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Everything posted by Deimos Rast
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So if I'm reading you right, I replace: MODEL { model = ShadowWorks/Parts/StationModules/DestinyModule/DestinyModule scale = 1.0, 1.0, 1.0 } with: MODEL { mesh = DestinyModule.mu } which, I'm guessing, effectively removes the lab's ability to be Tweak'd? Neat! Um, do I still need the "model = ..."? Oh, and do I need to do the full file path (ShadowWorks/Parts/...)? I'm guessing yes, looking at the above. I saw an old MM config that made it so command modules couldn't be Tweak'd, that would probably do the same thing yeah? I might dig that up and apply it, since this has happened to be a number of times before (just the first time with your mod), and it would fix/prevent this issue globally. Still cool to know how this stuff works, at least a little bit better.
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[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
Deimos Rast replied to SpaceTiger's topic in KSP1 Mod Releases
This Mod + Science Alert + [x]Science = Win Win Win. I have to say, I'm a huge fan of this mod, even though it doesn't seem to always fire, but still, it's good stuff. Unfortunately, just now, I found a wall of spam at the top of my player.log, just curious what it means: Missing method ScienceData::.ctor(single,single,single,string,string) in assembly /home/user/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/Assembly-CSharp.dll, referenced in assembly /home/user/.local/share/Steam/steamapps/common/Kerbal Space Program/GameData/KerboKatz/ForScienceContinued/ForScienceContinued.dll Cheers. A mod, a very good one in fact, highly recommended! -
[1.1.1] [FINAL UPDATE CactEye Telescopes Continued 7.1.0
Deimos Rast replied to Angelo Kerman's topic in KSP1 Mod Releases
Well, after reinstalling the mod properly, it fixed the second of the errors I listed (about the DistantObjectHook), but I still get the NullRef about the Asteroid Spawner. A step in the right direction! -
Hey there, I somewhat recently downloaded HyperEdit, and I'm quite the fan. Overall, it's just a great tool to have in the toolkit, just for testing purposes, or you know, cheats. (An aside: the 'lock heat' seems a little wonky, it works, but it seems to lock it at max, or it still increases, instead of staying at the zero I locked it at). Anyway, I've been digging through my Player.log, which is an absolute nightmare (I have over a hundred mods installed, and it turns out, even more errors and null refs) and I found, repeatedly: NullReferenceException: Object reference not set to an instance of an object at HyperEdit.Model.LanderAttachment.Update () [0x00000] in <filename unknown>:0 My guess is something to do with the Ship Lander feature, which I had been using? Honestly, I don't know. The mod works very well overall, I just see that in my log a lot and I'm trying to track things down. I'm on x64 bit Linux if it matters. Cheers.
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Rock on, thought it was just me. As a bonus, I got a tourist contract to fly some people out to visit the lab for the 2.5 times the price of what it cost me to launch the thing in the first place, so no complaints! I do have the RealChutes mod installed, but none on the station at the moment. One more thing that did happen (not a very lucky lab), and this usually only happens when you use TweakScale on command modules (or modules that have crew capacity I think), is the proportions seem off. I visited it again to double check the odyssey airlock eva thing and the lab had "swallowed" the airlock almost entirely -- it seems to have expanded in size on me, when I'm pretty sure I never tweaked it's size in the first place. This might be a one off thing, or an issue on my end, since I've had it happen to me before (and I'm pretty sure it's a known bug of tweakscale). If this is the first you've heard of this happening, then it's probably something on my end. Either way, thanks for checking out the Airlock issue.
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I just wanted to say that I really like the artistic work on your space station pieces; they look very clean and metallic and even seem to work well at a number of resolutions. They also blend in well with the Tantares space station mod packs, and a few others. Very well done! By the way, are the grid marks ladders (I covered over them with external ladders without testing it before hand)? Minor complaint: the lab doesn't have a hatch? I even added the Odyssey Airlock, which specifically mentions it's for EVAs, but I still can't do EVAs from the lab. I might be doing something wrong, but I currently have 4 kerbals floating around the Mun in an empty lab with nothing to do and no door. Whoops. Cheers.
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[1.1.1] [FINAL UPDATE CactEye Telescopes Continued 7.1.0
Deimos Rast replied to Angelo Kerman's topic in KSP1 Mod Releases
Question: Is this compatible with the mod CustomAsteroids? Or Kopernicus (not sure if Kopernicus changes Asteroid spawn rates, but I know CustomAsteroids does). In my Player.log, I found: CactEye 2: Asteroid Spawner: Was not able to adjust spawn rate; AsteroidSpawner object is null! System.NullReferenceException: Object reference not set to an instance of an object at CactEye2.CactEyeAsteroidSpawner.AdjustSpawnRate () [0x00000] in <filename unknown>:0 and a lot of: Could not load file or assembly 'CactEye2, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. The class DistantObjectHook.DOEWrapper could not be loaded, used in DistantObjectHook, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null I'm guessing that's related to the Distant Object Enhancement mod, which I have installed, specifically for this mod. Looking in the CactEye folder, I noticed the plugin for the DistantObjectHook is in it's own GameData folder buried inside, so I'll try moving that to the my main GameData folder and seeing if that resolves the issue. Would be swell if it's that easy of a fix. On another note: I really like the models/textures of this mod, and it seems wells thought out (part wise). Parts are a bit expensive (looking at you telescope tube), but that's to be expected I suppose. Cheers. ---edit--- It turns out I completely botched the install of the entire mod; embarrassing, since I have well over 100 mod installs under my belt. Whoops! That probably takes care of the the second error I listed, still not sure on the first though, I'll have to check it again next time the game crashes (which shouldn't be too long, sigh). -
How exactly do you want me to link it? Like a craft file? Link to Gdrive Craft It's the Excursion Engine, from what appears to be the Tantares mod (the Soyuz mod). Craft file is just a Mk1 Pod on top of a Thumper with the Excursion Engine slapped on top of it. I created a thrust limit on the Thumper, hit copy, tried to copy it to the Excursion Engine, and nothing happens. It might be because one is a Rocket and the other is an SRB? Or Stock vs Modded? No idea really, but the copy feature seems to cut in and out a lot, where it will work, then not, and the copied results will disappear and then I have to redo them manually, or wait until space to redo them (this is an issue independent or in addition to the Excursion Engine issue). There is also a chance other mods are conflicting here, since I do have a lot of mods. Regarding the rest of your response: I'm really not trying to add to your workload, but yeah, if I can think of anything.
