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Everything posted by Deimos Rast
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[Minimum KSP version 1.11] Easy Vessel Switch (EVS) v2.3
Deimos Rast replied to IgorZ's topic in KSP1 Mod Releases
Actually come to think of it, I remember Linux using ALT+LMB for some stuff and things. I tried rebinding a key to ALT in a previous game and I kept having conflicts and it led to a round about discovery that the OS (at least Linux Mint) uses it as the hotkey for moving/grabbing the active window or something of that nature. It's quasi-hardcoded (as in it's a real PITA to try to get around, but I think doable, but it's probably the reason MOD on Linux is RSHIFT). Anyway, the important thing is switching the key to "AnyControl" makes it work just fine. "AnyShift" probably would work too. Thanks. p.s. And do you mean my Unix log is a nightmare or all Unix logs are a nightmare? -
[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
Deimos Rast replied to JPLRepo's topic in KSP1 Mod Releases
Update, hurray! Two things: Under Features in the OP, it lists all the Life Support mods DF is compatible with, but neglects to mention TACLS (but later does down below). What are your thoughts on a "Glykerkol ISRU" or someway to make it quasi-renewable? Obviously, it has far reaching balance implications, but if you make it large, expensive, and hot ...it would probably be planetary only. I'll be honest, I'm not sure if there is too much of a need for it, but I just hate the idea of a "non-renewable resource" from a gameplay perspective. Could make it punishingly inefficient if you want (since you don't need much) and slow, since time means something different to frozen kerbs. I'm just envisioning a far flung outpost where, due to changes in the orbit, the climate becomes vastly different and kerbals freeze themselves to get through till it becomes hospitable again. At which time they go about producing Glykerkol (or they had automated production facilities producing it while they were hibernating) for the next cycle. Or something. I know the mod is more designed for a "I have a 3 year voyage ahead of me and I want to cut down on the food budget, better freeze the crew" type scenarios, but with a single part it, some new situations open up. Of course one could just rewrite the stock ISRU for it (which I started to do in 1.0.5), but that's no fun. -
@Diazo So I was actually going to make a video for as he requested, except not of FAR control surfaces, but of just switching SRB thrust values. I started filming and...didn't work. Even though it was a Kerballed craft, I decided to switch to Bypass Remote tech, then I started getting an NRE everytime I clicked the Action Group. Not sure if you changed things, but below is the NRE. Note: I can no longer change SRB thrust values at all it seems with this mod, which is unfortunate, as it was the original reason I got it, but oh well. Full log here. I'll redownload the latest version and try again, since I know you did something with wheels lately and one of the errors is related to ModuleWheels. Pretty sure I have the latest, but no version file (we had that conversation) and log says it's version 1.0.0.0 which doesn't seem right. Cheers. MissingFieldException: Field 'ModuleWheels.ModuleWheelBrakes.brakeTweak' not found. at ModActions.ModuleModActions.Action3 (.KSPActionParam param) [0x00000] in <filename unknown>:0 at BaseAction.Invoke (.KSPActionParam param) [0x00000] in <filename unknown>:0 at ActionGroupsExtended.AGXFlight.ActivateActionGroupActivation (Int32 group, Boolean force, Boolean forceDir) [0x00000] in <filename unknown>:0 at ActionGroupsExtended.AGXFlight.ActivateActionGroup (Int32 group, Boolean force, Boolean forceDir) [0x00000] in <filename unknown>:0 at ActionGroupsExtended.AGXFlight.ActivateActionGroup (Int32 group) [0x00000] in <filename unknown>:0 at ActionGroupsExtended.AGXFlight.FlightWindow (Int32 WindowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 AGX RTQueue Fail&Recover 1 System.MissingFieldException: Field 'ModuleWheels.ModuleWheelBrakes.brakeTweak' not found. at ModActions.ModuleModActions.Action4 (.KSPActionParam param) [0x00000] in <filename unknown>:0 at BaseAction.Invoke (.KSPActionParam param) [0x00000] in <filename unknown>:0 at ActionGroupsExtended.AGXFlight.ActivateActionGroupActivation (Int32 group, Boolean force, Boolean forceDir) [0x00000] in <filename unknown>:0 at ActionGroupsExtended.AGXFlight.CheckRTQueue () [0x00000] in <filename unknown>:0
