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Everything posted by Syntax
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[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
Syntax replied to nightingale's topic in KSP1 Mod Releases
Hi @nightingale . Just loaded up a new sandbox game in a clean install of 1.2.2 x64 (no other mods but Waypoint Manager 2.6.0). Playing in career in 1.1.3 x64 with v.2.5.x, I had been able to place .png files in the WaypointManager/icons/Custom folder and have them show up in the Icon Selector. Seems that's not working for me anymore; I get buttons corresponding to the icon files, but with just a single pixel for the image, and nothing shows in the waypoint marker. I'm wondering if you (or anyone) might be able to help me figure out why. Am I missing something really simple or is this a larger issue? Image below shows the problem. The 8 icons I'm trying to use are here (and they work just fine in my old save). They're from your Anomaly Surveyor contract pack and my Interplanetary Mountaineer pack. Thanks for any input you can offer! EDIT: I've been digging into this a little to see if I can figure something out, but without much luck. What I've come across is two additional questions: When I export my custom waypoints to a .cfg file, there are two fields I don't really understand. Seed and navigationid. What is the significance of each of these? If I'm uploading custom waypoints from a previous version, what do I need to keep in mind with regard to these fields? EDIT2: While I'm here, I might as well mention that Waypoint Manager also seems to be duplicating my custom waypoints on saving them. Only one appears in the list, but two waypoints display on the map, stacked one on top of the other (second image). -
[1.2.x] Contract Pack: Interplanetary Mountaineer v1.1.2
Syntax replied to Syntax's topic in KSP1 Mod Releases
Planning and hoping to stick around a while longer- 48 replies
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[1.2.x] Contract Pack: Interplanetary Mountaineer v1.1.2
Syntax replied to Syntax's topic in KSP1 Mod Releases
@RealGecko Thanks for checking that out. I imagine you (and others) have gone ahead and just kept using this pack as usual. I'd been away so long, I wanted to make sure I wasn't missing anything before telling people it was compatible with 1.2, as I'm not certain whether the pack will see much more in terms of updates from me. It's confirmed to be up to date now, though, and has a couple small improvements to boot. Enjoy!- 48 replies
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[1.2.x] Contract Pack: Interplanetary Mountaineer v1.1.2
Syntax replied to Syntax's topic in KSP1 Mod Releases
Glad you're still enjoying it, in spite of the bugs. I direct your attention to the following posts in this thread, though, in case you hadn't already seen them: http://forum.kerbalspaceprogram.com/index.php?/topic/138325-113-contract-pack-interplanetary-mountaineer-v10-jun282016/#comment-2569643 http://forum.kerbalspaceprogram.com/index.php?/topic/138325-113-contract-pack-interplanetary-mountaineer-v10-jun282016/&page=2#comment-2663276 The coordinates are taken from kerbalmaps.com, which I understand assumes maximum terrain detail. Still I've found their numbers to be a bit off (10s of metres) and am gradually discovering more accurate coordinates through my own gameplay and updating the pack as I go. It's not a fast process. I consider what's been released as "good enough for role play," and if it gets you to K1, then it's done its job. The altitudes are an interesting issue. Even in games without kopernicus installed, I would have expected the CC waypoints to find the level of the terrain on their own (that's what they've been told to do), but they seem to always assume the max terrain detail heights, regardless of what a kerbal can actually walk over on screen.- 48 replies
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[1.2.x] Contract Pack: Interplanetary Mountaineer v1.1.2
Syntax replied to Syntax's topic in KSP1 Mod Releases
@Stratickus I've published an updated version of the pack with a wider radius around the waypoints. You should be able to complete the contracts within 150m of the waypoints now.- 48 replies
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[1.2.x] Contract Pack: Interplanetary Mountaineer v1.1.2
Syntax replied to Syntax's topic in KSP1 Mod Releases
Sorry to hear about your difficulties @Stratickus Are your terrain rendering settings low? Are you using the kopernicus mod? We've found these can lead to problems.- 48 replies
