Cobrag0318
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Everything posted by Cobrag0318
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Ok. I'll try my questions again now that the dust has settled from the poptart furriness has finally settled. I've got a couple of questions. For 1. I had created a patch to add research lab ability to Raidernick's Skylab. It works good. My friend asked me to patch the salyut 6. Do the same patch for it, changing the pertinent details like name, etc. But it's otherwise the same file. The problem is, while the new research ability is shown in it's details in the VAB. Right clicking it won't come up, and also is broken for any other attached part. Swapping ships away and back fixes the rest of the parts' right click menus. But right clicking, breaks it again. Makes me wonder if having to add that extra couple of options in the right click menu and breaks the UI. Not sure how. But while the Saluyt lab may be able to research, you won't be able to try it without the menu. LoL I'll copy the Salyut patch here, and then the original (working) skylab patch. And the skylab patch.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Cobrag0318 replied to ferram4's topic in KSP1 Mod Releases
Ok, updated the dll to the new version, and Approaching to a target vessel, Check! Approaching from EVA, Check! Initiating EVA from vessel, Check! Looks good man. I'll take the time to retrospectively mention, this mod is one of the most important mods me and my buddy usse. He was about to quit KSP if 1.2 had broken KJR and it didn't get fixed. Stop playing the game altogether because your mod was broken. LoL I'm glad KSP tried to incorporate some similar concept, but their implementation need some tweaking and polishing. My ships fared better than his, and my other buddy, who like to make huge ships. But even with my ships, it makes a definite improvement.- 2,647 replies
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- kerbal joint reinforcement
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Cobrag0318 replied to ferram4's topic in KSP1 Mod Releases
No. When the release build for 1.2 posted to ckan, I switched from the dev build before to that. I will say the that dev build did it as well. I will grab the newest and see how well it works. :-)- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Cobrag0318 replied to ferram4's topic in KSP1 Mod Releases
Ok. I'm having a problem with rendezvous, and ships blowing up. It goes like this. I set up a rendezvous with a target vessel from far out. As I get close and begin final approach, at around 100-200m the target vessel spontaneously blows up. This happens every time with Kerbal Join Reinforcement installed. Without, no explosion. But the stock reinforcement sucks, so I'd rather use KJR. But anyways, It does this any time you go EVA too. All nearby vessels explode. I have figured out a workaround for rendezvous. I approach to about 300m. Stop. Switch to the target vessel. Switch back, and then close in for docking. No explosion. This makes me think it's something happening as physics switch on for that target vessel at that range as I approach.- 2,647 replies
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No additional ideas? Very well, onto problem #2. I'm looking to also have my FASA Gemini pod, and Flight pack dockable to each other without the need for docking rings. I currently have need for them to initiall be separate, but dock later for return, and the additional space between them from the rings is affecting performance. Ideas?
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Yes. The science container is the 6th module in the original part file. containerModuleIndex starts at 0. So 6-1=5. When I patched Skylab, I learned that if that's wrong, it won't even show in the part description in the VAB. This one does. So I'm inclined to think it's not the index number. As you can see, it's almost identical to the file from the Skylab patch, which work. Only things different are the part name, containerModuleIndex, and minor differences like research speed and EC costs. If the first 2 were wrong, I don't think the part would show the science lab details in the VAB. If the other data were wrong, I'd just have a lab with crappy, or to much battery, or researches too fast or slow, etc. I keep looking over it thinking that I have to be missing something, but I don't see it.
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Ok. I've got 2 problems in a couple of patches I'm trying to run. But first one first. I love RaiderNick's station mods, Salyut, and Skylab, however few the need to add Science lab functions to add that level of realism to them. I mean SkyLAB, ya know. :-) Well, with some help on here, I managed to succeed giving Skylab it's science lab functions. Thanks guys. My friend is playing with us on DMP and is a fan of the Salyut stations. So I'm adding the functionality to that too. After setting up Skylab, I pretty much know how to do it for salyut. In fact, the patch file is almost the same, substitute the proper partname, module index, and desired stats. In this case, I kinda just stole the stats from FASA's Big Gemini Science lab. When I view the part in the VAB, it shows the w science lab details in the part details. So that's a good sign. But when I view it in orbit, right clicking the station doesn't even produce the right click menu for the part, at all. More specifically, I tested right clicking the other attached parts, and they work fine. Right click the station itself, nothing. But the clincher is, then I got to right click those same attached parts I clicked before and nothing.Switch to another ship, and back, and those parts are right clickable again, until I right click the station part again, then they don't work. Odd. Skylab doesn't have this problem. Seems like it's some sort of UI snag involved with the Salyut and the pact. Btw, the Salyut works fine as normal, without the patch. Any ideas? I'll share the file here. Skylab too for comparison, since that one works fine.
