-
Posts
1,392 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Deimos Rast
-
[1.0.4] LLL - Lack Luster Labs (Space-boxes!) [LLL-14 - 20JUN2014]
Deimos Rast replied to Lack's topic in KSP1 Mod Releases
those legs just use ModuleAnimateGeneric so aren't real legs. The other leg and skid use ModuleLandingGear, which will likely cause problems. The skid could be converted to MAG probably, as it doesn't use the MLG fully anyway. -
[1.0.4] LLL - Lack Luster Labs (Space-boxes!) [LLL-14 - 20JUN2014]
Deimos Rast replied to Lack's topic in KSP1 Mod Releases
gah, I think I just confused matters. Sorry. You need passable = true as well. That is the main thing you need. That does node attachments I believe, and most parts just need that one line. Docking ports usually get the passableWhenSurfaceAttached as well, since they frequently aren't node attached. Here is the relevant wiki section: https://github.com/codepoetpbowden/ConnectedLivingSpace/wiki/3.0-Module-Manager-Configuration Are you by chance looking at doing a community fix for this or just throwing some patches at it? Try a different format, maybe png? I looked at a few of the files you mentioned and they are all really tiny. I've never been able to convert those types to dds at all. -
@Warezcrawler (only tagging since you responded first) @-MM- Did a reinstall, and it still doesn't work. No errors in log at time of usage, but digging around, I managed to scare up some errors (and a minor typo). Typo "origional" should probably be "original". Below is a a sampling of errors from kerbodyne plus, but there is a long list of pretty much every part I have. Not sure if the last error is relevant or if I deleted the part in game and it is referencing that. 160720T023138.104 [ERROR] [KRnD.KRnD.updatePart] [KRnD] updatePart(t404.hub): System.Exception: no origional-stats for part 't404.hub' at KRnD.KRnD.updatePart (.Part part, KRnD.KRnDUpgrade upgradesToApply) [0x00000] in <filename unknown>:0 160720T023138.104 [ERROR] [KRnD.KRnD.updatePart] [KRnD] updatePart(ba64): System.Exception: no origional-stats for part 'ba64' at KRnD.KRnD.updatePart (.Part part, KRnD.KRnDUpgrade upgradesToApply) [0x00000] in <filename unknown>:0 160720T023138.104 [ERROR] [KRnD.KRnD.updatePart] [KRnD] updatePart(extremeDockingPort): System.Exception: no origional-stats for part 'extremeDockingPort' at KRnD.KRnD.updatePart (.Part part, KRnD.KRnDUpgrade upgradesToApply) [0x00000] in <filename unknown>:0 160720T023138.104 [ERROR] [KRnD.KRnD.updatePart] [KRnD] updatePart(extremeDockingPort.2m): System.Exception: no origional-stats for part 'extremeDockingPort.2m' at KRnD.KRnD.updatePart (.Part part, KRnD.KRnDUpgrade upgradesToApply) [0x00000] in <filename unknown>:0 160720T023138.105 [ERROR] [KRnD.KRnD.updatePart] [KRnD] updatePart(extremeDockingPort.3m): System.Exception: no origional-stats for part 'extremeDockingPort.3m' at KRnD.KRnD.updatePart (.Part part, KRnD.KRnDUpgrade upgradesToApply) [0x00000] in <filename unknown>:0 160720T023138.377 [ERROR] [SurfaceObject.ReturnToParent] [SurfaceObject]: Cannot return to original parent, it no longer exists.
-
[Old Thread] KRE - Kerbal Reusability Expansion
Deimos Rast replied to EmbersArc's topic in KSP1 Mod Releases
@svendii re: fairing - You could check out the Petal Adapters that SpaceY or KW Rocketry has. Not quite the same, as I don't think they use the cargo bay module, but it might help. Also, your gridfins are really cool. I like the plugin/dragcube solution, which works as advertised (very clever!). However, when comparing the values for the ModuleControlSurface to RoverDude's gridfins from the sounding rockets...you effectively changed every value every time you changed size, as opposed to just changing the surface area. All the same, your dragCoeff go, in order of small/medium/large: 3, 5, 2. Also, RoverDude's use an aerodynamic model of "none" whereas your's are "default" - not sure what that means, but most aerodynamic parts use a "none." Not saying you have to follow his lead, just letting you know what other grid fins do. Cheers. -
@nablabla this doesn't seem to work on linux, and I believe the reason is due to file pathing issues. Your prune list keeps defaulting to ....\AutoPruner\PRNLs\Custom.prnl which would work for windows, but on linux it should probably be ..... /AutoPruner/PRNLs/Custom.prnl I tried correcting it in the pathinfo.dat, but it had no effect. Cheers.
