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Deimos Rast

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Everything posted by Deimos Rast

  1. Why'd you give the Karrot the axe? I haven't read the changelog yet, whoops. And I gathered as much from the name, yeah.
  2. Looking super fly deluxe! @CobaltWolf Is your 2 man Karrot pod 1.5m in diameter? I ask because it is a perfect analogue for the HGR Radish pod. I never cared much for the Radish exterior, but it has a decent IVA, and last I checked, the Karrot was lacking an IVA, but had a good exterior, so I was thinking.... And I would resize it to 1.875m in the process. A rescale of 1.5 (I assumed it was a 1.25m part) was too much, 1.25 should just about do it. There is also the Corvus Pod by Orion (maker of HGR) if you're looking for an good IVA that would probably fit well. Cheers.
  3. So I'm going to cut corners and cross post an error report I made in the Modular Flight Integrator thread here that may or may not be of interest. Basically, while in Map View, I focused viewed every planet in the game, and every planet pertaining to your pack caused ModularFlightIntegrator to throw a wall of NRE's (see below, log here). My guess is, it's the issue of the second Sun, and the NRE's disappear as soon as I switch back to a planet that orbits Sol. This is on Linux x64 with v1.1.13 for KSP 1.1.12. Cheers. NullReferenceException: Object reference not set to an instance of an object at FlightIntegrator.CalculateSunBodyFlux () [0x00000] in <filename unknown>:0 at ModularFI.ModularFlightIntegrator.CalculateSunBodyFlux () [0x00000] in <filename unknown>:0 at FlightIntegrator.ThermoPrecalculate () [0x00000] in <filename unknown>:0 at FlightIntegrator.Update () [0x00000] in <filename unknown>:0
  4. Then that was the issue, as I try to minimize scene switches. Thanks.
  5. Thank you for taking the time to respond. Figured I'd mention it anyway. Cheers.
  6. Small not quite a bug: "Isolate Reserves" (maybe) does not appear to be persistent (as in it persists through saving/load). At least, in my scenario, I had an isolated reserve, played a bit, game crashed, restarted the next day, no isolation. Thinking about it now, if I remember correctly, AmpYear saves settings on a clean quit, so that's probably when it saves final states/status of isolation (aside from periodically I'm guessing from looking at the log). Am I correct in my thinking? If so, then I guess I crashed before it could save and never mind this report. If no, then something for the issue tracker I guess. Cheers. And to the above user who is possibly having issues with the mod, check the subsystems tab and the parts section to make sure things are functioning correctly. Those can be a bit fussy at times. But it sounds like something else is at work.
  7. nifty So you're reworking Dres, not 100% on that, but I've never been, so whatever; do you foresee any conflicts with other planet mods? I really like the idea of a pack with a focal point around one planet and how it affects the others in it (gobbling up Infernas etc).
  8. so I'm afraid to ask, but how many versions of this are there floating around? I see two in your sig alone, and there was a third I can't find at the moment, which I think was a fork of b9 with pieces of your work folded in? Anyway, I'll be grabbing this one - cheers!
  9. I get the decoupler fx bug on every decoupler, and I don;t even use KW rocketry decouplers. Also, I've never seen the engine bug in the VAB, but it reminds me of decouplers firing off their effects when something in their configs is borked and you're getting NRE spam. Best I can think of. Should probably post a log.
  10. Thanks for taking the time to respond; the issue is (last I checked) WINE was incompatible with my NVIDIA drivers and installing the former removes the latter. It's a rabbit hole I'd rather not go down However, I do have a windows laptop, but it can't run KSP, thus kind of defeating the purpose of the endeavor. Ah well.
  11. So I may have a bug report for you @sarbian (although it looks like you just released a new version, so that may fix it). It involves the planet pack Other Worlds which adds a second Sun and surrounding planets to the game. While in Map View, I focused viewed every planet in the game, and every planet pertaining to that pack caused ModularFlightIntegrator to throw a wall of NRE's (see below, log here). My guess is, as mentioned, it's the issue of the second Sun, and the NRE's disappear as soon as I switch back to a planet that orbits Sol. If this report belongs in the Other Worlds thread instead of here, let me know and I'll scurry on over there instead. This is on Linux x64 with v1.1.13 for KSP 1.1.12. Cheers. NullReferenceException: Object reference not set to an instance of an object at FlightIntegrator.CalculateSunBodyFlux () [0x00000] in <filename unknown>:0 at ModularFI.ModularFlightIntegrator.CalculateSunBodyFlux () [0x00000] in <filename unknown>:0 at FlightIntegrator.ThermoPrecalculate () [0x00000] in <filename unknown>:0 at FlightIntegrator.Update () [0x00000] in <filename unknown>:0
  12. this looks glorious - but is there a way to do this on Linux, without Wine? Searching through the thread mainly turned up a bunch of Linux users having issues getting it to work.
  13. my kerbals haven't eaten for weeks! glad to know this has hit the release stage, well done
  14. oh you're just the worst - I was just working on the crewables. How dare you try to be helpful too! Actually glad you posted, as I had no idea how to do this via MM and I may have just been taking the knife the configs directly (heresy I know) in the interest of expediency. Looking at the ISRU one...(I haven't actually seen what it looks like in game), but why the need for all the variables and such? I thought it'd be like the crewCabin patch above.
