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Everything posted by AlphaMensae
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Well, I don't know if it was an MM, CTT and/or the stock parts at issue, but I found a solution to my problem (may not be the proper one): I used MM to first clone the stock parts I wanted moved (and maybe modded as well), adding "Clone" to the internal name, and putting them in the nodes I wanted. I then made a second MM :FINAL patch that deleted the original stock parts. Bingo! It worked perfectly.
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Yup, tried that too, as well as :AFTER. Still doesn't move the Mk1 Pod out of the Start node. Also, I also tried to move the Stayputnik TO the Start node, and that didn't work either. Even started another new Science mode save to test it. As another test, I used MM to make a copy ('+') of the Mk1 Pod, gave it a new internal name, title and made it double sized, and put that into CTT's simpleCommandModules...and that DID work. I'm using MM 2.6.20 on KSP 1.0.5.
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That's what I used (copied from an existing CTT patch from another mod), and doesn't work. I'm really baffled.
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I'm trying to create a config file of alternate launch sites for Kerbin using KSC Switcher, and I'd like to know what exactly these two things--PQSCity & PQSMod_MapDecalTangent--refer to. I know that they deal with the KSC object, but exactly what role does each component have? I have NathanKell's GitHub page about this, and roughly know that the offsets deal with a vertical adjustment from sea level (latitude and longitude are obvious ), but beyond that, I'm blindly plugging in numbers and seeing what they do. The two types of offsets and coordinates are really puzzling me. I've managed to get my sites somewhat like that of the stock KSC, but they're still sitting too high, exposing a 2nd steeper downslope from the gentler slope that leads away from the "pad" under the facilities. If you need it, this is what a launch site parameter section looks like in KSC Switcher (example is the original KSC): Site { name = ksc displayName = Kerbal Space Center description = When Kerbals dream of space their first thought is often of Kerbal Space Center, the de facto home of spaceflight for the peoples of Kerbin. PQSCity { KEYname = KSC latitude = -0.0969 longitude = -74.6002 repositionRadiusOffset = 43 repositionToSphereSurface = false reorientFinalAngle = 345 lodvisibleRangeMult = 6 } PQSMod_MapDecalTangent { radius = 7000 heightMapDeformity = 0 absoluteOffset = 64 absolute = true latitude = -0.25 longitude = -74.6 } } Thanks for any help!
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I'm having trouble moving some stock Squad parts to a CTT node. Specifically, moving the Mk1 Pod and a modded stock part to Simple Command Modules. Used the standard CTT MM patch template, started a new science save for testing, and the parts did not move. I then checked to see what SETI does, so I tried the ":FOR[CommunityTechTree]" command, and still no success.
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Yup, it was announced in one of the devnotes after Squad came back. And I agree, while HarvesteR's leaving was sad news and a shock, I think KSP is in good hands. That he takes part in the Squadcasts is already a big deal. Somone else was doing summaries of the Squadcasts some time ago but stopped, and with all the issues of 1.1.2 plus 1.1.3 and 1.2 coming, I felt more attention needed to be drawn to them, so I might just do this regularly. Not going to do a minute-by-minute breakdown, just provide the link and a few comments like I did here. The Squadcasts are great, you get to hear straight from the devs and ask questions...and get to see NathanKell, lord of RSS and RO, fail at stock KSP.
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Yeah, it got into orbit...eventually after flipping out in several launch attempts. And then the Gigantor solar panels on the payload kept getting broken off by the 1.25m fairing jettison. Then he ran out of electricty when he reached Minmus and had to turn on Infinite Electricty (that was too funny). So, not too far off from normal past behavior.
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Oh, there were requests from chat to have the magic boulder brought back. I don't recall offhand whether the Squad crew answered it, might have missed the response, or they didn't see it...or were biting their tongues.
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I'm not going to describe the entire Squadcast that aired on the 16th, just offer the link and a few comments: Squadcast here Roverdude joined NathanKell and Mu (KSP lead dev) for this squadcast, and much was said about the upcoming telemetry-antenna system in v1.2. In short, it looks to be a mix of parts of Antenna Range and parts of Remote Tech, slotting somewhere in between them. A few notes (there's much more than this): > The whole system will be "on" by default, but it will be able to be turned off > Kerbin will have a built-in Deep Space Network of ground stations, so you won't need to set it up yourself--unless you want to, as it can be set to "zero" so you can set up the antennas yourself. > Science will be able to be transmitted from surface rovers or landers to an orbiting craft. > There is going to be a Module GPS, intended mainly for satellites, providing a latitude and longitude readout, and perhaps biome as well. In 1.1.3 news, NathanKell was running the latest build of 1.1.3 (the version number on the main menu screen confirmed it). No crashes happened as he built a small rocket to head to Minmus. Orbits are indeed now rock-steady, no more decay of Ap and Pe. Ghost-staging in space has been fixed, i.e. no more double-tapping the space bar to stage (better watch out for that, it might come as a rude surprise ). The monolith easter-eggs have been fully restored, including the one on Minmus, and are taller than before. Check out the VOD for the full story
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Ok, I have a question, how do you translate the elevation above sea level for a site from the Kerbin map into the parameters used by KSC Switcher? So far my first test alternate KSC (I'm guessing it's the decal thingy) keeps appearing about 211m above the ground for a site 185m above sea level. I made a quickie rover and dropped off the edge to land on the flat area below, and the altitude there was 2-3m. I'll keep plugging away at it, but was wondering if there was a standard calculation to determine what to put into the parameters. I'm using version 0.5 for 1.0.5.
