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Everything posted by Deimos Rast
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I've been meaning to post this for a while, but it hasn't impacted my gameplay too much, but with the new release, I figured now might be a good time, especially since it didn't fix the issue. I know you have worked hard to integrate this with DeepFreeze (just from searching this thread at least), but unfortunately Ship Manifest refuses to play well with that mod. Specifically, the Roster feature. In the previous version, the UI would become all jumbled, but be kind of usable. In the latest version, it just straight closes or doesn't work (maybe the dependency change?). In game details: I have no frozen Kerbals nor have I even used any DeepFreeze parts on any active ships. The Ship Manifest log (see below for it) states: at ShipManifest.Windows.WindowRoster.GetFrozenKerbalDetials (.ProtoCrewMember kerbal) [0x00000] in <filename unknown>:0 at ShipManifest.Windows.WindowRoster.DisplayRosterListViewer () [0x00000] in <filename unknown>:0 Error: in RosterListViewer. Error: Object reference not set to an instance of an object I should also state, I have a lot (a lot) of other mods installed, so something else could be the issue. But, the thing is, I've had this problem for over a month or more, many things in my installation have changed, but this has been a constant. I seem to recall it not being like this at one point, but I can't recall if something changed (obviously something must have, maybe a DeepFreeze update? There have been several since). Here are my logs (ship manifest and player.log); I'm on Linux x64 bit. It's a minor issue to be sure, but it does kind of kill a key feature. If you need more details from me, let me know. Cheers (and thanks for the great mod)
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I actually just solved it as I posted the above. The Kerbin SCAN Satellite had the data worth 202.5 science; the other satellites some how registered it as their own as well. I transmitted it (from the Kerbin SCAN Sat) successfully, and the option to transmit science disappeared from the others. Not sure if this is an actual bug or not, or just a coincidence.
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Well the current situation is that I have 3 satellites having just 100% scanned kerbin, minmus and the mun and their data is each worth exactly 202.5 a piece, no variation, which is odd. Also, I'm not getting any actual science transmission value from them, even though it says I should. I suspect what the problem is that I already transmitted the data at the old values (and forgotten about it, bad memory) and the 202.5 represents the "remainder" or "difference" between the old and the new, which for some reason registers in game as "new science." What's odd is that they are all at exactly the same value. I won't really know for certain until I get to a new planet, which unfortunately is rather far off. Anyway, the information you provided above is what I was after, and I have something to work with now. Thanks!
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@DMagic I'm loving the updated UI (the added Zoom Map - is that entire thing new, or has that always been there?). Quick question though: I'm looking to boost the science return on the scan results. I found ScienceDefs.cfg and where the relevant values are, and I edited them, and sure enough I'm getting more science in game now. But "baseValue" and "scienceCap" are they scaled or multiplied in any way? (Also, I'm assuming dataScale is the Mits?) I was looking for a Multispectral scan base value of 250 and a cap of 500, so (they were 20 each) so changed the values according. Now, however, in game, whenever I hit analyze, I get 202.5 science @ 750 Mits (come to think of it, I might have used different values earlier than 250/500) but everytime I hit Analyze/Transmit it's another 202.5 science. TLDR: Is there a scaling effect going on? --edit-- actually, it turns out my science isn't increasing at all, so it probably isn't being transmitted fully and is still the same data. Above post can probably be disregarded, but I'm still curious if it's scaled in anyway. Cheers.