  15. I use KJR just fine. You're probably getting Null Ref spam, a log would help yeah edit: I've seen the parachute issue, but it's not specific to ven's or KJR, but to Null Ref's in general
  16. @Snark links, then I need to finish reading your post debug stuff by the great sarbian node helper by the super fly felbourn WASD camera editor by the ever prodigious linuxgurugamer
  17. so that's where you disappeared to! not a 100% on the name (what is it?), but, this looks nifty as my karibou got pretty big! many thanks. edit: wikipedia indicates you picked a clever name, both a sounding rocket and a huskie? touche
  18. @Snark Here is a Ven's MK1 capsule with the indicator light. I kind of sort of artfully arranged the image to hide the fact that it's slightly sticking out too far (currently set to 0.0, 0.0, -0.58) but dialing it a hair to say -0.575 would probably do the trick. However, this picture is mainly to highlight two other things (capsule is occupied as the light suggests): one the flag on the left side and two the window light. The flag is currently toggled off and so shouldn't appear at all, yet instead we have a blank white rectangle. It reminds me of when I sometimes forget to copy over the flag transform when cloning parts and I get a neat little hole in the mesh (I know no one else does such things). No idea why that would be, but there are some loose ends on my side of things I can try to tie down first before pointing fingers. Two: VSR adds a neato light emissive to the window you see above the ladder rungs. It glows full on yellow when lit. It's actually lit now, and you can see the glow from/around the window but not actually in the window. Not working as intended, no idea why. I should note sometimes these do work in the editor, but this might be dependent on whether crew lights are toggled (not sure). Also, telling, there seems to be zero log spam from this (usually it yells loudly about transforms missing) according to Exception Detector. The important take away from all this though is your light still works! Everything else is just details. --edit--- do these lights consume resources by the way? I remember how you gleefully added energy consumption to all the radiators in your toggle radiators mod, I wouldn't put it past you to try that again here... ----edit2---- In pursuit of nailing down loose ends. Turns out the above problems may not be related to your esteemed mod or personage. Apologies.
  19. Yeah, that's what I figured. Not entirely sure why it would be causing conflicts with the flag rendering or the pre-existing MK1 light (added by VSR). As I have next to no experience in blender or unity (have both but never having success importing anything into either, despite using proper import tools/addons and reading numerous tutorials), I instead use the ingame mod NodeHelper by Felbourn, which as the name suggests, helps you visually create and adjust old/new/dummy nodes and move them around in the editor (it also can output stuff to textfiles and such). Very useful! I'll try the transparency trick. The WASD camera mod probably will be handy for that too. ---Edit-- I also recommend sarbian's Debug stuff mod, as I spent 10 minutes trying to find the indicator light in the Mk1 pod until I loaded that mod up, turned on labels and found it in 10 seconds. Turns out it was hiding right by the ladder rungs, for which I confused it.
  20. I use the symmetry highlighter if you're looking for data points. Also, does the PilotRSASPlus work out of the box or do I need an additional .dll for it? The ingame info panel for it seems to indicate I need something additional, but the OP doesn't mention it. Cheers, and thanks for this mod.
  21. thanks by the way for letting this mod be viewed from the space center; that was my number one request as I hated having to go into the tracking station to switch to vessels. edit pretty sure blizzy's has been updated too
  22. The "Ven Test" ...I like it. You found a very clever way of catering to the demands of a portion of your playerbase without actually catering to their demands! Seriously though, your idea is the best approach of "teaching a man to fish" while still building your mod in keeping with your vision for it. My only objection is it might actually require me to do work, which I am known to be allergic to. Oh well. "Adding more features..." Such as....?
  23. hey, glad to see there is some activity in here, as this is a favorite of my micro sat collection.
  24. @MasseFlieger download still points to kerbal stuff? and nav utils is listed as either a dependency or a recommendation....
  25. Wow, I dip out of the thread for a moment and it blows up. You really went to work on this mod - I really like the progression! Sadly, and this did not surprise me in the slightest, nor will it you, it does not work with Ven Stock Revamp. I even switched the model paths to the appropriate paths in the configs, and it just made things turn weird in game (your mod sort of just eats the flags and lights on crewable parts). ...and scrolling up a post or two I see a mention of Ven's already, I'll post this and read back a few to catch up on things. I wouldn't worry too much about Ven's compatibility at the moment, since rumor has it he's at work on a big update, and you're still fleshing out this mod. Also, and this will come across really nerdy, but this is the land of KSP after all: but you write a really clean and well organized config and that means a lot to someone who is really poophole retentive about such things (even though most people will never ever see it). And thank you for taking the time to actually explain things in your configs - very much appreciated! Cheers (and I have some reading to do) Fellow Ven user here: how did you get your lights to show up even? I've only tried with the MK1 Pod and it didn't show up at all; the plugin works, but the flag disappeared and the light Ven's adds no longer works right. I edited the respective configs to point to the Ven's model nodes, but...no workie workie.
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