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whale_2

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Everything posted by whale_2

  1. Happened to me, but was mostly noticeable on ailerons. I tried to look through config diffs and code in that part that calculates stress and found nothing. So far I sometimes increase mass-strength modifier from 0.4 - 0.5 what I have used in KSP-1.2 to 1.2 - 2.0. Luckily, ailerons don't weigh much, so this happened to be a minor issue. Wings were apparently ok. Failed parts not showing up in the log window should be reported as GitHub issue, I believe.
  2. This tiny mod empowers your every day tourists for much more kourageous adventures. With a little bit of training they finally can disembark the space (and other types of) craft. For their efforts not to be left forgotten, they can picture themselves in the most distant places imaginable. And last, but not least - they're willing to pay some good money for their entertainment. * NEW - SkyDiving contracts! * * Also NEW * - to unlock SkyDiving contracts you must * BUZZ THE TOWER * First! Sample of picture of group of tourists visiting a Mün base. Note those happy faces. Some more screenshots: Now, some technical details. This mod temporarily promotes tourists to crew members in order to allow them go EVA. However, actual EVA ability is restricted based on current tourist experience level and vessel situation. These restrictions are configurable with defaults as follows: Level EVA allowed when Jetpack 0 Landed on Kerbin; not moving No 1 Landed or Splashed on Kerbin, Landed on Mün or Minmus; surface speed below 1 m/s No 2 Landed or Splashed anywhere; surface speed below 3 m/s No 3 Landed or Splashed anywhere or being on stable orbit; no speed restrictions No 4 Landed or Splashed anywhere or being on stable orbit; no speed restrictions Yes Level 5 tourists, if they survived to this, can do basically everything. Tourists gain experience just like regular crew, so for training them to level one, just take them to orbital spaceflight around Kerbin and recover. Level 2 could be obtained by Mün/Minmus landings and this is enough for every possible contract destination. You can also train them onsite using facilities that provide Level up crew function, albeit it does not seem safe enough. Jetpack fuel is drained if tourist level does not allow using it. Tourists still can not perform things like taking surface samples, collect experiment data or pilot ships, however they can carry stuff if KIS is installed and can take photos of themselves. All kerbals in the scene will notice that and express some emotions depending on their courage and stupidity levels. The photo could be found in standard screenshot directory and looks like Glerina Kerman-Mun-17-03-01-12:06:18.png, i.e. file name contains the name of the kerbal taking photo, planetary body and time when it was taken. This mod also adds three new types of contracts that depend on tourists ability to de-board the vessel. Walking on the surface of celestial body Taking picture of tourist group when they walk on the surface of celestial body Taking picture of tourist group when they stay nearby some point of interest (currently anomalies on Kerbin and Mün; exact location is not given, only some hints; make use of your scanners) Needless to say that all contracts require safe recovery of all involved tourists. Mod Compatibility This mod was tested and found compatible with following EVA-related mods: EVA Fuel Continued EVA Enhancements Continued EVA Follower With latest version of EVA Fuel, the jetpack fuel that was drained from vessel's tanks, is returned back, in previous versions it would be lost. Kudos to @linuxgurugamer for adding a patch for this. EVA Follower is rather old mod, but is very handy and was rebuilt for 1.3, look it up in the end of the forum thread. Tourists can also add some charm and style to their selfies by opting to Araym's Stock-alike Advanced Suits Issues Contract rewards are bit skewed, please suggest some improvements. Please report if you find any other issue. Bugs could be fixed faster if you provide your log file when debug is turned on - see GameData/KourageousTourists/Kourage.cfg Development thread (if of any interest) can be found here Changelog Future improvements I'd like to have real selfie-stick KIS prop, but lack modelling skills to make it. If you feel like you could do it, please contact me. Also, contract suggestions (or any other suggestions) are welcome. Side effect With ability to board and de-board vessels, you can really seize re-usability. See inside: Source code on GitHub License (MIT) Download Releases on GitHub, on CurseForge, on SpaceDock Latest release is 0.5.2 Happy planetary vacations!
