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Rodger

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Everything posted by Rodger

  1. I'm trying to make a way to make "relay satellites" for stock CommNet need a long range direct antenna for connection to KSC, with shorter range relay antennas to pick up closer signals to relay via its long range direct. So for example a Jool relay sat would need a 88-88 to talk to KSC, and then an RA-2 to cover the Joolian system. One way I thought I could do this was with ModuleProbeControlPoint, with minimumCrew = 0, but that just enables control even if the main relay sat has no connection to KSC. Is there a way to enable that module after checking VesselControlState , just in a part cfg file? (I haven't done any dll modding...)
  2. Ok cool, I just only saw 50kW mentioned as required cooling in the VAB, 200kW isn't mentioned at all:
  3. Am I doing something wrong here? The GR-EXP 50W core radiator on the MX-EXP generator doesn't seem to be doing much of anything (17% cooling?), so the core temp just keeps climbing.
  4. I'd like this yeah, esp for OPM. For now though I made a tiny MM config for it to try: @PART[dmSIGINT.End]:FOR[DMagicOrbitalScience]:NEEDS[CommunityTechTree] { @MODULE[ModuleDataTransmitter] { antennaType = RELAY } @TechRequired = specializedScienceTech }
  5. The unblock buttons in the 'show blocked' window are all greyed out for me, why would that be?
  6. Just tried some of the upgrades, and it looks like the mass reduction isn't working properly. It seems to be adding the reduced mass to the base mass instead of replacing it. Same with the cost change, adding instead of replacing.
  7. I think I've found a problem while coming out of warp when PR is disabled after having been enabled... It seems to reset a ship's rotation to pointing upwards (normal + on a standard LKO for example) upon coming out of warp, no matter which way the ship is facing before and during warp. It can even tear a large enough ship apart when it gets snapped into the new position. Reproduction steps: Have PR in dynamic mode launch a ship into LKO, and set SAS to stability mode disable PR, warp for a bit, then exit warp. The ship will suddenly snap to be pointing upwards.
  8. Yep, I get this too. The toolbar one is pretty annoying, but I can at least still click on the buttons when I can't see them, if I get the right position. Might be worth posting on http://bugs.kerbalspaceprogram.com/projects/ksp/issues?set_filter=1&tracker_id=1
  9. Just tried it in stock: I placed command pod, attached solar panel, selected move tool, clicked on solar panel, then pressed F to change to Offset: Local.
  10. Yeah, in that screenshot it's set to part-relative (offset:local in the middle of the screen), which is why I think there's a bug. Shouldn't the move tool be aligned with the part's rotation in part-relative?
  11. Maybe it is a new stock feature, but in this case the move tool gizmo would normally be rotated to align with the active part in local offset mode.
  12. I just made a quick MM patch to show GoldOre while using SCANsat overlays: Just copy that into a new .cfg file in your game data and you should be able to select GoldOre in SCANsat's list of resources for overlays, and the M700 will scan for gold ore with stock scanning disabled. Compatible with CRP resources, but may not be compatible with any other resources added by other mods.
  13. I'm getting some weirdness while scanning at 1000x warp, where the sample resolution for updating the map is too low, but only on the southern hemisphere of the body I'm scanning... Screenshot attached of a m700 scan of the mun run at mostly 1000x warp, except the last little trail behind the ship being done at 100x: This was done on a sandbox save with commlinks disabled and infinite electricity enabled.
  14. So I've been trying to make a patch to fix the folding radiators model offset, and almost have it working... The placement and CoM are fixed, but the move/rotation tools still use the old center. Is it possible to fix without actually messing with the model or something? An example of the problem:
  15. Using 1576 and 3.2.19, also back to at least 1553 and 3.2.17, the offset tool in local offset mode isn't rotated to match the part's rotation. The movement snap grid is centered on the part in local mode as normal, just the rotation of the offset tool is the same as absolute. Rotate tool is working as intended in local mode.
  16. Oh so THAT'S what 'default reference body means! derp lol
  17. Ah yes, I didn't notice the switch to momentum mode. And the reason I'd tested it with no SAS is I just forgot that you needed to set SAS to hold, not to some 'advanced' marker lol It's definitely working as intended though, thanks for the update! Also an idea for a new minor feature - an option to have it default to on/dynamic?
  18. Not sure if this is a bug or a feature, but I seem to be getting a bit of drift in KSP 1.2pre 1532 and PR 1.8.1 http://imgur.com/a/ZXhPW
  19. Nice, looks like this will become a standard mod for me! But am I missing something obvious, or is there not a compiled version of 0.2 available for download?
  20. I get the same problem, and nothing I do seems to fix it... Are you able to try without MM? That's one I haven't tested removing, as I have a lot of mods that require it and would be a pain to test. The end of this thread has similar crashes too
  21. I've just about ready to give up on KSP at this rate... Just tried another re-install, disabling all kinds of mods I play with, and still the crashes happen. Is there anyone with any ideas as to what's happening or how to fix it??
  22. My science parts icon is a little weird, and I've checked the icon files and they seem fine... Any thought as to why?
  23. Well I just tried 1.1.3, after spending a while updating mods, and excited to get back to playing KSP! Go into the VAB on my main save, start building a new probe, delete a part, and crash again New set of logs: https://www.dropbox.com/s/yitc0bnxcj3e4u8/KSP113.log?dl=0 https://www.dropbox.com/s/sv8jjvrxyrq3sks/Player113.log?dl=0 For the above logs, I loaded my main save, went to VAB, selected a mk1 pod, then just spam clicked on a cubic strut part to repeatedly pick one up and delete it, until I crashed, which took about 15 seconds. (ground crew is disabled, level 3 VAB) So, can anyone else confirm this still happens in 1.1.3?
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