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
Cobrag0318 replied to sDaZe's topic in KSP1 Mod Development
Ok, your forwarded me here a lil while back, but I'm just now checking it out. Quick question, if I have other saved games using the stock worlds, will it mess them up, or prevent me from running them? I think I noticed 1/2 scale RSS was smart enough to run only on a new game, but loading an old game loaded the stock planets. Is this true for this?- 2,401 replies
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- rss
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Cobrag0318 replied to Thomas P.'s topic in KSP1 Mod Releases
Ok, I'm kinda posting for a friend. In other words, I want to install a few mods that depend on kopernicus, he does too, but is too lazy to join and ask here himself. So I will try and be as helpful as I can in answering questions. The problem is, we install the mod, such as RSS, or actually half scale RSS. I load, I see a 1/2 scale real solar system with the right names and graphics, etc. He installs it, loads up, see's the stock Kerbal solar system. We've tried deleting and reinstalling the mod, and its requisite kopernicus. Tried clearing all mods and reinstalling them. No change. Looking to compartmentalize the problem, I suggested we try the outer planets mod, since his wants to be stuck with Kerbal. Still doesn't work., but does on mine. The common element here then seems to be kopernicus. We both have the same mods and all. So why is it working on mine but not his? We run DMP together, so it'd be nice to have an expanded system, or realistic system to mess around with together. Incidentally, anyone up for doing a Kerbal scale RSS? The half scale allows for some stock scale parts usage, but the kerbal scale would allow us to freely explore the real system with our stock scale parts. Maybe not the place for a serious request, but maybe it'll put a bug in someone's ear. :-) -
@PART[skylab]:Final{ MODULE { name = ModuleScienceLab containerModuleIndex = 3 dataStorage = 750 crewsRequired = 1 canResetConnectedModules = True canResetNearbyModules = True interactionRange = 5 SurfaceBonus = 0.15 ContextBonus = 0.5 homeworldMultiplier = 0.15 RESOURCE_PROCESS { name = ElectricCharge amount = 15 } } MODULE { name = ModuleScienceConverter scientistBonus = 0.33 //Bonus per scientist star - need at least one! So 0.25x - 2.5x researchTime = 7.5 //Larger = slower. Exponential! scienceMultiplier = 4 //How much science does data turn into? scienceCap = 850 //How much science can we store before having to transmit? powerRequirement = 8 //EC/Sec to research ConverterName = Research StartActionName = Start Research StopActionName = Stop Research } Working patch file. Adds research to your Skylab without changing Raidernick's original file. The stats are just borrowed from the Gemini MOL from Fasa. Sorry fasa. :-p I figured it should at least as capable as that, but feel free to change to make it better, or more accurately reflect Skylab's IRL abilities. Incidentally, I may add a patch for the telescope array part to give it some sort of "Solar observatory" experiment. To reflect that it did that IRL. If I can figure out how to make a new experiment.
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Notepad++ reads his script file with the correct formatting. I look through his script, identify that the science container section is the 4th MODULE entry, so I changed the index to 3, as per 4th-1=3. Nothing. I'm gonna copy FASA's Gemini MOL section and see. But I doubt it should make any difference. actually, that did it. Not sure why. But Skylab now has the Gemini mol research capabilities.
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Yes. Not that there's anything super wrong with it. Just didn't see the need for yet another program to do something relatively so small. That and it'd sometimes mangle my savefile and often wouldn't highlight/color code things right. It was just easier, for me, to use simple notepad. Though I may try and see if it can detangle raidernick's script files. Like I said, they aren't tabbed and nested line by line. But appear to be 1 long run on line. I can tell it's still tabbed, within the runon line. So I'm guessing that's how the script engine detects a new line. But it's a pain to sort out manually.
