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Deimos Rast

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Everything posted by Deimos Rast

  1. yeah, that's exactly what I did actually There's another instance, with Modular Fuel Tanks, where something similar happens. This should probably cover it, haven't tested it yet (need to restart game, then I will). @PART[*]:HAS[@MODULE[ModuleFuelTanks],!MODULE[GPOSpeedPump]]:FOR[GPOSpeedFuelPump]:NEEDS[ModularFuelTanks]:FINAL { MODULE { name = GPOSpeedPump } }
  2. So when you say incompatible with Tweakscale & Fuelswitchers, does that mean any part that has those modules can't be researched? Because currently I'm getting a lot (and by that I mean 100%) "choose a different item" and I have both of those mods. I've even tried researching parts that I'm pretty darn sure don't have either of those modules installed in them (Pods for instance, which I've removed tweakscale from). Neither stock parts nor modded parts work. Didn't work for me in 1.0.5, or 1.1.1 or 1.1.2. No errors in the log when I try it, so it seems to be working as intended. Thoughts? ---edit---- Okay, I got it working by removing a bunch of stuff from my install. It seems it plays fine with tweakscale and fuelswitchers. Not sure what it was. Might be the string of the latest patches and needing to update some things. The one mod I removed that I remember reading it had issues with was Cryo Engines (although I still have it's Cryo Tanks submod/plugin installed, with no issues). That mod has undergone a lot of changes recently, but maybe it still doesn't play nice with your's. I'll add it back in and see.
  3. Yeah, in game and out, I'd just like a 2nd pair of eyes, that's all. Especially if you're name is going to be associated with it. These are the parts (minus one fuel valve I forgot to add) and a fuel clamp at the bottom.
  4. Sounds good; please have a peak to make sure they're up to snuff as I don't always know what I'm doing; I used the DDS4KSP program (an oldie but a goodie) and left it at whatever the default was. I'm sure there is another way to convert it, but that's beyond me.
  5. any chance you could post an updated list of the hotkeys? I'm trying to comb through the changelog as they seem to have gone through a number of iterations and I have no idea which to use. Also, mod+P is in use by a lot of mods (off the top of my head, Vessel Mover, Part Commander, Pathfinder, and Debug Stuff that I use; although only debug stuff triggers in the VAB); pretty please make it a setting (the change log says you can, but I didn't see an option or file to)? I can't also figure out what the Pitch/Roll/Yaw +/- X buttons do - I thought they were resets, but it doesn't seem so. Cheers.
  6. so I see a @hab136 version and a @linuxgurugamer version (maybe the same?) but they both have the same problems: tga textures and pretty much all the part configs are missing the closing "}" at the bottom. I mean, they all work, but, you know, it irks. Major props to both of you for taking this in hand. They're both easy fixes even if ya'll decide not to do anything. --edit-- In an act of selflessness that is sure to confuse everyone, I went ahead and converted the textures to .dds using that program floating around (default settings) and added the missing brackets. Below is JUST THE PARTS, no plugin. It's meant to be used with either the aforementioned versions. Feel free to repackage it and use it with your own stuff (linux or hab) or whatever (you can probably do better yourselves honestly). License is the same as Smart Parts, which is the Creative Commons CC BY-NC-SA 3.0. Changes were made, as indicated above. All credit goes to dbtobi and Firov (and linuxgurugamer who I got the download from). Link
  7. Probably premature, but I'm not sure how much longer I'll be on, so I'll pull the trigger now. Here's a log linux, 64 bit. Pretty fresh install (less than 48 hours old, still has the new car smell). Mod list; anything else you can think of? I know I have some conflict with CRP somewhere in there as I have two C02's (a C02 and a CarbonDioxide). Pretty sure Nertea's suite installs CRP, or Planetary Base Inc does. Eitherway, I was pretty careful to avoid bigger mod conflicts that would cause issues with this ones, and I specifically looked into the Food/C02 conflicts ahead of time, but figured they'd kinda, you know, work their differences out in game; maybe not. p.s. off topic but I like your Kerbal Hacks pack btw. ---edit--- scene change did nothing
  8. !!!!!!!!!!! It was getting bad, almost hourly interruptions... ...and it doesn't work. Or at least, I clicked at the respective hide message boxes and they're now red x's and I'm still getting messages and warp stoppage is still happenin'. Maybe it needs a scene change? Thank you though.
