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eberkain

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Everything posted by eberkain

  1. 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.
  2. With Advanced Jet Engines installed all my jet engines are under the nuclear engine category.
  3. I'm wondering if there is a mod similar to this that can do antenna calculations for the stock commnet. I can look it up online, but when you involve a rescaled world and mod added parts it gets a little complicated.
  4. 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.
  5. 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.
  6. This so makes me wish the Telemachus camera feature worked.
  7. I will do some more experiments next time I get to have some kerbal time.
  8. I had two copies that were different versions, one in QuizTechAero and one in BahaSP. I removed both and reinstalled 0.6.5.1 from the link in the OP. Still having the same problem with that specific engine.
  9. nope, I think it may have to do with specific engines. I'm going to do more testing still.
  10. Dude, you are too awesome. Had to go reactivate my patreon, half my new mod list has your name on it.
  11. 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.
  12. Got a link for that? Both links in the OP take you to 1.3.0.6 as far as I can tell. I'm probably just being stupid, it is butt early here right now.
  13. 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.
  14. The Vector engine seems to work good but has a couple issues. The menu and the thrust particle effect.
  15. 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
  16. Yeah, thats why I was trying to figure out adding a real chute module to the pod, but have so far not been able to get it to work.
  17. I am planning to do some more testing to see if I can figure it out, just haven't gotten to it yet.
  18. 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.
  19. Awesome mod, I was doing alot of this manually in a spreadsheet last time I seriously played. I love it!
  20. 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.
  21. 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.
  22. 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.
  23. 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?
  24. 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.
  25. 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?
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