jhultgre
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Posts posted by jhultgre
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It does, until the next time I try to load the game I have to delete that folder every time I want to load KSP.
I had only tried it the one time, but your right the problem comes back every time.
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I'm getting stuck at the load screen when trying to load a specific texture.
I can load into the game fine when ATM first builds the cache, but for some reason this texture causes the game to hang on subsequent startups.
The texture in question is UmbraSpaceIndustries/Kolonization/Assets/Decal_375_00
I'm using the pre-release 4-4 build of ATM.
I was having issues with the same file. Try deleting the Kolonization folder in the cache and check if that fixes it
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Go into the action group settings and then click on the cargo bay. A new window should pop up with a title along the lines of "Start deployed?".
Toggle that and you should be able to make the cargo bay start in the open position.
Note that you can do this for a lot of the B9 parts, including even adding a motor or steering to the B9 landing gear. Or turning the lights on or off for the passenger cabins.
Thanks that worked. I did go change the gui strings to make sense though.
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I'm having issues with the mk2 cargo bay parts. When I drag them into the editor the doors start open then immediately close. This is the opposite of what the bigger cargo bays do. It makes it really hard to put things in there. Also on the runway the doors do start closed but the right click menu says 'close cargo bay doors'. If I click that the doors open and the right click menu says 'open cargo bay doors' which would then close them.
Is this something I can fix by editing the cfgs or am I stuck not being able to use them?
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Author of the original Kiocoit Engineer. I might come back to this at some point. But until then I fully endorse this mod in my place. If you ever want to drop the redux let me know and we'll work something out.
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I\'ll look into it but I don\'t have time for a few days. Do you have any other details?
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Yea for new videos. I\'ve been wondering what you will get up to with the new features.
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inverseStage = the stage the part appears in the actual stage GUI(ie, final stage after all adjustments).
originalStage = which stage the part was added to originally by the game. Zero based.
defaultInverseStage = appears the same as above, unclear difference.
I haven\'t checked these values in flight but as far as in the editor
inverseStage = Usually is the stage that it appears in in the gui, however if you move all parts out of a stage and remove that empty stage this is no longer accurate. The game still thinks that empty stage exists even though it doesn\'t show up on the GUI. This may be a bug and is an issue i\'m still trying to solve for my engineer plugin.
defaultInverseStage = The stage where the game puts a part when you add it to a ship while in the editor at least.
originalStage = seams to always be 0 in the editor possibly just not used there.
inStageIndex = I\'ve seen negative values for this not sure what to make of it
there are some more stage related values than what you listed they don\'t always make cense to me in the editor and may only have meaning in the flight scene
childStageOffset
stageOffset
stageAfter
stageBefore
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Hmm. The advanced brakes component doesn\'t seem to be present or working at all. I copied and pasted the \'Parts\' and \'Plugins\' folders into ksp_win as I do for all other plugins, and engineer works fine, but no advancedbrakes.
There is no part. To get it to work you need to add the module section to the end of the landing gears part.cfg.
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Engineer v0.8 and AdvancedBrakes v2.1 Released
AdvancedBrakes added ALT-b as a hot key to engage all parking brakes and is merged into Engineer.
Engineer has a new UI and added Isp and deltaV. I would consider those estimates at best as accuracy is not guaranteed for complex staging and almost certain to be wrong on stages with both solid rockets and liquid fuel engines. Stages will consider any fuel in higher stages to belong to them until it finds another stage providing thrust.
While those were the stated features of this release the big feature is the Consultant System which can provide compatibility between Engineer and other mods. Documentation is currently next to nill but I hope to get an example Consultant project up to show how it can work sometime soon.
While fortunately for me but not so fortunate for support on this I am moving halfway across the country next week so I\'m going to be a little pressed for time over the next few weeks. Hopefully I will still be able to answer question on this.
forgot to update the download link again if anyone downloaded it over the night you got v0.5 again its fixed now
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Sadly none of them will attach to the CM because for some reason command modules have a no-radial-attach rule.
You could change the command module\'s part.cfg to allow surface attachments.
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So I have two plugins I\'m working on. One with my base files and another one providing implementation by subclassing a base class. It works when the base plugin is loaded first, but if it\'s loaded second my implementation plugin starts throwing errors on load.