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[Minimum KSP version 1.11] Easy Vessel Switch (EVS) v2.3
Deimos Rast replied to IgorZ's topic in KSP1 Mod Releases
Yes, those are most excellent, very detailed - thanks! --- I had a chance to play around with it: Am I supposed to be able to actually Switch vessels with Alt+LMB? Because currently I cannot. If this is not working as intended, I can post a log (I checked it, and there is nothing in it about from EVS, but there is some stuff that might be related from KER regarding target switching occurring at the time). Does it matter if the vessels are considered controllable? Judging from the video, it does not. I was testing on an occupied pod, a fuel tank, and a flag. I get the overlay just fine on holding alt and it will say "Switch To" but nothing happens when I click. F7 works fine (the camera settings I mean), but I have to use alternative means to switch targets (Targetron). Cheers. Edit: Here is the log anyway if you need it. The part I thought was relevant is listed below. It mentions KER, but it happens whenever I try to switch, and it's not the typical error KER throws regarding targeting. I should mention this is on Linux 64bit. ArgumentException: Getting control 2's position in a group with only 2 controls when doing Repaint Aborting -
[1.11.+] ESLD Jump Beacons Revived (1.4.0)
Deimos Rast replied to Booots's topic in KSP1 Mod Development
Well that killed that patch in a hurry. And it goes without saying: thanks again and take your time. There's no real rush. For future reference: do you use github issue tracker or are forum posts better? -
[1.11.+] ESLD Jump Beacons Revived (1.4.0)
Deimos Rast replied to Booots's topic in KSP1 Mod Development
Here is a patch as I suggested above. I suggest making the Beacons have no Karb, and have patches add in the respective resource (I'd have to rewrite this, but whatever). I don't really know the proper ratio for Karborundum:Kethane:Ore, and I suspect I am way off (I don't have much experience with ISRU), but as it stands if Karbonite/KPlus aren't installed it replaces Karborundum with 2x the Ore amount (probably way low); if Kethane is installed, it replaces it with 1.5x the Kethane amount. Special Note: this amount is not Tweakable (since Karbonundum is not Tweakable) and starts at 0, meaning it cannot be adjusted or added to in the editor and as such will not show up in the editor (but will still show up in the part listing). This can be changed in the config (isTweakable = false). Also note: I don't have Kethane or Karbonite installed at the moment, so please let me know if it doesn't work properly. Cheers. --EDIT-- REMOVED PATCH PENDING FURTHER TESTING Well my patch just sort of crudely deletes your Karb resource at the moment...are you saying it's hard coded into the plugin? -
[1.11.+] ESLD Jump Beacons Revived (1.4.0)
Deimos Rast replied to Booots's topic in KSP1 Mod Development
Yay, new thread! As I posted in the other thread, thank you a ton for doing this. By the way, I downloaded it this morning and the MM bundled was .24, whereas the latest is .25. Cheers. EDIT: A few things: Apparently also the download includes both the TGA and the DDS textures. The Hailer patch could probably use a :FOR, and maybe a :NEEDS (not sure if :AFTER implies :NEEDS) There is apparently a quasi-duplicate "Shortcut" Beacon (labeled LB12.cfg). Should also probably mention explicitly that these are fueled by Karborundum and thus Karbonite/Karb+ is somewhat of a dependency. A Kethane conversion patch wouldn't be amiss. Or a patch that uses something like XenonGas Ore or something "stock." EDIT2: Do you even need the animations? Because looking at the NREs, my interpretation is the name has changed along the way, and is no longer what is in the animationName field. Commenting out the animation module entirely removes the NREs, which might not be the "solution" you were looking for. -
[Minimum KSP version 1.11] Easy Vessel Switch (EVS) v2.3
Deimos Rast replied to IgorZ's topic in KSP1 Mod Releases
I was going to mention Camera Focus Changer; but looks like I got beat to the punch. Looks really solid. Now I have Camera Focus Changer, Haystacks Continued, Targetron, and now this... By the way, can the hotkeys be rebound? -
[1.0.4] ESLD Jump Beacons - [Dev 0.6a]
Deimos Rast replied to TMarkos's topic in KSP1 Mod Development
Probably need to mention a license. A new thread would be nice. Thanks for doing this. -
