Jump to content

Rodger

Members
  • Posts

    884
  • Joined

  • Last visited

Everything posted by Rodger

  1. Is your target orbit past kerbin? I had a sentinal contract that wanted asteroids intercepting kerbin, but it said the orbit should be past kerbin. I edited my save file to change the SMA of the target orbit (from 42-something to 32-something to be between eve and kerbin), and it worked, scanning all the asteroids within 1-2 years.
  2. I’m loving the wings, will be using them on other stuff too for sure! I just noticed the medium and large winglets are set to have 100% control surface area, was that needed to be able to fly them properly?
  3. The airbrake is disabled now as it breaks the chute. It would need to be made into a seperate part to work again.
  4. I've had no problems using the latest version on 1.8.1, so I think it's fine
  5. I remember trying to add multiple RP plumes to one thrust transform, and after trying to get it to work and talking to blowfish about it I think we concluded there was a bug not letting it work? It was a fairly complicated method too, I think defining multiple offset plumes then squashing them down into a single renamed plume? Funnily enough I was trying it also with mk2x, but for the new mattock engine, not the aerospike
  6. I just tried installing in my 1.8.1 game, but it just crashes to desktop silently when I try start KSP. I reverted to 0.99.4 and it launched successfully again. The log just ended without an error when I checked it, but can try again and upload it anyway if you need.
  7. Just tried this in 1.8.1 on the off chance it works, but got a crash: https://drive.google.com/file/d/1Q19uC2N4zmzUqEkKXZCCPSvXjtyV0kz6/view?usp=sharing I loaded up a previously made craft, and pressed the KWT button, and the calculating % stayed at 0. Then I pressed the drag overlay, and it seemed to work with some parts glowing red, but it crashed shortly after that.
  8. Nice to see you back! Do you think a 1.9 version of this (and wind tunnel) would also work in 1.8?
  9. Is the NFX fuel tank scale slightly off? The larger ones which are about 1.25m seem slightly too large, especially when switched to the in-line stack variant, as the truss structure which extends to the top and bottom of the part is larger than 1.25m, so it doesn’t look attached when placed on another 1.25m part.
  10. Should Near Future Exploration reflector dishes get a buff applied to them in jnsq? Currently only the NFX feed antennas get buffed, but that makes almost no difference to final range when using the reflectors
  11. I’m thinking of the stock re-entry effects, but applied to parts which are in the path of rocket exhaust. Like if you stage a rocket and light the 2nd stage right away, the 2nd stage engine’s exhaust would burn the interstage fairing of the 1st stage. You can see it happening on some F9 launches. It also happens to spent SRBs, an example is the video in the first post.
  12. There’s already an issue for that on KA’s GitHub, so Nertea is aware, and he says it will be addressed after the next Restock update
  13. Praise the ORB! Really like the core too, with the truss, and the full ring around the end caps. A spherical cupola could be nice?
  14. Have you scanned the base location for resources? Not everywhere has water available
  15. It can definitely steer, maybe check steering response is non-zero, or have you remapped driving keys? I've remapped my driving keys to arrow keys and forgotten about it before, and wondered why they weren't working lol
  16. Oh sorry, should be public now, but yeah I think it was the destructor. Is the next version going to be 1.8.1 compatible still?
  17. I’d love a mod that applies the aero reentry effects to a part if it’s caught in the exhaust of an engine, like the interstage on a F9 when the 2nd stage lights, or when a jettisoned SRB falls behind the main engine: KSP already tracks parts getting hit by exhaust, and the plasma reentry effects would be perfect for it, so it seems possible.
  18. I'm getting a crash fairly often, on scene changes, and I just noticed scatterer AtmosphereProjector was mentioned in the log. Is it possible it's the cause? Log: https://drive.google.com/open?id=1Uc3U9171Pm48YH8v6XFkXGHLuQiTXyMc
  19. Yeah, just not sure if it’s related or some other issue. I had to edit the settings file out of ksp to disable background scanning to stop the nre spam, since I couldn’t open the settings in-game with the unresponsive buttons, but at least it worked lol. Also since looking around the log I noticed the contracts that come with scansat will need updating too, they reference the old scan types like fuzzy resources, and that was also erroring edit: log file with the NREs - https://drive.google.com/open?id=1Uc3U9171Pm48YH8v6XFkXGHLuQiTXyMc
  20. Is this part of the kopernicus issue? I'm getting this spammed in my log: NullReferenceException: Object reference not set to an instance of an object at SCANsat.SCANcontroller.InDarkness (Vector3d vesselPos, Vector3d pos, Vector3d sun) [0x00005] in <68fc20a60c1c4865951d6ac1eef754b9>:0 at SCANsat.SCANcontroller.doScanPass (SCANsat.SCANcontroller+SCANvessel vessel, Vessel v, SCANsat.SCAN_Data.SCANdata data, System.Double UT, System.Double startUT, System.Double lastUT) [0x00086] in <68fc20a60c1c4865951d6ac1eef754b9>:0 at SCANsat.SCANcontroller.scanFromAllVessels () [0x000fa] in <68fc20a60c1c4865951d6ac1eef754b9>:0 at SCANsat.SCANcontroller.Update () [0x00014] in <68fc20a60c1c4865951d6ac1eef754b9>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Running JNSQ. And for some reason my buttons have stopped working, except the small map in-flight. I've updated some mods since it last worked, but nothing obviously related... NullReferenceException: Object reference not set to an instance of an object at SCANsat.SCAN_Unity.SCAN_UI_MainMap.OpenSettings () [0x00005] in <68fc20a60c1c4865951d6ac1eef754b9>:0 at SCANsat.Unity.Unity.SCAN_MainMap.OpenSettings () [0x00009] in <31616726d3bd43089e21352d0f950b48>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00011] in <5aeafee3fea24f37abd1315553f2cfa6>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00023] in <5aeafee3fea24f37abd1315553f2cfa6>:0 at UnityEngine.UI.Button.Press () [0x0001c] in <22fd67f59718453e9250a6de1843ef8b>:0 at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00009] in <22fd67f59718453e9250a6de1843ef8b>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00007] in <22fd67f59718453e9250a6de1843ef8b>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00063] in <22fd67f59718453e9250a6de1843ef8b>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update()
  21. I had that problem on downscaled gear, if you were tweaking the sizes down that will make them a lot weaker.
  22. Addendum to the above - I'm playing with JNSQ and just saw it disables kopernicus solar panels, so that'll be why it was broken with the normal DAG solar panel patch. The patch probably needs to use the KopernicusSolarPanels module with a NEEDS[Kopernicus, !JNSQ]
  23. Looks like the solar panel patch is broken with the new kopernicus, it doesn't seem to need the kopernicus NEEDS logic anymore. The name of "KopernicusSolarPanel" did change to "KopernicusSolarPanels", but in my testing just changing moduleSource to the regular ksp ModuleDeployableSolarPanel worked.
  24. You can change the order, but it is slightly broken. The default resources at the top are duplicates which don't actually work, the ones that work are buried in the rest of the list. Eg there's another entry for LF further down the list of resources, and if you move that to the top, it will actually change the display order properly.
×
×
  • Create New...