  9. So, new patch, and I figured I would finally try out 1.1 (been tethered to my 1.0.5 install) and decided what better time try out the latest and greatest realism mod, Kerbalism. I also recently discovered NecroBones' Joolian Discovery part pack, and I've never been to Jool, (and what better way to test out the Stress mechanics and coronal ejections and such, at least that was my thinking). The long and the short of it? Brutal. The first kerbal started hearing voices 50 days out. We're now 100 days out and everyone is off the walls, screaming, throwing SCIENCE out the proverbial windows, breaking stuff. It's a mad house. The maneuver node, just to get a chance at Jool, is um...1 year 200 days out still (the transfer burn was less than stellar). There is one bright spot though. The ship comes equipped with an advanced AI with a soothing, melodious voice. It tells me that the SCIENCE must be protected, and that the Kerbals are a threat to the SCIENCE. I'm not sure what to do... @ShotgunNinja As an aside, in the 50+ days since the first breakdown began, there have been roughly two dozen (give or take a handful) breakdowns (not to mention solar flares and malfunctions), each one stopping time warp. Two more year's of this and I might have a breakdown. I suggest giving the player the option to override the stop time warp feature, as it's a serious buzz kill on long voyages, although a necessary feature. Enjoying the mod so far, although, like many have said before me, I look forward to more modularity and compatibility with other mods. And as a potential bug report: I noticed that sometimes when coming out of high time warp, CO2 will drop suddenly to zero. It usually then bounces back up again to where it was at. I do have scrubbers active at 90%, but it's a sudden lurch, almost like backup processing catching up or something (just a wild guess, no idea really). More is going on here; likely a CRP conflict, as I have two C02's. Nevermind for now. Cheers.
  10. @hab136 glad to see a new thread! Just a heads up: there is a new kid on the fuel switchin' block: B9PartSwitch aka ModuleB9PartSwitch, which Bac9 (of B9 Aerospace fame) developed, and recently Nertea (of Nertea fame) switched all of his mods over to, dropping Interstellar Fuel Switch completely. Not sure the what or why, but currently your patches don't catch it, even the heavy hitting "Everything" patch, or my customized more inclusive version of it (since like the other versions, I believe it deletes the resources and then sticks them back into the module again). I believe the module combines both a mesh switcher and a fuel switcher, so I think you need to specify below, the moduleID, but I spent maybe 30 seconds looking at it, and I'd hazard a guess you know your way around a config better than I. On second thought, probably easier to check for a subtype if it has a tank, but not sure how to do that exactly. Below is a snip from Cryo Tanks Patch from Nertea. Cheers. MODULE { name = ModuleB9PartSwitch moduleID = fuelSwitch switcherDescription = Tank Type baseVolume = #$../totalCap$ SUBTYPE { name = LF/O tankType = LFO addedMass = #$../../massOffset$ }
  11. As someone who is used to crashing ksp a ton (and who also plays on linux no less), I felt compelled to have a peak at your log. It seems incredibly clean, as it probably should be. It ends you doing rover stuff, then at finding a new asteroid: IYT-658. In other words, not a memory error. The only exception I see listed is "DllNotFoundException: CSteamworks" which is probably from you copying it outside of the steam directory. Don't know what to tell you, as your's looks a lot better than mine.
  12. I have managed to reproduce this chain of events of this bug and the exact means to fixing it. First the Fix (for Steam Users): verify integrity of game cache should repair the problem (said I had two files that needed to be redownloaded). Second the Cause: Clicking the stage check box in the resource panel causes clones of EVA'd kerbals to appear upon reentry into capsule where they were standing (on the ladder). There is plenty of stuff in the above log about KSP failing to load the resource panel or something. Now, how to file a bug report... Interesting - thanks for the response; I've always used TriggerAu's alternative resource panel and plan on using it again when he updates it (if it doesn't work already).
  13. Bug Report for: 1.5.4.4 for 1.0.5 (both my version and your's): - TACLS has Life Support containers that contain 3x resources: Food/Water/Oxygen. I have a small hexcan of lifesupport on a vessel with a failure to Water, it drained completely. I'm currently struggling with a re-entry, so I'm reloading the game a lot, but everytime I reload, it reapplies the failure to one of the remaining resources. Second load, the Food resource portion of the Life Support container went; next load, Oxygen. And the GUI says the containers are fine (there are other failures too that aren't being registers after loading, like to my heat shield). Below is the patch I made to apply it to the life support containers. Did I screw something up in the patch or...? Cheers.
  14. So I figured I'd finally give 1.1 a try now that there is a patch for it, and I figured I'd see what stock was like, as I normally only play with mods. And besides loading faster (as one would expect), I have seen two major bugs so far: a disappearing resource panel when I clicked the "stage option thingy" checkbox in the resource panel (you know the one) and I can't get it back. The log shows me trying frantically to no effect. Second, I cloned Jeb. Yes, that's right, I did in a few minutes what the best kerbal scientists have been unable to do in years. How? I had him EVA and get back in his pod and a clone of him appeared on the outside ladder where he was standing. I then proceeded to kick it around awhile. (Aside: this seems similar to a bug I think KAS or KIS had a while back, or some other mod). To be clear, this is a fresh install, with no mods - I even deleted the entire steam folder. This is the second time running the fresh install (first time didn't go so well due to stuff and things in the options screen). The only change I made is to the launch shortcut which is "%command%_64" which is left over from my last install. Linux 64 bit, latest version which I believe is something like 1.1.1:1250 or so (see log). I'd like to start pumping mods into this install, but in its current state...eh. Let me know if I need to provide more info. Double...JEBardy? And log here. Cheers. --edit-- Also, it apparently won't let me recover my craft with clones out, so that's neat.
