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Everything posted by eberkain
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
eberkain replied to Ven's topic in KSP1 Mod Development
It may just be me, but in the VAB it toggles fine, but in flight when I deploy bumper the deploy animation plays and then immediately resets to being not deployed. I'd be good with just removing the deploy bumper action if someone knows a MM patch to do that. -
[1.12.x] Filter Extensions (No localization)
eberkain replied to linuxgurugamer's topic in KSP1 Mod Releases
With Advanced Jet Engines installed all my jet engines are under the nuclear engine category. -
Possible I would think, worth the work, i dunno. I'm thinking it would be a hidden part, a special kind of radial engine that gets attached via a script when a leak occurs and removed when a leak is fixed.
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[1.12.x] Kerbal CCTV with WiFi camera
eberkain replied to linuxgurugamer's topic in KSP1 Mod Releases
I did look through your spreadsheet and see what all mods you have picked up, which is how I found this. Awesome job by the way! A few months back I setup a modded factorio game and ended up spending like 150 hours on a map, they launched 0.16 and I was ready for a break so I shelved that till all the mods get updated and the new version get stabilized. I messed around with some other games and ended up coming back to KSP over my christmas break, the one thing I've never really tackled here is building bases on other planets with MKS, so I working on setting up a KSP install that is just USI+, my goal is for it to be lean on part packs and running smooth and fairly bug free before I start the playthough in earnest. So right now when I get a few hours on kerbal I'm just testing different mods and trying to be really critical about what mods to install for the playthrough. -
[1.12.x] Kerbal CCTV with WiFi camera
eberkain replied to linuxgurugamer's topic in KSP1 Mod Releases
This so makes me wish the Telemachus camera feature worked. -
[1.6] Davon Throttle Control systems mod [v088]
eberkain replied to PrivateFlip's topic in KSP1 Mod Releases
nope, I think it may have to do with specific engines. I'm going to do more testing still. -
Its nice to have this come to stock parts instead of just being a RO thing. I like having the full range throttle motion to run the whole limited throttle range. So zero throttle is actually 20% thrust. Should work well with action groups set for engine startup and shutdown.
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[1.6] Davon Throttle Control systems mod [v088]
eberkain replied to PrivateFlip's topic in KSP1 Mod Releases
Ok, I did some testing this morning and in stock it seems to work fine, so I tried it again in my modded install and it seems to work fine, so I dont know what I was doing wrong before. Sorry for the false alarm. -
I tried loading this mod, love the idea and was thinking I could do some config updates for the mods I'm using. But I get tons of NREs just getting to the main menu. https://drive.google.com/open?id=16vXmuR0MneR2wFzJzNPWevBFnfsMkW82 [LOG 04:15:07.577] PartLoader: Part 'Squad/Parts/Engine/liquidEngine48-7S/liquidEngine48-7S/liquidEngineMini' has no database record. Creating. [EXC 04:15:07.586] NullReferenceException: Object reference not set to an instance of an object PartModuleList.Contains (Int32 classID) PartModuleList.Contains (System.String className) EngineIgnitor.ModuleEngineIgnitor.OnAwake () PartModule.Awake () UnityEngine.GameObject:SetActive(Boolean) DragCubeSystem:SetupPartForRender(Part, GameObject) <RenderDragCubesCoroutine>c__Iterator1E:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <SetupDragCubeCoroutine>c__Iterator20:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <CompileParts>c__Iterator66:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [EXC 04:15:07.593] NullReferenceException: Object reference not set to an instance of an object PartModuleList.Contains (Int32 classID) PartModuleList.Contains (System.String className) EngineIgnitor.ModuleEngineIgnitor.OnAwake () PartModule.Awake () UnityEngine.GameObject:SetActive(Boolean) DragCubeSystem:SetupPartForRender(Part, GameObject) <RenderDragCubesCoroutine>c__Iterator1E:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <SetupDragCubeCoroutine>c__Iterator20:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <CompileParts>c__Iterator66:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [EXC 04:15:07.600] NullReferenceException: Object reference not set to an instance of an object PartModuleList.Contains (Int32 classID) PartModuleList.Contains (System.String className) EngineIgnitor.ModuleEngineIgnitor.OnAwake () PartModule.Awake () UnityEngine.GameObject:SetActive(Boolean) DragCubeSystem:SetupPartForRender(Part, GameObject) <RenderDragCubesCoroutine>c__Iterator1E:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <SetupDragCubeCoroutine>c__Iterator20:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <CompileParts>c__Iterator66:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [EXC 04:15:07.607] NullReferenceException: Object reference not set to an instance of an object PartModuleList.Contains (Int32 classID) PartModuleList.Contains (System.String className) EngineIgnitor.ModuleEngineIgnitor.OnAwake () PartModule.Awake () UnityEngine.GameObject:SetActive(Boolean) DragCubeSystem:SetupPartForRender(Part, GameObject) <RenderDragCubesCoroutine>c__Iterator1E:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <SetupDragCubeCoroutine>c__Iterator20:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <CompileParts>c__Iterator66:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [LOG 04:15:07.615] DragCubeSystem: Part 'liquidEngineMini' has defined a procedural drag cube setup https://i.imgur.com/9hEbJZm.png
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I am planning to do some more testing to see if I can figure it out, just haven't gotten to it yet.