-
@Eskandare Your IntakeATM patch assumes the intake transform will always be "Intake" but this isn't always the case. Below are two IntakeATM patches from Porkjet's AtomicAge and SuicidalInsanity's Mk2Expansion. Maybe try something along these lines? Cheers. //AtomicAge @PART[*]:HAS[@MODULE[ModuleResourceIntake],@RESOURCE[IntakeAir]]{ +MODULE[ModuleResourceIntake]{ @resourceName = IntakeAtm @checkForOxygen = false } +RESOURCE[IntakeAir]{ @name = IntakeAtm } } //Mk2Expansion @PART[*]:HAS[@MODULE[ModuleResourceIntake],@RESOURCE[IntakeAir],!RESOURCE[IntakeAtm]]:NEEDS[!WarpPlugin] { +MODULE[ModuleResourceIntake]{ @resourceName = IntakeAtm @checkForOxygen = false } +RESOURCE[IntakeAir]{ @name = IntakeAtm } }
-
@Foxster Doesn't need :FINAL and you forgot the Core Heat module. I mean, you did say RTG.... --- @Snark I saw someone use "operational = false" but that doesn't work. The reasoning is that I want to have a large central RX wheel in a crew compartment (for example) and have it serve as a backup, secondary RX wheel. It's pretty niche; mainly I just want to know how it's done for the sake of knowing. It wouldn't be a global disable, I should clarify, it would have been a part by part basis. Either way, thanks (and thanks @Alshain for curating this thread).
-
[1.3.1][Kopernicus] KASE v0.3 [26June2016]
Deimos Rast replied to KillAshley's topic in KSP1 Mod Development
@KillAshley This happens with v03 (didn't happen in v02). Pretty minor, as the planets look like they should. It's specific to KASE. Only other planet pack installed is OPM. I looked at all the KASE entries in the log, and nothing jumped out at me. Linux x64 Log Cheers. -
eh, are the costs that big of a deal? The times I need it most are when I accidentally forget to put a kerb in the seat and I need to do 3 scene changes to fix the situation. I should add the scene changes are frequent causes of CTD's for me, so...yeah. In the past I've had to use the Walk About mod to spawn kerbals and then use Vessel Mover to get them to the capsule. Or use Hyper Edit to bodily throw kerbals at the ship and hope they can grab the command pod (I don't believe in ladders). Anything to avoid a scene change. I suppose I can see it if someone is using this mod as their primary means of filling up their shuttles, but why would you do that? I'd be inclined to say let the honor policy rule. I don't really understand people that struggle so with resisting the urge to cheat (as I never bother to try resisting it to begin with), but my focus is on convenience above all. An out of game config setting seems like a workable solution. The current situation seems the least optimal, if for no other reason than it isn't clearly explained anywhere (at least not that I've found). Eitherway, your call. You know my vote.
-
[1.0.4] LLL - Lack Luster Labs (Space-boxes!) [LLL-14 - 20JUN2014]
Deimos Rast replied to Lack's topic in KSP1 Mod Releases
except without the typo in "surfact" Actually, I don't think you need that line at all; mainly just passableWhenSurfaceAttached. Probably won't hurt though. See below, from the wiki. passableWhenSurfaceAttached = true/false This flag tells CLS when the part is surface attached (usually radially), that it is or is not passable. surfaceAttachmentsPassable = true/false This flag tells CLS when a part has other parts attached to its surface if they are passable or not. So, you can have a part that is passable connected to a part that does not accept passable connections and therefore the passability would end up as false. -
That sounds exactly like what I'm looking for. However, the below options are all I've ever seen. I don't know why it says v0.10.6.4, as the version file matches what I pulled from Spacedock just now (although the file name on the zip says 0.10.7.5 so....I'm confused). I'll try a reinstall. Edit: Dlls seem the same.
-
yeah...the patch just makes it so if they're in the freezer unit, it's a NEUTRAL. In all honesty, why be in the unit if you're not getting frozen? It's not 100% bullet proof, but I think it would satisfy most people. What is "Base Warning"? You mean the base exercise level? ----- @Kertech Try the below patch. If that doesn't work, then I'll give you an alternative version. //-------------------KEEPFIT - (DEEP FREEZE)----------------------// @PART[CRY*Freezer]:NEEDS[DeepFreeze&KeepFit]:AFTER[KeepFit] { MODULE { name = KeepFitPartModule strActivityLevel = NEUTRAL } }
-
I made a patch awhile back that makes deep freeze freezers NEUTRAL (which pauses the effects of zero-g) but I'm not sure what happened to it; let me root around and see if I can find it. If not, I'll rewrite it. --------- @timmers_uk any way to increase the lethality of this mod? I know Deadly Reentry has a settings config for tweaking such things - would something similar be within the realm of possibility (low hanging fruit)?