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[1.2.x] Contract Pack: Interplanetary Mountaineer v1.1.2
Syntax replied to Syntax's topic in KSP1 Mod Releases
Thanks for the coordinates @fourfa! Will verify this soon and update the numbers- 48 replies
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[1.2.x] Contract Pack: Interplanetary Mountaineer v1.1.2
Syntax replied to Syntax's topic in KSP1 Mod Releases
Thanks! I had not yet considered it, no. I haven't gotten around to playing in RSS myself yet, and it doesn't look like I will anytime soon I am away from the game but not from the community. That said, the coordinates for the max/min waypoints were fetched from kerbalmaps.com (even I have not visited them all yet! Updates to come as I make them as accurate as possible). So if anyone can provide the coordinates of the max/min elevations for RSS, I would gladly look into making a RSS version, or welcome anyone to try it themselves (it would not be hard). Hyperedit and Vessel Mover have been useful tools for me already and would lend themselves well to a task like this! If not, well, perhaps I'll get to it eventually- 48 replies
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[1.2.x] Contract Pack: Interplanetary Mountaineer v1.1.2
Syntax replied to Syntax's topic in KSP1 Mod Releases
@fourfa that's awesome! I can only imagine the fun you had with that. When I developed the pack, I had VTOLs in mind, but it just goes to show that there are many ways to skin a cat, so to speak Good job!- 48 replies
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[1.2.x] Contract Pack: Interplanetary Mountaineer v1.1.2
Syntax replied to Syntax's topic in KSP1 Mod Releases
Still would like to spend some more time tonight looking into the issue. Will keep you updated.- 48 replies
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[1.2.x] Contract Pack: Interplanetary Mountaineer v1.1.2
Syntax replied to Syntax's topic in KSP1 Mod Releases
Well, playing around with things, I'm not sure where the issue lies... When I use those mods to place a ship at those coordinates, I end up precisely at the point of the highest peak on Kerbin (altitude 6767, not 6764). But the Mun valley is definitely off. I'm not sure why the Kerbin peak waypoint is displaying the way it is in your game... the way I wrote it, it should just default to the level of the terrain (I didn't feed it an altitude). I have my settings completely maxed out, so maybe that's the issue (will test that next). Kerbin and Mun are the only places I've looked into thus far, as they are where you identified issues. EDIT: Do you have Contract Configurator (v 1.10.4 or later) installed?- 48 replies
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[1.2.x] Contract Pack: Interplanetary Mountaineer v1.1.2
Syntax replied to Syntax's topic in KSP1 Mod Releases
This is awesome insight! Thank you! You will note in my edit of the original post that I obtained all the coordinates from kerbalmaps.com. I did so without verifying them all, and so was afraid they might be out of date or inaccurate. Perhaps a little time playing with scansat and/or hyperedit is in order this week. I intend to fix this when I find some time, and I will try to make it a priority (it's not like I won't enjoy it ). Any insight that you (or anyone!) can provide on getting the most accurate coordinates for these places would be much appreciated!- 48 replies
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[1.2.x] Contract Pack: Interplanetary Mountaineer v1.1.2
Syntax replied to Syntax's topic in KSP1 Mod Releases
Good call! Thanks for the prod. It has been done now. My apologies for the delay; I'm away on vacation. Thanks! I didn't know about that list!- 48 replies
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My first forray into the world of plugins is this pack of 15 contracts. Players will be rewarded for traveling to the most extreme elevations (both high and low) of the various bodies in the Kerbol system and planting flags. The contracts for celestial bodies with unique, non-sea-bed base elevations (Eve, Kerbin, Minmus, Laythe, and Tylo) only require the player to summit the body's highest mountain. *** Please note: As this is my first attempt at writing a plugin, I expect there to be hiccups here and there. I encourage reporting of those issues here, and will do my best to address them. Credit: Coordinates of maximum and minimum elevations obtained from kerbalmaps.com (temporarily located here) Installation Changes/Updates Known Issues Pack distributed under the MIT License.
