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KSP2 Release Notes
Everything posted by swjr-swis
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
swjr-swis replied to KospY's topic in KSP1 Mod Releases
Perhaps a good starting point would be looking into the code for this mod: The 'Select Vessel' function to load a new vessel into an active hangar only looks at the VAB/SPH and loads an entire craft in one go, but it should not be too hard to extend/adapt that function to load from Subassemblies. You would still need to add code for assembling a craft out of subassemblies, but it would be a start. -
I just needed to know if it would cause errors for the game or the contract pack, which you have answered. I do question it being 'similar matters', but let's leave the formerly raised for what it is, I can cater to my own sensibilities easily enough by removing it. Btw, perhaps relevant considering the host used for the mod (unrelated to my question here and triggered by a different exchange between other people):
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
swjr-swis replied to erendrake's topic in KSP1 Mod Releases
Another pointer, with a code snippet even: And this thing has weird effects when combined with IFS, it will continually decrease mass of a part that has both a kOS processor and a switchable fuel tank, leading to negative mass and if launched, to implosion of the universe and a CTD. Smallest set I could reproduce this with: Tantares (the Capella A part has both a command module and a switchable LFO tank) kOS IFS StockPlugins (which gives the above part a kOS processor) Switching the tank to 'Stuctural' (sic) is the only thing that makes the continues decrease of mass stop. Every time the kOS processor size is switched, it resets. Switch the tanks to any fuel type, and mass starts going towards negative infinity again. Leaving the stockplugins out makes the bug go away, but only because then the part has no kOS processor patched in. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
swjr-swis replied to erendrake's topic in KSP1 Mod Releases
The KIS storage mass indicator, even though there was nothing in there. I simply opened it to check how many slots and how much total space it had, and noticed the number in the opened KIS window changing. The base mass, you say... I do also have Interstellar Fuel Switch installed, and IFS has done some changes recently to how the dry mass of parts is calculated when applying tank switching. I have a hunch now, I'll investigate and report. -
@Whitecat106 Some mod snuck a WWII German symbol flag (forum censors the more identifying word for it, but you should understand) into my game that I did not appreciate seeing. It took me a good bit to track it down to this mod, Historic Missions. Is it possible to do without using that flag? Am I going to run into an error if the V2 test comes up as a contract, and just that one flag is deleted from my disk?
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
swjr-swis replied to KospY's topic in KSP1 Mod Releases
Good folks of KIS, I do not yet have logs or anything useful other than the after-the-fact incident report, but just a heads up in case anyone else has noticed such a thing: At some point last night while editing a big craft, in a very modded 1.1.2 install including KIS, I opened the KIS inventory of a part and noticed the mass readout 'filling up' while editing in the VAB. I was doing nothing with the craft or the inventory at the time, I simply had the window open. I've not been able to reproduce it yet and just assumed some weird random error and continued editing. Today doing the forums thing, I read in the kOS thread a report of mysteriously growing mass of parts while editing in the VAB: They seem to suspect Realism Overhaul being the source, but I don't use RO at all, never have. I do however use both kOS and KIS. So maybe there is an interaction between those two? I'll try keep watch for it happening again, and report with more useful details, just a heads up for now. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
swjr-swis replied to erendrake's topic in KSP1 Mod Releases
Just to report I have had this happen last night, in 1.1.2 with kOS installed but no RO. The parts I noticed it happening to were parts with KIS inventory space, and in one occasion I opened the KIS inventory and saw the mass readout mysteriously 'filling up' while editing in the VAB. I've not been able to reproduce it, I chalked it up to random error and moved on, until I just now read this here. So perhaps it's KIS, or an interaction between kOS and KIS? -
Spining round (like a record!)
swjr-swis replied to peewee69's topic in KSP1 Gameplay Questions and Tutorials
Possibility #4 (for the part about accelerating force): You're witnessing a pretty recent bug of the game, where orbits are no longer completely stable and decay slowly but steadily for no apparent reason, even around bodies without an atmosphere. (We're speculating whether it's proof of existence of the Aether, or dark matter being more massive than we calculated.) I concur with Snark though: the game never really honoured ship orientation between sessions (just like it doesn't honour your last SAS setting). A ship without any acceleration at all should simply keep its last orientation. -
Very long shot maybe, but could this somehow be related or a similar bug to what caused @Sigma88 to have to hack the solar power generation in Galactic Neighbourhood: KSP has internal code that calculates at every frame how much the sun is heating parts, and that code is likely based on a very similar if not identical calculation as that for solar panel EC generation. If that EC code gets messed up when planets/stars are displaced, perhaps the same thing happens to the insolation when displacing a vessel. Or I may just be talking nonsense, it's 3am again so it could well be.