  3. We've discussed this in PM thread in July. Yes, this is about changing max amount of EVA propellant by another mod. I might be missing some cases, though. Can try to improve it if you hint me which ones I miss.
  4. @linuxgurugamer What about that PR --> https://github.com/linuxgurugamer/EvaFuel/pull/6 ?
  5. Is a bit hard to call this "coding". Just put that lines into some file with .cfg extension and drop somewhere under GameData.
  6. This is well-known glitch and the reason is forced autostrut on any stock wheel. You might get better results with Kerbal Foundries wheels.
  7. I think a simple MM patch could do this: +PART[Proceduralwing2] { @name = ProceduralPanel2 @title = Panel part of yet to be determined shape, size, mass and other measurements aswell. -MODULE[ModuleLiftingSurface] {} -MODULE[FARWingAerodynamicModel] {} } (Be warned, I didn't test it)
  8. I took a quick glance at your log, it has a lot of lines like this: PartCompiler: Cannot clone model 'Mk2Expansion/Parts/Utility/RCS/SCModule' as model does not exist ... PartCompiler: Cannot clone model 'Mk2Expansion/Parts/Structural/StructuralTube/Model' as model does not exist I guess that mod was not installed correctly. For instance, do you have the file GameData/Mk2Expansion/Parts/Structural/StructuralTube/Model.mu ?
  9. I've posted an issue at github https://github.com/SuicidalInsanity/Mk2Expansion/issues/23 Estock and Mattock engines have plumes when it seems they should not - i.e. when they are off. Tried on KSP 1.3, clean install with only Mk2 Expansion added.
  10. Is there a way to check if any kind of anomaly (monolith, Armstrong memorial, Arch, etc) is present in loaded flight scene? I've checked @nightingale's AnomalySurveyor code, but frankly, I get no insight from it.
  11. Yeah, a lot of. However, it seems to happen only to Procedural Wings control surfaces or stock control surfaces attached to procedural wings and also seems like setting mass/strength modifier to 2 solves the issue. +/- 200 kg on 120 ton craft does not seem like big deal, and I'm not ready to dig into it further. Let's consider this solved .
  12. I've recently transitioned my game from 1.2 to 1.3 and suddenly ailerons on my craft that worked perfectly in 1.2, started to explode due to aerodynamic stress during very gentle maneuvers at airspeeds 0.6-0.8 Mach. Does it happen only to me? I have KJR in both installs. There's no difference in configs apart from ModuleManager patches for heat shields in 1.3 which does not seem relevant to this issue.
  13. Sort of bug report - recently I tried to make 1.2 -> 1.3 transition (due to FAR having been actually released) and found out that most of my planes do not voxelize properly in FAR. I managed to track it down to B9 SNM/SM struts. The reason is B9 struts use Squad modules to make themselves work as, well, struts, but in 1.3 we've got new neat feature of moving both ends of the stock strut in editor and strut in 1.3 now has more complex object structure. Attaching Blender screenshots to illustrate this. Not sure if there is any point in fixing B9 model, but as long as you experience issues with FAR voxelization and SNM/SM struts, trivial ModuleManager patch should help @PART[B9*Structure*SN*Strut]:FINAL { -MODULE[GeometryPartModule] { } -MODULE[FARAeroPartModule] { } -MODULE[FARPartModule] { } } Old strut New strut
  14. Meanwhile, build for 1.3 is ready and one more contract added. Get it here --> Pre-release 0.2
  15. I think I saw it before but actually forgot. Nice thing, definitely, thanks for pointing out. As of now, tourists can only smile or put some other grimace on their faces, but doing extra stuff would be great. I'll look into that after I finish some more contracts.
  16. Published first pre-release. It features a working contract! At the moment it is compiled for 1.2. Going to have 1.3 build tomorrow.
  17. Actually this should be possible soon with Kerbal Konstructs runways.
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