-
@CobaltWolf From the Cargo Bay config (pulled from Spacedock 1 minute ago). Should it be Size0 (same as Probe)? If so, then the cargobay lookup radius is wrong (too big). Spacedock says these are two 0.625m parts. Double listing of Editor info; probably should be Landing (same as Probe)? TechRequired = survivability entryCost = 1000 cost = 500 TechRequired = landing entryCost = 1000 cost = 500 bulkheadProfiles = size1
-
[1.2.0] Newbier Newb's Revamp of Civilian Population
Deimos Rast replied to Tralfagar's topic in KSP1 Mod Development
@Tralfagar hey, 1.1.3 update, woohoo. Looking over your roadmap and issues, I have some ideas. "Implement a method to transfer Kerbals using the GUI (without having to search the whole craft for them)" "All modules with crew do not have internal spaces for the crews (and thus no portraits). If you need to EVA, use the GUI or right-click menu. For transfers, it's only the right-click menu at the moment. But for all parts, the first couple of seats should have an IVA. " The mods Crew Manifest or Ship Manifest should be able to knock out both of these issues. I personally use (and swear by) Ship Manifest, but Crew Manifest has a smaller footprint and would probably be the better option. Ship Manifest, if you want to transfer resources as well. I know not everyone likes dependencies, but this is more to save you from reinventing the wheel. At the very least, consider them things you can recommend to others who can't EVA. "When a Civilian is added to the crew, the portrait does not automatically appear, even with a part with an internal space. Still trying to find the root-cause of that. Restart the vessel (go to another one and come back) and this should be resolved." I did some fiddling awhile back with trying to get Kerbals to show up in command seats (without using Take Command) at launch. I would get the game to recognize that there was a kerbal in the seat, but they wouldn't render, and the portrait wouldn't show up, until I did a vessel switch. I'm convinced the majority of the source code (which I haven't looked at to confirm) is a camera/kerbal refresh - maybe it has what you need. Not much of a help, I realize, but maybe it's something. Cheers.- 99 replies
-
Hmmm, interesting. I'll investigate. Thought this thread seemed too quiet if it didn't work.... Thanks.
-
Anyone by chance have a recompile for 1.1.3? It seems to have stopped working. More specifically, it doesn't recognize any parts you click/pick up and just shows a blank screen.
-
[1.2] [2016-10-28] Haystack Continued (v0.5.2.1)
Deimos Rast replied to Qberticus's topic in KSP1 Mod Releases
@Qberticus I really really like how this mod has been developing. The "Rename" and "NearbyOnly" are great additions. And again, thank you so much for letting me use it in the KSC scene! Two (small) feature requests: Any chance for a config setting to allow you to switch to/from vessels in an atmosphere? You could make is disabled by default, but it'd be rather handy. And yes, I realize just about every other target mod doesn't let you do this (or stock). A way to disable the by default displaying of bodies. I'd rather it be blank. Currently I have to keep deselecting the Bodies category everytime I use it. Doesn't seem to be anything in the settings config for it. Cheers (and thanks again). -
https://github.com/TheDogKSP/StateFunding/releases/tag/0.4.2-KSP1.1.3 He did a 1.1.3 version just a day ago actually. Haven't tested it myself yet, but I will shortly. Edit: Well I loaded it up and got the "Choose a Gov't Screen" and the Reviews and Overview screen. So far the 1.1.3 version linked above seems to be working. @TheDog You still undecided about becoming maintainer?
-
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Deimos Rast replied to Nertea's topic in KSP1 Mod Releases
you don't like the skylight? some people are never happy The iva's have some issues, ya, but they're wip -
are you sure you don't want the KW Rocketry Redux thread? But to answer your question: When you hit the throttle to max (Z) for example, it takes a while for the engines to rev up, (so to speak) with graduated. Instant power response means you get an instant power response, as the name implies - as soon as you hit the throttle, you get that much back from the engine, instantly. No wind up, no cool down. Stock uses Instant Power; I prefer graduated.
-
@LordOfMinecraft99 I got it working. Many kerbals died in the process. I'll tell you, but only because you're a Lord and you outrank me. It has to do with a conflict with RasterPropMonitor. The explanation is kind of convoluted, but both mods are using :FINAL (which neither of them should be I don't think) and RPM wins the tussle and overrides this mod. Try going into this mod's Patches folder and changing all the :FINAL 's to :LAST and seeing if that works for you (I did something different, but it would take a bit too long to explain). Or alternatively add :AFTER[JSI] to it instead, which might work. Probably a better practice to try the :AFTER[JSI] first, but your hand is kind of forced here. I tried the Mk1 Plane cockpits too; they work as well. Just tried the Lander Can and it is far and away the best piece in this kit.
-
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
Deimos Rast replied to nightingale's topic in KSP1 Mod Releases
does it have to be the persistence file or would a quick save work? I suppose I could load a quick save which changes the persistence file, yeah? I've already hit Eve (almost literally) and am at Gilly. Not the end of the world either way. ---- Regarding Issue #46: As long as it doesn't follow me around, I'll be content. I know a number of people brought up the issue in the KEI thread; I guess I'm the first to mention it here. The author already changed his mod a bit so it doesn't trigger it as much, but I figured raise the issue anyway. Below is the thread if you're curious. Cheers. An alternative solution (which I might get beaten up for suggesting) is to have your mod not apply boosts at all to science gathered autonomously (since the premise is it's being outsourced), but that's probably something to discuss with @RealGecko.