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Everything posted by Deimos Rast
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Correct (see picture below). Throws an error after doing it though. Log. Debug Log (with extra verbose logging). Persistent. Note: the persistent save file is after I nuked the kerbal with hyper edit (but as you can see in the picture below, they're still shown, and they ain't dead). I can go back to an earlier save if needed. The NRE snippet is/was at the very bottom of the spoiler I posted above. 160723T002452.686 [EXCEPTION] [PartSelector.LateUpdate] NullReferenceException: Object reference not set to an instance of an object at PartSelector.LateUpdate ()
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@Papa_Joe Reporting in from the testing trenches! The crew transfer works! But it throws a couple errors (see below). The first might be related to the second issue I'm reporting, or not. Error is thrown on Adding or Removing crew, but it does so successfully. Second issue, which is super minor (but may be what is in fact causing the error). BahamutoD's VesselMover mod has an option to spawn vessels, which spawn with a pilot inside of them. When you recover said vessel/pilot, apparently...well SM gets a little confused about what to do with them. They effectively cease to exist after recovery (they're not in the AstroComplex), but SM "remembers" them and classifies them as "kinda Frozen"...better to just look at the pictures. Doodmin Kerman is the kerbal in question. This screen shows them as Frozen. Funny thing is, the Frozen screen doesn't show them at all. I'm wondering if the other error is because of this weird kerbal or not (haven't tested crew fills without it). I have since used HyperEdit to destroy said kerbal, and it's still listed in SM. Yeah. I don't know what to make of it. The important thing is crew transfer works (thanks again for that). Cheers. Edit: Testing crew transfer a little more: it seems to work with realism on (even with crew fills off; via Roster menu); I'm fine with this, but I thought it wasn't supposed to? One of the Fill Crew options throws an NRE (see below for picture of which Fill and the specific NRE error). It fills the pod with a crew member, but they don't have a portrait. Other fills seem to work fine.
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I recognize a lot of the parts on that ship as being by zzz but I don't think he/she made a heat shield. Problem is there are no front on shots of it that aren't in the dark. It might be a procedural heat shield or something even. nl2iwork has a 38m diameter sun shield that's solid gold that deploys - with some tweaking it could do what you want.
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try asking in the thread below maybe. It has a heatshield, but not quite what you're looking for. The problem with your suggestion is Ablator, the resource, is not one that can be transfered/moved/pumped by default. Changing that is very easy to do though. You could then refill it using a resource container full of Ablator. You can also change the inflatable heatshield to be deflated easily enough.
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First mod attempt - making MPLs into true Mobile Processing Labs
Deimos Rast replied to Tyko's topic in KSP1 Mod Development
hell, I thought this was a MLP mod at first glance at the title...not fully awake yet. I'd be interested to know what you come up with in the final version, as I've been meaning to do something similar, just haven't gotten around to it. -
Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
Deimos Rast replied to SuicidalInsanity's topic in KSP1 Mod Development
just stopping by to say how much I love this (and all your) mod(s). Mk3 is my favorite formfactor and doesn't get enough attention. The stockalike and modsupport of your mods is just phenomenal. Really well done. Kudos! Only problems I've encountered are a number of small typos, e.g. "this is a very fast and sleep cockpit" type deal (should probably be sleek). I've pretty much gone over the configs line by line, so I've seen all the little bits and bobs that stick out. Pretty minor stuff. And again, thanks for the NFE support and the rest. Cheers.- 862 replies
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well don't break it's current functionality in the process obviously - not sure many use Linux much any more anyway.
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[WIP LEARNING][0.30] Soyuz and learning 3DS
Deimos Rast replied to RoyalVengeance's topic in KSP1 Mod Development
ooooh, brutal luck. Think of this as a necessary investment and a part of the process on the road to recovery Just don't go MIA too long...from personal experience, having a sense of purpose during trying times does wonders. Obviously you can get that else where, but you were making good progress and it was fun to watch you learn and see things evolve. Keep in touch. -
Crew are Missing from IVA, EVA
Deimos Rast replied to arsenal3185's topic in KSP1 Technical Support (PC, modded installs)
which pod are you using? It sounds like you're missing the IVA from it (which would cause it to not show portraits). -
Kerbal Seat Ejection Force and Speed
Deimos Rast replied to Climberfx's topic in KSP1 Technical Support (PC, modded installs)
I looked at the KerbalSeat class and it does not appear to have any more unique fields than what is already there. Have you tried setting the direction to 0, 0, 0? What about negative values? Out of curiosity, why not just use regular internal seats with a transparent glass canopy? Unless you're trying to get an "IVA" you can walk around in...which would be cool. As an aside, I have tried using decouplers to create kerbal ejection seats, but that ejected the kerbal from the seat at force. Not ideal and not what you're looking for probably. -
Can't get fuel to RCS
Deimos Rast replied to Mrstickball's topic in KSP1 Technical Support (PC, modded installs)
is crossfeed enabled? try adding "fuelCrossFeed = true" to the parts or easier @PHYSICSGLOBALS { @stack_PriUsesSurf = True } -
did you convert the textures or move them? they need to be png's probably and in specfic folders.