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One of these days I might actually have to watch this movie, but this rover looks grand. Some thoughts, at random after glancing over the thread: Since I play with a lot of mods, I've had a chance to experiment with a lot of other people's rovers: here are the ones that stand out, that you might find interesting. Rover Dude's Karibou Expedition Rover is a excellent modular rover; the cockpit is particularly great (more on that in a sec) and does some cool custom stuff with wheels. WildBlue's Buffalo MSEV is another great rover; smaller and is able to be built in situ (as in, using KAS/KIS on the ground) as I believe you said you wanted, might be worth a look. Also has some great wheel designs (the mountain goat wheel especially). Because this is your first command module, this raises the (dreaded) question of...IVAs. For which a lot of people swear by Raster Prop Monitor to get cool transparent pods/cockpits (the Karibou uses this). Personally, I've had issues with that mod causing some conflicts, so I've had to go in and manually remove it's module from the config (not a big deal), but if someone like Rover Dude uses it, it's probably on the level. The transparent pod feature can be toggled to taste; it also adds in IVA instruments from what I understand as well, allowing you to do full IVA piloting and such. On a slightly unrelated note, you mentioned Porkjet's Habitat Pack not working for you. What exactly is the problem? I have it in my game and while I haven't put it in space yet, it seems to work fine in the VAB. Note: there is a config fix in the thread by Starwaster that fixes one of the apparent problems with it, that might help. Just some suggestions to keep the flame alive. Cheers. ---edit--- Exploration Rover System by A.S.E.T. this guy made ALCOR, and while I haven't tried the rover and it's dated, there is a fair bit of media on it and it looks pretty good. Probably has some good IVA designs especially (he is known for that).
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snazzy; I particularly like the engine on a stick. Nice work.
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Under the orbit tool there is the velocity tab...is that only for atmospheric flight? I can't see why it would be, but the only times I've gotten it to work were under those circumstances. More to the point, I was using it now to set my orbital velocity to exactly zero, and... the game has gone NaN crazy - my log has ballooned to 600mb+ in about 5minutes. Screen goes pitch black, instruments on KER all read NaN, I still have input control though, but the camera isn't working. Reading the log, HyperEdit is in the clear (no errors anywhere), but there are now some 52,883 NullRef's (up from a baseline of 6). Everything in the log is NaNing: "part1, part2, Occlusion Test", etc. If it matters, I was on a kerbin escape trajectory between the mun and minus (missed minus transfer), said "nope" and decided to do a complete stop and think about it. What I'm wondering is if this is an issue inherent in the orbital mechanics themselves and the game just didn't like being at precisely zero (I tried again later at slightly less than zero and it worked a bit better, but had similar issues, I think I restart is in order at this point). If not, then, well...I haven't really thought that far ahead yet. Any ideas? Thanks.
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So I noticed you at one time had support for the mod "GPO Speed Fuel Pump", but it seems to have fallen by the wayside. Or more specifically, the other mod has, but it recently got an update (an unofficial one) to get it working with 1.0.5. It works fine, but Mod Actions doesn't quite work with it (everything works - setting up hotkeys and such, but when you go to pull the trigger, nothing happens). It's a bit of an unusual situation, I'll admit, but I thought you might know what the issue is. If you have a moment, here are the links to the release thread, and the git repo of the unofficial release (courtesy of hab136): Cheers.
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GPOSpeedFuelPump [KSP V1.0.2]
Deimos Rast replied to Geordiepigeonowner's topic in KSP1 Mod Releases
@hab136I know this isn't technically your mod, but after you did us all a solid and recompiled it, I thought you might find this of interest, but the "everything.cfg" seems to have a number of errors (best I can tell). Granted, it's disabled by default, but it reads: @PART [*]:@RESOURCE [*],!MODULE[GPOSpeedPump]]:NEEDS[GPOSpeedFuelPump]:FINAL { MODULE { name = GPOSpeedPump } } Firstly, it has some extraneous spaces (I'm not sure how MM handles this, but I removed them). Secondly, and more importantly, it's missing a HAS before @RESOURCE. I think it should probably read: @PART[*]:HAS[@RESOURCE[*],!MODULE[GPOSpeedPump]]:NEEDS[GPOSpeedFuelPump]:FINAL { MODULE { name = GPOSpeedPump } } I could be miss reading it (as I'm fairly new to MM myself), I just know it didn't work as it was, and it works now with the changes. Thanks again for taking the time to update the update; just trying to contribute. Cheers. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Deimos Rast replied to Nils277's topic in KSP1 Mod Releases