[1.3.1][Kopernicus] Uncharted Lands v0.5.4 [26Dec17]
Deimos Rast replied to KillAshley's topic in KSP1 Mod Releases
Me again. I didn't see this mentioned anywhere in the OP, but I was kind of surprised to notice that this mod changes the atmosphere altitudes! Anyway, the values are (according to the configs): Flying Low/High: 21,000 Space: 80,000 Space Low/High: 1,704,896 (also the new orbit of Minmus) Cheers. edit: KEO = 2959000 -
@Apurva Kawthalkar Alright, so if you look in your log (KSP.log or player.log or output_log.txt) look for a block of text like below (see insert). KSP.log is probably the easiest to read, and it's found in your "Kerbal Space Program" folder; just open it in a text editor and search for "telemachus data" and it should locate what you need. A "port" is the four numbers after the ":" in this case 8085. Basically, if you have a firewall, which is a digital barrier keeping people/things from connecting to your computer, a "port" is a doorway you can open for certain programs or applications. In my case, I had to open port "8085" in my firewall to let Telemachus send data across the LAN (local area network). I'm not sure if that's normal or not, but it's what I had to do (you might not need to worry about any of this). Continuing the example with the numbers below, to connect to the Telemachus website, I typed in http://127.0.0.1:8085/telemachus or http://10.0.0.10:8085/telemachus Your numbers will likely be different (especially the second set), but the process is the same. I recommend bookmarking the page. If you get a "404 Page Not Found: Did you mean to visit the Index Page?" click the link to the Index Page, which is what you want (see picture). From there, just click on buttons and stuff and enjoy. ----- [Telemachus] Telemachus data link listening for requests on the following addresses: (127.0.0.1:8085 and 10.0.0.10:8085). Try putting them into your web browser, some of them might not work. The below page can be found at: http://[local ip]:[port]/telemachus/information.html
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[1.1.2] Cacteye Telescopes Community Takeover (V 7.1.0)
Deimos Rast replied to Andem's topic in KSP1 Mod Development
Ouch; Maybe post this to the OP?- 71 replies
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Greetings! I am currently working with @Hellbrand to restore some of the works of @CoffeeSE. His works are of exceedingly high quality and they have aged remarkably well (with a few exceptions - see below). This is not a promo thread, so please excuse the lack of details. The issue at hand is one of the 1.25m cockpits, the [REDACTED], which seems to be missing a collider. At least that is my assumption - I know it has one around the hatch, but when it spawns in the flight scene, it sinks into the ground until it catches on the hatch collider (see pics below). In its present state, kerbals can walk through it. There is also the issue of a "Hatch Obstructed" error when trying to EVA. It might be related, as I've heard that's caused by having a hatch collider not extending beyond the mesh. Or something (my skills, such as they are, are confined largely to a note pad). There is another cockpit that has a similar issue (although it has fully working colliders). If anyone has any suggestions or advice, please let me or @Hellbrand know. I should mention these cockpits have fully custom RPM IVAs and it would be a shame if they got sidelined over such a minor issue (I'm assuming people will want to actually leave their cockpits at some point ). Below is a link to the part files in question (textures, model, config) for the [REDACTED] cockpit. Thanks! Download Link Pics: Legal: If you're curious, yes, we have permission from CoffeeSE directly; moreover, the original License (included) on this part was and remains: CC-BY-NC-SA 4.0 http://creativecommons.org/licenses/by-nc-sa/4.0/
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Did you look at the Telemachus Wiki? Specifically, this page. Scroll down to step 6. You won't get a data value more than 0 until you have the page open I believe. Also note that you might have firewall issues. I could pull up the page just fine on the same computer, but not on a separate computer until I opened the relevant ports in my firewall. ----- @Wonderbreadninja Nice work! Did you get permission from Rich by the way (which is a requirement of redistribution)? Can you make your source code available so we know what to fix in the future? Right now it just points to Rich's git.