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Ok. I'll check it out. Raidernick did a pretty sweet job on the mod, but that script file is a jumbled mess. Not returned and indented like standard, but evidently still works. I'm guessing he's using a script editor or something. I'm simply using notepad. I'm assuming, since his script files still work, the scripts aren't exactly processed line by line. Hopefully module manager is able to find the desired modules when patching. Also, I read somewhere about module manager applying patches to objects already saved in a save file. This'd mean the lab I already have in orbit will update with research capabilities if/when I get the patch working?
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Wrong. It doesn't do anything to earn science points. No tech to unlock, but you can still run experiments, collect data, and process it into science. You just can't spend the science. The stock lab, big-g science, MOL, and iss science labs work fully. Even in sandbox. The creator of this mod didn't put it in there, because he only does sandbox, and since you can't spend the science because you have unlimited access to tech anyways, there'd be no point. Unless you're like me and my bud, who at least want to run it just to run it.
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Ok. I have a mod installed that provides a science lab. Specifically the Skylab. But since the creator does sandbox only, he hasn't given it research capability. I'm using sandbox as well, but my buddy and I, via dmp, like to go through the motions, even if we don't have a tech tree to unlock. I was looking into using a module manager patch to add this in. I examined the other labs and saw where their research ability is declared along with the parameters, it'd appear I could likely just copy those section and tweak what I needed, for research speed, power use age, etc. but it doesn't work still. I even just flat out copied the sections with no tweaks. Nothing. Any suggestions? I'll copy the contents of the cfg file below. Quote @PART[skylab module]:Final{ MODULE { name = ModuleScienceLab containerModuleIndex = 0 dataStorage = 750 crewsRequired = 1 canResetConnectedModules = True canResetNearbyModules = True interactionRange = 5 SurfaceBonus = 0.1 ContextBonus = 0.25 homeworldMultiplier = 0.1 RESOURCE_PROCESS { name = ElectricCharge amount = 10 } } MODULE { name = ModuleScienceConverter dataProcessingMultiplier = 0.5 // Multiplier to data processing rate and therefore science rate scientistBonus = 0.25 //Bonus per scientist star - need at least one! So 0.25x - 2.5x researchTime = 7 //Larger = slower. Exponential! scienceMultiplier = 5 //How much science does data turn into? scienceCap = 500 //How much science can we store before having to transmit? powerRequirement = 5 //EC/Sec to research ConverterName = Research StartActionName = Start Research StopActionName = Stop Research } }
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Set up a module manager CFG file, to patch it with the pertinent sections I've found in other lab's files. Examples I looked at were the big-g science, MOL, and the stock lab. In the end, I just copied/used the modules from the stock lab. Loaded up KSP, started a new ship in VAB. Grabbed the skylab main module. Gave it scientists. Took it to launch pad and ran a couple of experiments. But still no option to research. VAB's right click on the part does not show it's a science lab. Must be missing something.
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I saw. :-) like I said, being self sufficient makes it a good starter for a much larger station. Of note, even clicking to disable staging on the left panel, does not remove it from the staging queue. I haven't tested to see if it disables it anyways but just leave it showing in the queue. Or if it totally doesn't matter. Anyways, don't get too punchy on the staging or you may gimpify your panels despite turning the staging off in the VAB. Being able to disable the staging of the plate on bottom would be great. Or the ability to remove it. Glad I'm using KAS and had a spare docking ring. My dumb butt put a docking ring on it and jettisoned it accidentally. lol.
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Sure thing. I'm half tempted to see if I can cobble something together using module manager files. Honestly i have no clue. lol. Me and a friend, via dmp, aren't career. We're in sandbox. But we're still running science just for fun. Like having functionality, even if there's no actual kickback. We're building a new station to replace one we have with a big-g science bay. A more veteran player said it looked very "organic". My buddy took it as meaning it looks very cobbled together, just a bunch of ships docked together. Anyways, thought Skylab, plus a couple of standard clamp o trons was the way to go. All in one, very monolithic. Good amount of battery. A lot of solar, though they don't track. I'm thinking the real ones didn't either. And seating for possible 6 scientists? It's a good, all in one start for our new station. Props man.