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KSP2 Release Notes
Everything posted by Deimos Rast
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[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Deimos Rast replied to DasPenguin85's topic in KSP1 Mod Releases
Check one of the last pages, LGG recompiled it for 1.2.1. -
unacceptable! Also, the spacedock forum link links to the middle of the thread. p.s. ty edit: MM is outdated. Edit2: Now that antenna no longer use animate generic, you could probably make the new module deployable antenna fail,no? Also, I would be tempted to add in checks for crew capacity to the ModuleLight & ModuleReactionWheel patches. Lastly, the spareparts patch still seems to do the weird cost setting behavior. Double lastly: ModuleWheel is now ModuleWheelBase. You also seem to be missing the spare parts container by Daishi (one of the universal storage guys). Thanks again for doing this.
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[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Deimos Rast replied to DasPenguin85's topic in KSP1 Mod Releases
@dtoxic how does that look? There is a second node slightly lower down (commented out) if you want a tad more spacing. If you want even more spacing, let me know, or just add some numbers to the end of -0.27...(leave the rest of the node alone). I haven't tested this patch (just the node locations), so let me know if it doesn't work. Just copy and paste this into notepad and save it as "EngineNodes.cfg" (or anything) and throw it in the AIES_Continued folder (or whatever github named it). If you want to use the second node, put "//" in front of the other node (so it looks like the bottom one does currently) so you don't get a duplicate - although it won't hurt anything if you forget. Cheers. //This patch adds a bottom attach node to the LFO and MONO engines. //The first node has the engines touching the decoupler. //The second node (commented out) has the engines slightly raised off the decoupler. //Use one or other. @PART[62cm_BoxSat_LFOEngine_PayloadModule|62cm_BoxSat_MPEngine_PayloadModule]:NEEDS[BoxSatPrototypes] { %node_stack_bottom = 0.0, -0.27, 0.0, 0.0, -1.0, 0.0, 0 //%node_stack_bottom = 0.0, -0.275, 0.0, 0.0, -1.0, 0.0, 0 } -
just reading this page...yes please! Everything sounds great!
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I didn't want to name names - I know you to be usually spot on with your patches. The CLS patch was fine if memory serves, although it doesn't hit the dauntless, which would be nice (it has some docking modules and the cockpit; I added it to the cargo bay just 'cuz, but your call). If you want I can send you my rewrites later (tomorrow most likely), but I doubt you really need them. Also, does the front landing wheel on the dauntless work for everyone? In my endeavors to update I seem to have broken it...
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[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Deimos Rast replied to Angelo Kerman's topic in KSP1 Mod Releases
shouldn't it be HeisenKERB? also nice Bison -
is there an issue tracker? I found quite a number of issues when I was updating the Dauntless, especially with the modcompat patches. The USI-LS patch is especially in need of a makeover.
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[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Deimos Rast replied to DasPenguin85's topic in KSP1 Mod Releases
well I found kw rocketry and spaceY with multi nozzle engines and bottom attach nodes, so it's not unheard of it seems. More importantly, I now have a working copy of nodehelper so it'll be super easy to do....tomorrow. -
@Snark my repo is here, but I'm pretty sure in it's current form it won't work. I think @dtoxic might be incorrect, as ModuleDeployableAntenna is a 1.2 creation (or am I the one who is incorrect?) and BoxSat is from 1.0.4 (I don't have a copy in front of me at the moment though to check). The antennas use ModuleAnimateGeneric still, I didn't get around to looking at their pivots and such for the new deployable module. Suppose I should raise an issue about that.... https://github.com/deimos790/BoxSat_Continued
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[1.0.5] * Rocket Factory * - LeBeau Space Industries
Deimos Rast replied to RaendyLeBeau's topic in KSP1 Mod Development
this is a 1.0.5 version. Try his 1.1.3 version. -
out of curiosity, how is this different than Porkjet's hab restrictor module? Also, what all do the plugins do - do you know off hand if they at least load in 1.2.1 (not asking for an update, quite the opposite in fact)? I'm not at the right computer at the moment to test. My guess is at least the hab restrictor does. What I'm getting at is I'm thinking of making some patches to update it, but if the plugins are broken, not much I can do (except strip the modules I guess). MODULE { name = ENdeployableHabRestrictor animationName = inflate crewCapacityDeployed = 10 crewCapacityRetracted = 0 } //MODULE //{ // name = deployableHabRestrictor // animationName = deploy // crewCapacityDeployed = 4 // crewCapacityRetracted = 0 //}
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[1.4.X] Taerobee - Stockalike X-1 and More [27/01/2017]
Deimos Rast replied to Beale's topic in KSP1 Mod Releases
@CobaltWolf I tried the below, but for some reason, the SAS breaks through FuelCrossfeed and gobbles up the ElectricCharge of the Probe as well. The SAS works though. //Taerobee SMS-RT6 Despin Thrusters @PART[taerobee_despin]:NEEDS[Taerobee] { %fuelCrossFeed = False // True @MODULE[ModuleSAS] { %SASServiceLevel = 0 %standalone = True RESOURCE { name = ElectricCharge rate = 1.0 } } RESOURCE { name = ElectricCharge amount = 10 maxAmount = 10 isTweakable = false hideFlow = true isVisible = true // false } } -