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1.1.3 Hype Train: Branch Line Edition
AlphaMensae replied to Whirligig Girl's topic in KSP1 Discussion
Yes, as was previously mentioned, it's not going to change in any radical way (aside from whatever changes 1.1.3 brings), just a long-overdue top-to-bottom cleaning is in the works. Still is going to work the same way, just be far more efficient and faster--and no memory leaks, stutters, lagging or crashes, AND easier for less-than-high-end processors to handle. Mike (Mu) even said that all the deprecated code that mod authors have complained about is slated for removal at last. The first steps will be taken in 1.1.3, but NathanKell and Mu said that the full overhaul will be part of 1.2. And to be honest, even if 1.1.3 (or 1.2) does break every mod out there, I'll be fine with it, as a code overhaul needs to be done, as the stutters and crashes aren't something that can be fixed with a simple patch. -
1.1.3 Hype Train: Branch Line Edition
AlphaMensae replied to Whirligig Girl's topic in KSP1 Discussion
Based on what Mu (now the lead dev) and NathanKell said in Thursday's Squadcast, 1.1.3 is more than mere patches and buffixes--they're finally taking the first steps (maybe more than just steps) towards rewriting all the KSP code, making it lean and clean. This is the way to no more stutters, no more memory leaks, no more lagginess, and probably no more crashes. In the area of garbage collection, they cited vessel unloading as a prime offender, producing excessive amount of garbage. In 1.1.3, it now produces ZERO garbage. -
Watch the Squadcast from Thursday with NathanKell and Mu (now the lead dev for KSP), they talked quite a bit of what's in 1.1.3. In short: VERY good news! https://www.twitch.tv/ksptv/v/71528028
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Any way to fix the broken landing gear?
AlphaMensae replied to _Aramchek_'s topic in KSP1 Discussion
If you haven't been following @Claw's Stock Bug Fix Modules thread, he again confirmed what he, @Arsonideand @NathanKell have said during the release: The spring and damper strength editor tweakables in 1.1.2 were to help provide a partial workaround for the wheel issues, but it is something that can't be "just fixed", it will require an upgrade to a newer version of Unity (IIRC, KSP is currently using 5.2.4, I believe a 5.3 is out or will soon be, and I saw talk of a 5.4). -
Yeah, that link led to the PreRelease forum, which is now gone. Instead, click on the "Download" button, it will take you to the CurseForge site, select the "A" (for Alpha build) version from there.
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It would really help if you weren't able to unlock the whole stock tech tree by just going to the Mun and Minmus, thus providing no real reason to go beynd the Kerbin system. Either greatly reduce the science returns from the Kerbin system or ramp up the tech tree science requirements. Leave the big science returns to planets like Jool and any beyond it, so there's a purpose in going to say, a Saturn-like planet, even if it's just an umanned probe.
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Exactly, look at the what the Apollo missions and all the Mars landers/rovers have done and found, stuff like that should be included. Apollo 15 went to Hadley Rille, Apollo 17 found the orange soil in the Taurus-Littrow Valley, ice has been detected in lunar polar craters, ice/water on Mars, and not to mention all the varied surface features on Mars that make Duna look like a cue ball in comparision. There needs to be lots more stuff to look for.
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Thank you, and I also just realized doing the same thing due to someone else mentioning editing the save file. I might even make customized versions of the legs and wheels that were used, with much higher strength to make sure they don't break or explode in 1.1.X.
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My main save is still 1.0.4 with mods as well. I've got some interplanetary missions in transit, all of which have landers and rovers that use tweakscaled landing legs and wheels. I'm not going to risk bringing them into 1.1.X, they'll probably all explode on landing. Plus the rovers and an Eve nuke jet use the pre-1.0.5 version of the Mk1 cockpit, and I certainly don't want that getting changed. I have Necrobones' Discontinued Parts mod, but that doesn't help me with in-progress missions. So I'm just messing around in 1.1.X, but not doing anything serious until it gets fixed up.
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Kerbal Space Program patch 1.1.2 is now live!
AlphaMensae commented on KasperVld's article in Developer Articles
Squad devs Arsonide, NathanKell and Claw have confirmed that some of the wheel/gear/leg (basically all the same thing now) issues are due to known bugs in the version of Unity 5 that KSP currently uses, and they can't be fixed with patches, they will require a newer version of Unity 5. -
[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
AlphaMensae replied to Porkjet's topic in KSP1 Mod Releases
Yup, they're only engine parts, no legs/gears/wheels, no .dll files, no UI actions, and they're made by Porkjet so of course they work in 1.1 I consider these engines to be "stock plus" as they are made by Porkjet, and am really hoping they're in v1.2. -
Hi, is there something else needed to use the MPL's modules in another part? I've did a straight copy, and all that happens is that I can't right click on the part or any other one after it's attached in the editor; same thing happens after launch.
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Ok, I want to make one of the 1.25m pressurized crew tubes from Nertea's Stock Station Parts Expansion into a multipurpose crew hab+mini science lab+materials bay module for a smaller interplanetary ship I'm designing. I got the crew part ok (that was too easy), but simply copying the appropriate MPL and Materials Bay modules (minus the IVA and animations) from the stock parts doesn't work. The information shows up in the part list, but when I add the modified part to the test craft I built, I'm not able to right click on it or anything else for that matter, and right clicking still doesn't work once the craft is launched. So I'm guessing there is more involved than simply copying the modules verbatim. This is still in 1.0.5.
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Kerbal Space Program 1.1 Hype Train Thread.
AlphaMensae replied to Whirligig Girl's topic in KSP1 Discussion
Another new 1.1 feature revealed on today's EJ_SA Twitch stream: Vernors can be thrust limited, and RCS thrusters (both vernors and monoprop) are axis-configurable (like control surfaces) both in rotation and translation! NathanKell was in chat and said that the capability was already in 1.0.5 but that there were no buttons for it connected to the GUI.