhere that was just wonky but I looked through everything and didn't see anything that would cause this. -
Can someone describe the 'optimal' setup for building a new VTOL craft that uses the engine modes? I feel like I'm missing something but I can never really get anything other than 'main engine' to work properly. Should I put horizontal engines on and call them "maneuver" engines for translational stuff? Or are maneuver engines more like RCS, only for rotating the craft more efficiently?
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I seem to remember with the Karibou way back that TCA had alot of trouble. I think the only way I ended up controlling that thing was by severely damping the error term in the mechjeb PID settings. The moment of inertia about that long narrow axis is just crazy small compared to the normal situations that these mods are designed for.
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Raptor's Craft Download Catalog - Tested & Proven
drhay53 replied to Raptor9's topic in KSP1 The Spacecraft Exchange
hey raptor just wanted to say thank you for all of the crafts, they are of really exceptional quality. I'm going to try to work some of your station assemblies in with the USI Kolonization station parts. Or at least use your stations as a guide for how to modularize everything really well. Should be interesting -
[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
drhay53 replied to Crzyrndm's topic in KSP1 Mod Releases
Is there a way to invert it such that A causes bank to the left, instead of the right? Right now when using bank control A banks right, and D banks left; I don't remember having this issue in the past and I haven't played in a few months. -
The IVA on this craft so far and away blows anything else out of the water....I'm really looking forward to flying this thing again one day!
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[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
drhay53 replied to Dr. Jet's topic in KSP1 Mod Releases
Can someone help me figure out how to get the RTGs to latch onto the nodes on the RTG rover body? -
parts [1.2] Karibou Expedition Rover [0.3.0]
drhay53 replied to RoverDude's topic in KSP1 Mod Releases
Good call, if I take the MK16-XL parachute off of the top of the craft the height no longer behaves this way. How do I report such a bug? It's a stock bug that only seems to appear when I add a certain mod part to the craft. edit: Actually, now the craft appears not to have the bug even with the parachute. I must have changed something else in redesigning it, so I'm not sure how to reproduce it. If it happens again I'll try to do more investigation on other parts immediately. -
parts [1.2] Karibou Expedition Rover [0.3.0]
drhay53 replied to RoverDude's topic in KSP1 Mod Releases
Due simply to the parts that I have unlocked in the tech tree, the Karibou Control Module fits nicely into a 2.5m rocket that I'm building. However, the height of the module seems to be bugged. Without the Karibou Control module, my rocket is 27.8m tall. As soon as I add the KCM, the height goes up to 43.7m. -
That's brilliant, I have to say you're really blowing things away with this mod. Lot's of things I've wished I could have for a very long time. Will it work in atmospheric planets? The drag makes it hard but with correcting burns you could probably still do it, for alot more delta-v of course.
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By "ballistic jumps" do you mean suborbital hops? Because if so, that would be amazing.
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Should 2.5.2 still use the other dll that you've provided in the thread to fix the VAB and SPH issue, or is that one included in the release?
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Ah, I had thought based on the last page that the latest github released version had the fixed dll already. Thanks for the link, that version seems to work. I'll keep an eye out for the next released version on github.
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I'm having an issue where basically clicking on a category does nothing. Whatever parts are on the last category I loaded are just stuck there no matter what I click. Here is what I think is the relevant output_log text: Now, I realize that the log file says version 2.5.0.0, however, I manually installed the 2.5.1 release version from the github releases page. Here are the contents of my FilterExtensions.version file: {"NAME":"Filter Extensions","URL":"https://github.com/Crzyrndm/FilterExtension/blob/master/GameData/000_FilterExtensions/FilterExtensions.version","DOWNLOAD":"https://github.com/Crzyrndm/FilterExtension/releases","VERSION":{"MAJOR":2,"MINOR":5,"PATCH":1,"BUILD":0},"KSP_VERSION":{"MAJOR":1,"MINOR":1,"PATCH":0}} Any idea what might be going on? edit: I should mention that I did read the last couple pages of the thread, and this seems to be a similar issue as what other people have posted, so I'm surprised that the latest release downloaded from the github doesn't seem to be working for me. Particularly it seems curious that the version is listed in the log as 2.5.0.0, however, I've verified that there are no other FilterExtension DLLs anywhere in my KSP install except the fresh one that I literally just downloaded from the github. Is it possible that the dll in the github 'latest release' isn't the fixed version? Or is this something different from the last page or so of bug reports? edit 2: I did a fresh install of FE and loaded a sandbox game. The first time I clicked any category, FE stopped working completely. The last thing in output_log was this:
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Thanks alot guys, a nice present to wake up to this morning Knowing that I don't have to scour the thread today.
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