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[1.3.1][Kopernicus] Uncharted Lands v0.5.4 [26Dec17]
Deimos Rast replied to KillAshley's topic in KSP1 Mod Releases
Just installed this planet pack and I have to say I'm enjoying Kerbin's new look! I never liked how it was quasi earth before. I'm not 100% on the rings, but I think it'll grow on me. A couple of things, since I really haven't played much with it, but it's about biomes on Kerbin: They don't show up with the Cheat menu option, which I was going to use to show you point two... The peninsula that KSC sits on seems to contains a few biomes that it probably shouldn't. Namely "Mountains", "Frozen Plains" and maybe "Rocky Ground". To be fair, in stock KSP, there is a patch of "Tundra" biome outside of KSC, so, maybe the problem is inherited? Gathered with a "Jumping Flea" (MK1 Pod + Flea SRB) heading straight from launch pad to Ocean, splashed down just in Ocean. (I used a thermometer instead of goo canister, but you get the idea - it's a lot of biomes!). Not shown are "Coastline", "Equatorial Sands", "Ocean" and maybe one other. Cheers. ---edit--- traveling over the poles...doesn't appear to be a biome for them, it just says "coastline" -
Missed this comment. When I transitioned from 2.0 to 2.0b (skipping 2.0a) I dragged my config file over to preserve the settings, not realize that was no longer used. This can probably be ignored (it had Override = 1). I start up the game and go to the VAB (level 1) and I have access to the named action groups only. I check the settings file, it says Override = 0. SPH is untouched as always. Since there isn't a clear cut case of there being anything entirely wrong (I'm also noticing a lot of my bug reports are me specific, whether that is because I am super diligent, or because my install is problematic, I can't say), I vote wait for more data points.
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Good news, bad new boss. Good news: I'm getting a new kitten. Bad news: EVA boarding bug is back and it most definitely is a mod conflict as I just pumped more mods into my install just prior to getting it again (these are the ones I used to run before). It's now 100% of the time, with 2.0b. I still have my old log and I'm going to compare it with a new log and see which mods are the likely offenders. Don't do anything drastic! Might take a little bit, 'cuz....kitten (but I seem to be the only one with this problem anyway)
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Deimos Rast replied to nightingale's topic in KSP1 Mod Releases
I meant the old SCANSat contract pack or are the contracts from the SCANsat mod itself, but I'm guessing you just have the mod? If it's the DMagic then you're fine. I got nothing, as far as the Tourism Plus goes, sorry.. If you installed through CKAN, check that it gave you the latest versions maybe? OTherwise, I'll differ to Nightingale.- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Deimos Rast replied to nightingale's topic in KSP1 Mod Releases
I have all those except field science and I get tourism plus regularly. Do you have the Old Scansat pack or the ones that come with the mod itself by the way?- 5,206 replies
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[1.0.5] NanoKube: Ultra Tiny Probes!
Deimos Rast replied to Patrick Suddeth's topic in KSP1 Mod Releases
Thanks! Title still says 1.0.5 fyi --- edit: And spacedock. -
[1.2.2] Centauri Dreams - Explore Alpha Centauri
Deimos Rast replied to hikoriyami's topic in KSP1 Mod Releases
Congrats and have fun tomorrow! -
imkSushi's renaming the Sun to Kerbol Mod
Deimos Rast replied to ImkSushi's topic in KSP1 Mod Releases
I stand corrected. Thanks.