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Mod to alert player when new contracts are offered
Syntax replied to Syntax's topic in KSP1 Mods Discussions
Does it? I have KAC 3.5.0.0 and can't find this functionality. A little guidance? EDIT: KAC > Settings > Specifics > Select Alarm Type > Contract Alarms. AWESOME! -
Mod to alert player when new contracts are offered
Syntax replied to Syntax's topic in KSP1 Mods Discussions
Even better! Yeah that'd be super cool. And an element that warns the player when their accepted contracts are nearing deadline. -
http://imgur.com/a/IbZwo I'm running FAR and B9's Procedural Parts fork (and a whole bunch of other mods), and I'm trying to stabilize my plane's design by raising the CoL a bit over the CoM. But even with designs like these, the CoL doesn't seem to want to budge in the up/down direction. It does seem to behave properly from nose to tail, though... Anyone have any ideas here? EDIT: The answer is yes, CoL should be higher. I removed FAR to see if it would make a difference and it very much did: http://imgur.com/UkC4iDB So the question now is why is it doing this and how can I fix it? I've tried removing the B9 procedural parts fork, and that didn't fix it, so I guess I'm in for a lot of troubleshooting now... but any insight to shorten this process would be much appreciated! EDIT 2: So I've removed any mods I haven't deemed absolutely necessary (ie, removing them won't break my save) and I'm left with the following: Blizzy's Toolbar Module Manager FAR & the Modular Flight Integrator & RealChuteLite, which came packaged with it RemoteTech SCANSat The LargeCrewedLab and mk3CockpitShuttle from KerbalSpaceCommand (see CKAN) Contract Configurator Anomaly Surveyor and RemoteTech Contract Packs Kerbal Inventory System However, I'm also being told by the fine folks on Reddit that this behaviour may be more feature than bug. So maybe all this has been an exercise in futility.
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It's really surprising to me that a mod like this doesn't already exist (as far as my search efforts have shown). The concept is a really simple one: in career mode, when a new contract becomes available, the player is alerted about it. This allows the player never to miss out on an interesting contract opportunity (as my understanding is that offered contracts do expire after a time), or at least to know ASAP that new contracts are available. I don't know how difficult it would be to implement, but it could even probably be really nicely incorporated into existing mods like CapCom or Kerbal Alarm Clock. Just wanted to put that idea out there!
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Contract isn't completing.
Syntax replied to yorshee's topic in KSP1 Technical Support (PC, modded installs)
At the risk of necro-posting... yes I imagine you've already discovered this, but perhaps other users who stumble here will find that useful. -
Ok, I've been troubleshooting this for EVER and it's finally time to turn to the community for some assistance. In my career save, I was trying to fix an issue with MechJeb: For a ship I currently have in a nearly-circular orbit around Minmus, after I quit and returned to the game the readings for my apoapsis and periapsis started going pretty crazy, and therefore so have time to apoapsis, time to periapsis, orbital period, time to EAN, time to EDN, and eccentricity. Now, I know that circular orbits tend to do this, but the orbit isn't that circular; eccentricity should be about 0.143, and I had achieved that before this behaviour started. G-force and inclination are also inexplicably going fairly crazy. All these values fluctuate rapidly around their initial, proper values, but far too much for me to make any additional fine adjustments imperative to the goal of the mission (3 equatorial satellites around Minmus for SCANSat). So, I started uninstalling mods to see if I could narrow down the issue. Toadicus Tools and Tweakable Everything (which is dependent on TT, to my understanding), seems to be the culprit. If both are installed, I get the described behaviour. If I uninstall either TT or TE (but not both), the behaviour stops when I load the game again, but a bunch of my stages go blank, I can't use SAS, the ship wobbles a bunch, and my cargo (the satellites, attached via clamp-o-tron jr. ports in the cargo bay) clip through the bay doors and fly off. If I switch to the nearest satellite (dropped previously), It spins out of control and has no SAS any longer. If I remove both TT and TE, my stages and SAS capability come back and nothing flies away, but the crazy stats behaviour returns. I'm running KSP 1.0.5 (Win32) - Unity: 4.6.4f1 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit My list of mods/addons at this point (all updated, and pared down to a minimum to reproduce this issue while still being able to load the save) is as follows: RemoteTech - 1.6.9 SCANsat - 1.1.4.4 Module Manager - 2.6.13 TweakableEverything - 1.14 MechJeb2 - 2.5.5 Custom Clusters - 0.53.1 MechJeb and Engineer for All - 1.2 Output log file is here (both TT and TE installed) Thanks for any assistance you can provide!
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