Yup, yup, and yup, that's what I did. I had 3 listings for the different branches for K&K (life support, and such). Not a big deal, but the only thing I can think of to give feed back on. -
GPOSpeedFuelPump [KSP V1.0.2]
Deimos Rast replied to Geordiepigeonowner's topic in KSP1 Mod Releases
@hab136many thanks friend! -
[1.1.2] Phoenix Industries MAV-Like Ascent Vehicle (v.2.1)
Deimos Rast replied to -ctn-'s topic in KSP1 Mod Releases
Note, I give these suggestions not having had morning coffee yet. But can't you just add in a decoupler and crossfeed into the config? Try adding this to the decoupler (I have mods that already do this, so I haven't tested this). MODULE { name = ModuleToggleCrossfeed crossfeedStatus = false //or set to true toggleEditor = true toggleFlight = true } As for a decoupler itself, you can build one into the MAV: MODULE { name = ModuleDecouple ejectionForce = 40 //change to taste explosiveNodeID = top // or srf isOmniDecoupler = true // or false staged = true // change to taste } As for doing it with MM, why doesn't @PART[ctnMav] or @PART[ctnInterstage] work? Changing a node should be as simple as @node_stack_top (or whatever), but I've never tried tweaking nodes, so maybe there are limitations with something like that. Pretty new to MM myself, heh. -
[1.1.2] Phoenix Industries MAV-Like Ascent Vehicle (v.2.1)
Deimos Rast replied to -ctn-'s topic in KSP1 Mod Releases
Found the item I was looking for; better late than never, right? It's the LS-40 Landing Frame from USI (Rover Dude's UKS pack I believe). Not saying you should do this, but if you were looking for ideas, I thought these were mighty fine. However, looking at the MAV poster above, I realized it didn't quite work as I thought it did (still haven't managed to use it yet), so maybe these aren't what you're looking for. The important thing is: I set out to do a thing and it be done. Let me know if you want more/different screenshots (I tried getting what I thought would be useful, but I really have no idea). -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Deimos Rast replied to Nils277's topic in KSP1 Mod Releases
congrats on the full release - I've been using this mod forever; I really like the TACLS integration especially. One suggestion: that file...you know the one...that causes it to triple list K&K products in the manufacturer's tab in Filter Extension's...no me gusta. I finally deleted it, much better now! Anyway, congrats again, a definite quality product. -
@RzTen1 @Dirk Slamchest This hasn't been updated in a long time (it says 1.0.2, but the Git repo dates back farther). But the thing is, Coffeeman, the author of this mod, is now running Dangit itself, so any changes he likely would have made to this mod, you'll likely see over there (just a hunch). In short, it's old, and the tail wags the dog now. Cheers.
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[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
Deimos Rast replied to JPLRepo's topic in KSP1 Mod Releases
Yeah, me too, I'm just, kind of embarrassed it was just such a trivial thing and for bringing it up in the first place. In all honesty, I do my damnest not to burden mod authors, and instead try to provide support (such as it is) rather than receive it. But this one slipped through. Sorry about that. -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
Deimos Rast replied to TriggerAu's topic in KSP1 Mod Releases
fiiiiiiine, steal my thunder. Basically what he said^ -
[1.0.4] LLL - Lack Luster Labs (Space-boxes!) [LLL-14 - 20JUN2014]
Deimos Rast replied to Lack's topic in KSP1 Mod Releases
Firstly, welcome to the forum. Secondly, it's there. Should be. Category is Propulsion. Tech Required is Ion Propulsion. Entry cost is 0. I checked both disabler files for the part name ("2x1ION") and it isn't being disabled, and I'm pretty sure I've seen it, and the other radial ones in game in the past (haven't unlocked them in my current playthrough yet). Check LLL/Engine/IonEngineLarge/part.cfg for the config for all the details Might I suggest a further mod that allows you to search for items (like QuickSearch) or something to help organize the chaos (like Filter Extensions)? That being said, I lose stuff all the time too! Cheers. -
[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
Deimos Rast replied to JPLRepo's topic in KSP1 Mod Releases
FYI: You're big ol' download button on the front page points to kerbal stuff still. And that error I posted about above with your rebuild of tacls awhile back? Gone. Turns out it was a bad install on my part. Yep.