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KerbalX.com - Craft & Mission Sharing
swjr-swis replied to katateochi's topic in KSP1 The Spacecraft Exchange
Exactly. -
KerbalX.com - Craft & Mission Sharing
swjr-swis replied to katateochi's topic in KSP1 The Spacecraft Exchange
You make it sound like you have no recourse, but you only just posted a question in the comments of his page 4 hours ago. The craft was uploaded not even two days ago, so the author is active. Perhaps give the person some time to even find your comment and react to it? -
[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
swjr-swis replied to FreeThinker's topic in KSP1 Mod Releases
Typo (Structural, I think): And: Is it supposed to list LqdHydrogen,LqdOxygen twice? Never mind, I think I understand (IDEAL and LANTR). But then I'm not sure about these, wouldn't they need to have the same nr of parameters (8 selections including structural):- 1,187 replies
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- fuel switching
- mesh switching
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(and 2 more)
Tagged with:
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<raises hand> Ongoing career with lots of live flights/missions/stations, I was actually having loads of fun with pure stock SPH craft for the first time in my KSP years, and I'm unwilling to sacrifice all that to the 1.1.x patch/hotfix sequence. Waiting for the definitive 1.1.5 to even attempt an import of select bits and pieces or start a for-real-now career. Same reason I also still have a fully modded 1.0.4 career going, which took a lot of fine-tuning effort to get everything working nice together (including a very hush hush doubling of bits). I am still completing some nifty sat constellations, a couple of stations/bases, and some multi-year missions in a somewhat modded 1.0.2 too. But I did finally archive all the older ones. That's progress, yes? Hi everyone. My name is swjr-swis, and it's been 76 days since I last touched a pre-1.0 KSP install. (please disregard Discontinued Parts, Historical Institute, and a few allegedly-incompatible and hand-resurrected mods running in my 1.0.2/1.0.4 installs... it means nothing )
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[1.4] SpaceY Expanded, v1.5 (2018-04-02)
swjr-swis replied to NecroBones's topic in KSP1 Mod Releases
Not sure what you mean, that looks like a perfectly routine tuesday afternoon mission to me... . Nice aim btw. Elon Musk may have a job for you in the booster recovery dept. -
Looking for a certain mod whose name I can't remember
swjr-swis replied to lude's topic in KSP1 Mods Discussions
Sometimes, what we feel is a minor feature is the only thing someone else uses of the whole mod. Kinda like kids and toys: bring 'em a brandspanking new state of the art latest model thingamajig that can do 21 things while playing music... and a day later it's laying under a bed unused and the kids are making a castle out of the darn box. (mind you, the box is pretty nifty and awesome to play with. And so is that 'minor' feature of KCT ) -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
swjr-swis replied to cybutek's topic in KSP1 Mod Releases
I believe toadicus' VOID does that, using Engineer.Extensions: Feedback: I like, want. -
Looking for a certain mod whose name I can't remember
swjr-swis replied to lude's topic in KSP1 Mods Discussions
Or, rather ironically, perhaps Kerbal Construction Time...? Because: -
Known and reported bug in 1.1.x: http://bugs.kerbalspaceprogram.com/issues/9619
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Guys, I don't consider myself a mod creator, but from what I know, the entire definition of attach nodes is in those node_stack_xxx and node_attach lines in the part cfg files. They contain all the information required for the game to know where the attach nodes are on a part. I know this, because I have edited part cfg files to move and or create new attach nodes on existing parts. All I did was edit those lines. node_stack_top = 0.0, 0.2828832, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0
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Kurrent Keostationary Koordinates
swjr-swis replied to lude's topic in KSP1 Gameplay Questions and Tutorials
KSO altitude didn't change (gravity and rotation period of Kerbin have remained the same), but the current version of KSP has a bit of an issue keeping orbits stable, which ends up affecting anything in KSO as well. A stable craft with all engines and RCS deactivated in stable LKO will lose altitude at a rate of anything between a thousandth to a tenth of a meter per second. Watch the altitude display of Ap/Pe (Map view, or through KER/MJ) and you will notice this slow but steady decay. This isn't supposed to happen and is a recent bug (although some might consider it a feature - yay, stock orbital decay and station keeping!). Relevant link: http://bugs.kerbalspaceprogram.com/issues/9619 -
Call Me Crazy, But This is The Mod We NEED!
swjr-swis replied to Probus's topic in KSP1 Mods Discussions
Considering that the game can still at times decide to 'hang' in the space center buildings with the 'Exit' button not working and no escape menu coming up, probably not the best of ideas. As for the OP question: I don't get the point of this ironman thing. Those who want to enact such a thing on themselves, can already do so by simply not using save, revert, etc. That would be the true proof of the iron, actually having the option and no one watching, slapping your hand, or stopping you, but not using it anyway, because you chose to. Those who feel they would be tempted to use one of those options at any point are the wrong target for such a mod anyway, and/or can and will find 1001 ways around it, depending on how desperately they want to. One either 'is ironman', and the mod is completely redundant, or one isn't, in which case no amount of mod enforcing is going to make it so. -
How to do thrust curves in stock ksp?
swjr-swis replied to Kartoffelkuchen's topic in KSP1 Modelling and Texturing Discussion
No permission to see it. I've had this happen on several quoted threads lately. Is there a problem with the forum software, or is NDA information being discussed in public sections? -
@Somgosomgo, probably.