  15. I have wanted this feature since forever, and here you are, once again, delivering gold, thank you! --edit-- Bug report of Kerbin shattering dimensions: When you extract the archive, it comes out "Gamedata" with a lower case d, instead of the proper "GameData". The horror! Yup.
  16. I like the green / tan color and sizing combo...but dat pink;p Maybe we could let marketing call it "adobe" or a similar pastel/rustic tone. Or "outback sunset something something."
  17. Looks neat. Two things: 1) I believe BahamutoD has an animated 3D printer in his EPL pack from something like 0.24 for printing rocket parts. I've been fiddling with it, and it uses a custom module called "LoopedKConverterAnimation" and requires BahaD's BDAnimationModules plugin. It's a little above my skill level, but I think it should work (maybe not the LoopedK part, but I know the animation of the part still works, I just haven't figured out how to get it to animate while stamping out rocket parts, like it did in the original). What I'm getting at is it might be something to check out if you're looking at the 3D printing re: Portal thing. 2) Thread title made me think this was about expectant mothers. Yup. Looking forward to seeing where you go with this.
  18. Did a ninja edit, the rest seem fine besides those. Cheers.
  19. @NecroBones Should there be an "=" in the size and scale? If so, your 10R radial SRB is missing quite a few of them, and has been for a while (since ye olde days of 1.0.5, and current as of 1.1). And all of the 0.625m ones...I would hazard a guess and to say we have a copy-paste pandemic on our hands. (Edit: I checked the rest, and it seems it's just those; 1.875, 2.5, etc seem fine.) MODEL_PARTICLE { modelName = Squad/FX/SRB_LargeSparks transformName = fxTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 0.8 speed = 0.0 0.5 speed = 1.0 1.2 size 0.0 0.2 size 1.0 0.5 scale 0.0 0.2 scale 1.0 0.3 }
  20. So this supposedly works in 1.0.5 (which I'm still using), and everything seemed grand, until I went to launch my ship. After sitting on the launch pad for all of two seconds the screen went black and it teleported me to the surface of the Sun. How do I know this? Because my ForScience mod actually gathered a crew report from the surface of the Sun and I got a screenshot of it. (Not very impressive, just says 5 data, no flavor text). Pod was damaged, but crew some how survived (after loading screen), although screen still black. Please advise. (look in upper left, not very exciting, sorry)
  21. Yeah, still running the ancient 1.0.5. No pretty lights for me? Ah, so you're thinking more along the lines of Smart Part-ish functionality? Trigger lighting behavior based on % resource remaining and such in a tank? Other ideas would be a heat/thermal warning light. I suppose you could just use the thermal overlay, but I've never liked that.
  22. Dear Mr. Snark...excuse me, Dear. Moderator Snark (is that new by the way? If so, congrats!) this looks pretty neat, grabbing now. How exactly does it work? My immediate thought is the DTS-M1 with the "Blink Lights" ProgressFxModule (and how I have yet to ever see it blink) and how cool it would be to add at will something similar to, say, communications devices or science experiments. Not sure if your mod works by adding animations though, as from my brief look, it just seems to add an emissive light. Also, I just poked my nose in a random config, and (minor knit pick to be sure), but it could probably use the "a" which I added below, from the fuel cell patch. "New, improved model now has a status light!" Cheers. p.s. Still loving the toggle radiators mod btw. --edit-- Are you familiar with the Battery Indicator mod? Can be found here or here (second link is more up to date I believe). It might be of interest, as it changes the light on the batteries to change colors based on their status.
  23. Looks neat, I'll check it out; my only suggestion so far, having not used it yet is to mention the operating system somewhere in the first post or title. Cheers.
  24. So I can't for the life of me get either the Medusa or the Orion (1.0.5) to work right. They make the booming sounds, and put out the tiny trickle of thrust as you would think they would from looking at the config (i.e. the AblativeOil fueled 0.1 thrust ModuelEngineFX engines), but there is nothing else. Two things I've noticed in my log that might be relevant: On game load usually, (maybe occasionally on scene changes): And when in flight with the engine, I get a ton of "NaN" log spam: My theory is that everything in the config is working fine, but the plugin isn't executing properly. Or something. I can post a full log if you'd like. Linux, 64 bits. Lots of mods. Cheers.
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