[1.4.X] Taerobee - Stockalike X-1 and More [27/01/2017]
Deimos Rast replied to Beale's topic in KSP1 Mod Releases
Alright, I'm not sure I fully understand you, but lack of understanding hasn't stopped me thus far, so here's a wild shot. You want the SAS to work only at AP? Cut off FuelCrossFeed on the part, give it a little bit of the ElectricCharge resource, make the SAS module like I have it below, and set the rate to something that burns EC fast enough to incentivize the player to use the SAS in only a short burst. When it runs out of EC, SAS should turn off. In theory? Maybe the field something something "RequiredResource = ElectricCharge" or whatever works with this module too (you know the one). Am I making any sense or are we two ships passing in the night? EDIT: For added points, set the ElectricCharge as invisible/hideflow/tweakble false etc. MODULE { name = ModuleSAS SASServiceLevel = 0 standalone = True RESOURCE { name = ElectricCharge rate = 0.03 // your number here :) } } -
[1.4.X] Taerobee - Stockalike X-1 and More [27/01/2017]
Deimos Rast replied to Beale's topic in KSP1 Mod Releases
You might need on the SAS "Standalone = True" - check the stock Avionics Nosecone for example. I can't find your part to check it (what's a "despin module" ?) EDIT: Bumper Control? If it has a command module it shouldn't need Standalone. EDIT2: No ModuleDataTransmitters?! DO IT AGAIN. EDIT3: Are you testing it with commnet enabled? No datatransmitters could be killing the probe control. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Deimos Rast replied to DasPenguin85's topic in KSP1 Mod Releases
To answer your question you posed on github: "Why no bottom nodes on the engines?" (paraphrasing) - it probably has to do with the fact that it has four engine nozzles. Compare it to the stock Mammoth's 4 nozzles, which also lacks a bottom node, or the Twin-Boar's 2 nozzles, which also lacks a bottom node. All the engines with nodes have a single nozzle (to the best of my knowledge). That said, none of those are really designed to be stuffed in a box. TLDR: It probably shouldn't have a bottom node, but if you want one badly, I can make an optional patch for you. Out of curiosity, what scenario are you in where you just have to have that node? -
oh you glorious....*links to wiki* This weekend? very well. So it must be.
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Deimos Rast replied to SuicidalInsanity's topic in KSP1 Mod Releases
https://github.com/SuicidalInsanity/Mk2Expansion/blob/master/Mk2Expansion/GameData/Mk2Expansion/Parts/Command/Angler/part.cfg That cockpit has no thrusters (see link) or rcs.- 1,520 replies
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Thanks for the response. Log here if curious (there are other NRE's in the log, specifically related to the Workshop mod, but those are confined to creating a new game and the difficulty screen). It seems to have sorted itself out after (just a guess) I unlocked Survivability, or within the time it took me to progress that far (~30min-1hr maybe). Repro steps were: - Start a new game. - Click Life Support button in KSC > Cause above NRE. - Go to editor. - Click Life Support button > Cause below NRE. Like I said, things seem fine now, but I seem to recall this happening last time I installed it as well (although then it never self-corrected). GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced) (Filename: Line: 422) NullReferenceException: Object reference not set to an instance of an object at LifeSupport.LifeSupportMonitor_Editor.GenerateWindow () [0x00000] in <filename unknown>:0 at LifeSupport.LifeSupportMonitor_Editor.OnWindow (Int32 windowId) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (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 (Filename: Line: -1)
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Personally, I would prefer they be there. ---- Anyone getting NRE's on the lifesupport window on starting a new game? In the past it's been a lack of USI tools, but I have it installed. Hmm, seems to be in the editor to. NullReferenceException: Object reference not set to an instance of an object at LifeSupport.LifeSupportMonitor_SpaceCenter.GuiOn () [0x00000] in <filename unknown>:0 at LifeSupport.LifeSupportMonitor_SpaceCenter.GenerateWindow () [0x00000] in <filename unknown>:0 at LifeSupport.LifeSupportMonitor_SpaceCenter.OnWindow (Int32 windowId) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (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 (Filename: Line: -1)
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[1.12.x] JSI Advanced Transparent Pods (V0.1.24.0) 12th Sep 2021
Deimos Rast replied to JPLRepo's topic in KSP1 Mod Releases
yeah, no rush, mod's not going anywhere. Thanks. -
[1.12.x] JSI Advanced Transparent Pods (V0.1.24.0) 12th Sep 2021
Deimos Rast replied to JPLRepo's topic in KSP1 Mod Releases
When I launch the pod, all text in the game, even the mod BasicOrbit overlay hud, and Esc Menu, becomes blurred. Disappears if I enter the IVA screen and exit it. If you look in the last two pictures you can see the text is blurred in the box hovering in the top middle left of the screen. It makes no difference where the text is in relation to the pod. There is a picture of the text overlapping the pod in screenshot 3 above, and it appears to make no difference. I should say I'm not 100% this is an ATP issue, but the only time I've seen it has been with these pods, and it's 100%. I should mention I see no errors or exceptions popping up at the time. The error I mentioned was in the editor. I sent the files with my patches. Requires Module Manager to work; extract to GameData. I suppose you're due a log, no? I'll see if I can get you one in a second. I don't know protocol on Windows, but do you prefer output_log or KSP.log?