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[1.6] Davon Throttle Control systems mod [v088]
eberkain replied to PrivateFlip's topic in KSP1 Mod Releases
I'm planning on trying a test with only the mod on a clean install to see if its a conflict with something else, but wife has had me busy watching all the marvel netflix stuff and haven't had a chance yet. -
Awesome mod, I was doing alot of this manually in a spreadsheet last time I seriously played. I love it!
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[KSP 1.3.1] KEI - Kerbin Environmental Institute(1.2.3) 2017-10-11
eberkain replied to RealGecko's topic in KSP1 Mod Releases
I've got another idea. How about once you collect science from one situation/biome on kerbin then the mod can collect any future science from that same situation/biome on kerbin. Getting a new experiment unlocked and flying it around to a bunch of different places on kerbin gets really tedious after a couple playthroughs. -
[1.6] Davon Throttle Control systems mod [v088]
eberkain replied to PrivateFlip's topic in KSP1 Mod Releases
I did some testing and the mod does not seem to work currently. With the module active I could not get any kind of throttle to work. After much fooling around I had 1 engine set as throttle 1 and the other as throttle 2, with center thrust mode on, and then slider 2 would operate both engines. I got airborne and continued messing with all the settings, and could not get the engines to throttle back down no matter what I tried. Even disabling the module would not turn throttle control back over to stock. -
I've been going through and testing all my mods and I just can't get this to work. The extra hotkeys show up when I am near a hatch while controlling a kerbal, but they dont do anything. And Alt+clicking on a hatch on the vessel does nothing different than normal clicking. No errors related to the mod in my log. Just not working for me. I'm playing 1.3.1 and using good number of other mods, so maybe its just conflicting with something.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
eberkain replied to stupid_chris's topic in KSP1 Mod Releases
Anyone have a working config for adding realchute support to the two chutes in @RoverDude survival pack? DERP_POD and DERP_RadialPara. I tried copying another config, but had no luck getting it to work correctly. I found some forum posts from 2014 talking about having problems between RealChutes and the DERP parts, but surely both mods have undergone some changes since then and hopefully whatever the problem was has been eliminated. This is the cfg for the derp pod... PART { // --- general parameters --- name = DERP_POD module = Part author = RoverDude MODEL { model = UmbraSpaceIndustries/SrvPack/DERP2/Assets/DERP_POD scale = 1,1,1 } rescaleFactor = 1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z, size node_stack_bottom = 0.0, -0.05, 0.0, 0.0, -1, 0.0, 0 // --- FX definitions --- sound_parachute_open = activate sound_parachute_single = deploy // --- editor parameters --- TechRequired = survivability entryCost = 5000 cost = 250 category = Pods subcategory = 0 title = DERP Inflatable Escape Pod description = Deployable Emergency Reentry Pod. A small inflatable escape pod with integrated parachute. Survival not guaranteed. Includes stores of packaged supplies, batteries, and a monopropellant tank. Reaction wheels are controlled by bouncing against the sides of the pod vigorously. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,0,0,0 breakingForce = 500 breakingTorque = 500 // --- standard part parameters --- mass = 0.1 dragModelType = default angularDrag = .25 crashTolerance = 45 maxTemp = 3400 bulkheadProfiles = size0 maximum_drag = .20 minimum_drag = .15 CoMOffset = 0,0,0 //bodyLiftMultiplier = 0 stageOffset = -1 MODULE { name = LifeBoat dampenFactor = .75 dampenSpeed = 35 } MODULE { name = ModuleStoredResource ResourceName = Supplies Amount = 15 } MODULE { name = ModuleStoredResource ResourceName = MonoPropellant Amount = 10 } vesselType = Ship MODULE { name = ModuleCommand minimumCrew = 1 } INTERNAL { name = mk1PodCockpit } MODULE { name = ModuleSAS } MODULE { name = ModuleReactionWheel PitchTorque = 0.1 YawTorque = 0.1 RollTorque = 0.1 RESOURCE { name = ElectricCharge rate = 0.01 } } RESOURCE { name = ElectricCharge amount = 50 maxAmount = 50 } MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -9000 lossConst = 20 pyrolysisLossFactor = 10000 reentryConductivity = 0.01 ablationTempThresh = 500 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.3 } ResourceName { name = Ablator amount = 50 maxAmount = 50 } MODULE { name = ModuleParachute invertCanopy = true autoCutSpeed = 0.5 capName = ParaCap canopyName = String semiDeployedAnimation = PodChutePartial fullyDeployedAnimation = PodChuteFull stowedDrag = 0.22 semiDeployedDrag = 2 fullyDeployedDrag = 300 minAirPressureToOpen = 0.02 clampMinAirPressure = 0.02 deployAltitude = 2500 deploymentSpeed = 0.16667 semiDeploymentSpeed = 0.5 chuteMaxTemp = 2200 chuteThermalMassPerArea = 0.08 } MODULE { name = ModuleDragModifier dragCubeName = SEMIDEPLOYED dragModifier = 4 } MODULE { name = ModuleDragModifier dragCubeName = DEPLOYED dragModifier = 8 } } So I tried do this but it just throws an error when the parachute is deployed. @PART[DERP_POD]:FOR[RealChute] { @category = none @mass = 0.05 !sound_parachute_open !sound_parachute_single !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.05 timer = 0 mustGoDown = true cutSpeed = 0.5 spareChutes = 0 PARACHUTE { material = Nylon preDeployedDiameter = 1.2 deployedDiameter = 25 minIsPressure = false minPressure = 6000 deploymentAlt = 600 cutAlt = -1 preDeploymentSpeed = 1 deploymentSpeed = 4 preDeploymentAnimation = PodChutePartial deploymentAnimation = PodChuteFull parachuteName = String capName = ParaCap } } MODULE { name = ProceduralChute } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } } } [EXC 06:11:13.177] NullReferenceException: Object reference not set to an instance of an object RealChute.Parachute.PreDeploy () RealChute.Parachute.UpdateParachute () RealChute.RealChuteModule+<>c.<FixedUpdate>b__97_2 (RealChute.Parachute p) System.Collections.Generic.List`1[RealChute.Parachute].ForEach (System.Action`1 action) RealChute.RealChuteModule.FixedUpdate () Any ideas on what else I can try? -
[1.12.x] Sounding Rockets! Start small. Dream big!
eberkain replied to RoverDude's topic in KSP1 Mod Releases
I mean't the MM patch for making them real chutes, I know RoverDude's mods stay updated. The patch was posted over 2 years ago, so I was asking if anyone knew if it still worked? (hint, yes it does). I just have to figure out how to apply it to the DERP chutes and were all good. -
[1.12.x] Sounding Rockets! Start small. Dream big!
eberkain replied to RoverDude's topic in KSP1 Mod Releases
This still work in 1.3.1? The chutes from this and the survival pack have always acted so nutty I was hoping that replacing them with real chute modules would help?