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Yeah, I'm probably not the best person to be talking about balance, since I'm pretty new to KSP, but the cheapest (modded) probe cores generally seem to be around $450 (in my game), but that's fairly striped down, and these are fairly nice, plus you get the body. Although, looking at the Apollo sub-sat from FASA, at $250 and 50kg, with included solar panels, sas, and reaction wheel, along with a built in orbital surveyor, these don't seem as unreasonably cheap. Either way, if you bumped the price up a few hundred, I still wouldn't hesitate to purchase them, but we're talking about a few hundred kredits here, so, meh. Not too big of a deal, either way. Cheers.
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Bug report: I'm sure this has been mentioned already, since it's fairly obvious, but in the off chance it hasn't...when you dock two ships, the ship that does the docking (the "male" ship) action groups override the dockee ("female"). Might be a bug with the stock game for all I know, had this mod since before I started docking, heh. Anyway, I've been docking a lot lately, and I keep having to retype out the hotkeys titles for the receiving ship. The actions are preserved, just not the hotkey titles (so I have a list a blank hotkeys when I undock the two ships). Big fan of the mod; keep up the good work. Cheers.
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Possible bug report: the mod, AmpYear (a power reserve manager mod), reports the standalone small cube sat (and maybe the tiny one too, didn't check) power usage at something like 20 a second, which is huge. When you take it on the launch pad, it records the actual number, closer to the 1.2/min or whatever is listed in the brochure for the satellite. This may actually be a bug with AmpYear and not your mod, but considering it's the first time I've seen that mod do that and it plays fine with a ton of other mods I have installed, I thought it might be an issue with your's. No idea though, either way it's pretty minor, but it made me sit up straight for a moment in the VAB. Overall, I like the mod so far. I sent a small cube to Minmus (forgetting the decouplers for the fairing, so that's cool) and am now using another one for a science gopher package delivery vehicle since a tiny one perfectly fits the Sci Pak from Rover Dude's mods. From a balance perspective, (and I hate being that guy), they might be a little cheap considering what you get. 200 kredits for reaction wheels and a data transmitter plus sas and solar panels? I bet I could fit an external command seat inside one and I'd be golden...(I joke, but you get the idea). Although, I'd hate it if you nerfed it on my say so alone, but they're a definite bargain. Granted, all the other parts you added seem to be very expensive (iirc), so maybe it balances. Overall, cool stuff. Cheers.
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Been playing with this for a bit now (had your Action Groups Extended mod for ages and a huge, huge fan of it) and I love how much control it gives me over my engines, and especially that it lets me bind a hotkey to orienting to maneuver nodes, something I couldn't do before. Suggestion, which might be on your list already: add similar thrust adjustments to RCS blocks/nozzles. I also noticed the copy feature (which is nice) didn't work work on all my engines; it worked on two stock engines, a modded engine, but not another modded engine. Some other feedback: - I can't help compare it to AGExt, your other mod, which I have used a ton, and it suffers in comparison. Simply put: it's not as feature rich. Granted, they fill different, but complementary roles, but I was a little disappointed on first blush. Granted, what it does provide (i.e. node alignment hotkey and thrust hotkeys) have earned it a spot in my library alone, but I have all these other mods that have exposed all these tweakable settings and I'm dying to fiddle with them more (and make moar hotkeys!). Glancing over the thread briefly, it looks like time has been an issue lately, which is understandable, and comparing the two mods probably isn't entirely fair either. - Something I came across with AGExt, but more relevant here: I find myself making the same commands over and over again, namely setting Thrust to specific intervals. The copying feature is nice, but if there were some way to make it global (apply to all craft) or act as a preloaded/preset that I could configure, that would be neato. Maybe there is a config file somewhere or...? Anyway, so far, I'm a fan. Hopefully, it will be fleshed out a bit more, but I like what I see so far. Cheers.
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Was about to about to ask how to get it to work, till I saw the above. Glad it's not me. Thanks for the heads up. This mod looks promising. Cheers.
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I'm not entirely sure this is related to the issue you're having, but have you tried checking if there are keybinds within the Mac OS that conflict? The wiki mentions that Macs require the FN key to activate the Modifier Key, but I found the keybinding page to be wrong about the Linux Modifier Key, so I'm not sure how accurate it is in this regards.