Is there some way to make sure the base plugin is loaded first?
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so work on v0.8 is coming along
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So if you can use KspEvemts, could you an option to turn the engineer on again in-flight?
This whould be useful for... Don\'t know. Just had that idea.
It was kind of a design decision not to, but I suppose I could. The recent overhaul probably wouldn\'t make it that hard to do. I don\'t really see that much use for that personally. I\'ll think about it after I get v0.8 done.
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Anti-lock brakes are now known as advanced brakes after I added the parking brake and turn assist functionality see first post for more details.
That pretty much satisfies that plugin for a while, unless there are bugs with vab launched ships or the mun/minmus. I did learn a lot about [KSPField]s and [KSPEvents]s doing this though so thats always good. I ran into one bug while working on this, LandingGear\'s wheelCollider is still null when a partmodule\'s onStart function gets called if anyone else decides to write an addon to them.
I\'ll get back to Engineer now.
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DragonFly A
My first design. I really like the aesthetics of this one but unfortunately it steers like a train.
DragonFly B
Centering the engine and losing some weight makes this one a lot easier to fly but I don\'t like the way the asus and engine sit on that fuel tank. The tail design has really grown on me though.
They are both very front heavy and will flip over if you try to use the brakes when landing. I ended up using them as test planes for an anti-lock brake plugin I wrote. Available here http://kerbalspaceprogram.com/forum/index.php?topic=9917.0
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How easy would it be to make the reverse, locking brakes? I\'d like to have an airfield where my spaceplanes don\'t go rolling around on their own.
I don\'t know I\'ll have to see if there is a way to make brakes activate from a plugin.
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added new plugin anti-lock brakes. See first post for details.
I left my debug key in this version (keypad 0) which turns the plugin on and off so you can compare the difference. look at the console(alt+F2) to see if they are on or off
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v0.5 released the code has been completely restructured but no new features in this release over v0.3
If you find any bugs let me know before I move onto working on v0.8
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v0.3 released adds color codes based on engine types in each stage
I\'ve only noticed one bug with the latest release. One time it seemed to think I had an extra stage, though it only showed zeroed figures for that stage and did not affect anything else so I wouldn\'t call it a game-breaker.
It seems that parts\' stage index isn\'t getting updated right when you delete a stage but the side bar is showing the correct stages which is weird. Looks like I need to go back over all the various stage index variables to see if there is a more accurate one.
One idea. Initialize 3 linerenderers at the beginning, then make each of them draw one axis around vessel.getworldspacecenterofmass() or whatever it is called. Should end with a coord cross around center of gravity.
Just a thought, no warranty.
The only problem with that is there is no vessel object while in the VAB. This also includes things like fuel lookups so a lot of things that the game calculates while in flight I have to calculate by hand.
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I provided a link at the end of this guide (I didn\'t think you\'d mind) for that very reason!
No I don\'t mind being paired up with an awesome mod like mechjeb
On a side note I just looked at my download stats and we\'re over a thousand total downloads over all versions which is pretty cool.
Also since I\'m gearing up to work on v0.3 this weekend it would be nice to see if anyone has any bugs to report. There is one I\'m pretty sure exists but I want to know if it\'s affecting anyone during normal use in case I can just ignore it until I get to the code overhaul.
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Center of mass and center of thrust would definitely fall into the Engineers realm but they are far off after I get to what I consider a 1.0 release.
As far as dev outline
0.3 atmospheric engines taken care of
0.5 - code migration to new ksp .15 system
0.8 - ui overhaul, delta-v
1.0 - secret feature / full release
1.1+ center of mass
.3 should be this weekend since that shouldn\'t take too long
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I hadn\'t really looked at the PartModule system while doing my port but it seams like it will allow me to be more flexible and compartmentalized going forward, but will probly require a total rewrite to get there.
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new version up it works in 0.15 but thats about it. next will be adding the atmospheric engines then a ui overhaul. After looking over the new docs I have some neat ideas that may or may not ever get implemented yea!?!!
[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
in KSP1 Mod Releases
Posted
I have a couple of contracts that want data from at least 4 experiments but they only list 2. I keep transmitting but it wont complete.