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how to install opm/kopernicus
Deimos Rast replied to lopopopo's topic in KSP1 Technical Support (PC, modded installs)
try the last version - it works fine. -
KSP Unloadable on Linux
Deimos Rast replied to Tortoise's topic in KSP1 Technical Support (PC, unmodded installs)
do you have 64 bit architecture? try ksp 86. also, there is always a log generated, it's just hard to find on linux go here: Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log -
[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
Deimos Rast replied to JPLRepo's topic in KSP1 Mod Releases
I can confirm that DeepFreeze is not adding "monsters" to my game. I am disappoint. Should I raise a issue on GitHub? -
[1.0.4] LLL - Lack Luster Labs (Space-boxes!) [LLL-14 - 20JUN2014]
Deimos Rast replied to Lack's topic in KSP1 Mod Releases
There are three legs yeah? Underside Leg, Underside Leg - Small, and Skid. Skid and Underside Leg use MLG. Small uses MAG already. The one most likely to break is the Underside Leg. It's partname is LLLUnderLeg, so you could probably just change the above patch to @PART[LLLUnderLeg?] and be good to go. -
Thanks for the response. A few things: I've made no improvements, ever. Still doesn't work. Still get same errors, with same parts, even with reloading game. Start new game. Still doesn't work. Still get same errors, with same parts. Note: These parts have the KRnD module, I checked ingame. Put KRnD in a fresh install with just SQUAD and MM and...it works. Conclusion: unknown mod conflict.
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[1.3.1][Kopernicus] KASE v0.3 [26June2016]
Deimos Rast replied to KillAshley's topic in KSP1 Mod Development
hmmm, thought they were the latest, but there have also been number of rumblings that they might have been installed incorrectly. Thanks. -
[1.0.4] LLL - Lack Luster Labs (Space-boxes!) [LLL-14 - 20JUN2014]
Deimos Rast replied to Lack's topic in KSP1 Mod Releases
I liked the communications parts (which has RT support) from this mod a lot, but I never found myself using the other parts much. I might have to revisit them though. The weapons could probably be dropped (with BDA not working) I don't foresee this getting attention anytime soon, since the more popular SXT didn't even make the transition to 1.1 and this mod didn't even make it to 1.0.5. License is good though. However, you did just start QuizTechContinued (also with the author's blessing, not sure if you caught his post)...if you were anyone other than LGG I'd question your sanity for even hinting at taking on another parts pack. -
[1.3.1][Kopernicus] KASE v0.3 [26June2016]
Deimos Rast replied to KillAshley's topic in KSP1 Mod Development
not entirely sure what that means, but good to know it's at least known. Thanks. -
[1.1.3] K.R.X Kerbal Rotor Expansion 0.31.1
Deimos Rast replied to Eskandare's topic in KSP1 Mod Releases
Reposting from Thermonuclear thread: If you're looking for more things to add to an update, you could look at mass and cost/entryCost. All your parts pretty much have the same values for those entries. Not the end of the world (and I suspect it might be an inherited issue from KAX ), but, meh. What's the purpose of "FSengineMenuCleaner" by the way? FYI: Your Imgur albums seem broken, which I suspect is due to Imgur recently overhauling their site.- 264 replies
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Well, technically I'm just copying and pasting stuff from both AtomicAge and Mk2Expansion (you only need one version of the patch). No need to credit me, but thanks all the same. If you're looking for more things to add to an update, you could look at mass and cost/entryCost. All your parts pretty much have the same values for those entries. Not the end of the world (and I suspect it might be an inherited issue from KAX ), but, meh. What's the purpose of "FSengineMenuCleaner" by the way? Edit: Ugh, was giving you KRX suggestions in the Thermonuclear thread.