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Everything posted by COL.R.Neville
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Make Part Accessible from EVA only
COL.R.Neville replied to COL.R.Neville's topic in KSP1 Mods Discussions
yeah making an emergency fuel cell but dont want to be able to use the right click from the ship but have to go out and turn it on. i should have said its for the resourceconverter module. i havent tried the interaction range setting that may work. was thinking about the bitmask for situation but thats out cuz it only checks if you are flying or not. like you said a list of stuff like this the modulecolorchange list of shaders etc.. -
Help: ModuleScienceConverter Settings
COL.R.Neville replied to Kielm's topic in KSP1 Mods Discussions
scienceMultiplier controls how much science data turns into. like you said the dataProcessingMultiplier but also the research time affect how fast it does it. there is also a weird diminishing return thing that happens as well, as the data amount gets lower the longer it takes to process into science. not sure where the skill bonuses come in now they changed a bunch of the trait data. but looks like they arent so that explains that hehe. yeah i realized i put the datamultiplier instead of the sciencemultiplier in there hehe sorry bout that my brain outruns my fingers sometimes. -
inquiring minds want to know. is there a module attribute or flag to set so you can only control a part from eva? like turn it on/off etc....
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Help: ModuleScienceConverter Settings
COL.R.Neville replied to Kielm's topic in KSP1 Mods Discussions
no the two work together. the scientist bonus in the converter im pretty sure its traits.vesselsciencereturn.modifiers * scientistbonus or something like that. heres what i set all mine too so when you do this you HAVE to paste this in so the ModuleScienceContainer IS THE FIRST module otherwise it wont work because of the containerModuleIndex = 0 that gives the location of the data to be processed. so science multiplier is how much science a unit of data turns into. (my bad this is what i meant hehe) so you see I have 75k for the data and 375k for the sciencecap since 5 x 75K is how much? hehe so container houses the data lab houses the kerbal scientist and the parameters for how far the influence is on other sciencemodule bonuses for where the lab is located etc. converter takes the data and turns it into science and sends it to the antenna to be xmitted back to KSC. im pretty sure thats how it works or close enough anyway. I play Sandbox with contracts (start a career, then hit the facility and technology buttons in the alt F12 menu) so I only need science to use for the training lab to level kerbals up. -
[1.8.x - 1.12.x] US Probes Pack - Old and New - 8-26-21
COL.R.Neville replied to raidernick's topic in KSP1 Mod Releases
i noticed in the texture replacer you are bundling there are dds files in the env map folder. -
[1.6.1] NodeHelper - tool used to edit node positions
COL.R.Neville replied to Felbourn's topic in KSP1 Mod Releases
yeah this mod is so helpful when welding and fixing older parts. -
MODULE { name = ModuleAnimateGeneric animationName = KLLDeployAnim startEventGUIName = Lower Leg endEventGUIName = Raise Leg wheelColliderName = wheelCollider suspensionTransformName = Piston orientFootToGround = true landingFootName = FootHing // Axis is aligned forward instead of up alignFootUp = true suspensionUpperLimit = 0.65 impactTolerance = 6500 suspensionOffset = 0, 0,0 suspensionSpring = 5 suspensionDamper = 1 } use the above to replace the MODULE {name = ModuleLandingLeg} block to get the ASET Landing Legs going in 1.2.
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im sure somebody has already posted it but the folder for the USI icons are in MKS now not Kolonization. so UmbraSpaceIndustries/MKS/Kolony24 UmbraSpaceIndustries/MKS/PlanLog24 those are the two my install is whining about. so for the time being i just created a Kolonization folder under USI and copied all the MKS icons to it and now it works.
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ran across a line in the log about missing the definition for cryogenic tanks. found this // Adds tank definition for CryoEngines TANK_DEFINITION:NEEDS[ModularFuelTanks,!RealFuels]:FOR[000_CryoTanks] { looks like its missing the @ in front of TANK_DEFINITION right? this is the cryotanksModularFuelTanks.cfg in the patches folders of CryoTanks.
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mine happened first hehe. [EXC 11:37:45.462] NotSupportedException: The invoked member is not supported in a dynamic module. System.Reflection.Emit.AssemblyBuilder.GetExportedTypes () NavyFish.ToolbarTypes+<>c.<getType>b__5_0 (.LoadedAssembly a) System.Linq.Enumerable+<CreateSelectManyIterator>c__Iterator12`2[AssemblyLoader+LoadedAssembly,System.Type].MoveNext () System.Linq.Enumerable.Single[Type] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) System.Linq.Enumerable.SingleOrDefault[Type] (IEnumerable`1 source, System.Func`2 predicate) NavyFish.ToolbarTypes.getType (System.String name) NavyFish.ToolbarManager.get_Instance () NavyFish.ToolbarManager.get_ToolbarAvailable () NavyFish.DockingPortAlignmentIndicator.Awake () UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) AddonLoader:OnLevelLoaded(Int32) AddonLoader:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)
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the bad code is in the mod. its just contract config brought it to the fore. whether you have blizzy, contract config or not. Ive had this error in sandbox with no contracts, blizzy etc. But its not just this one there are loads more. docking indicator, fmrs, i think scansat got fixed, usi's toolbar icons are not showing up etc, next stop is smokescreen since its showing up as well as being fixed once i got over there hehe. [EXC 11:35:20.135] NotSupportedException: The invoked member is not supported in a dynamic module. System.Reflection.Emit.AssemblyBuilder.GetExportedTypes () PlanetShine.ToolbarTypes+<>c.<getType>b__5_0 (.LoadedAssembly a) System.Linq.Enumerable+<CreateSelectManyIterator>c__Iterator12`2[AssemblyLoader+LoadedAssembly,System.Type].MoveNext () System.Linq.Enumerable.Single[Type] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) System.Linq.Enumerable.SingleOrDefault[Type] (IEnumerable`1 source, System.Func`2 predicate) PlanetShine.ToolbarTypes.getType (System.String name) PlanetShine.ToolbarManager.get_Instance () PlanetShine.GuiManager.UpdateToolbarBlizzy () PlanetShine.GuiManager.Start ()
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[EXC 11:36:46.348] NotSupportedException: The invoked member is not supported in a dynamic module. System.Reflection.Emit.AssemblyBuilder.GetExportedTypes () FMRS.ToolbarTypes+<>c.<getType>b__5_0 (.LoadedAssembly a) System.Linq.Enumerable+<CreateSelectManyIterator>c__Iterator12`2[AssemblyLoader+LoadedAssembly,System.Type].MoveNext () System.Linq.Enumerable.Single[Type] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) System.Linq.Enumerable.SingleOrDefault[Type] (IEnumerable`1 source, System.Func`2 predicate) FMRS.ToolbarTypes.getType (System.String name) FMRS.ToolbarManager.get_Instance () FMRS.ToolbarManager.get_ToolbarAvailable () FMRS.FMRS.OnDestroy looks like need to grab the updated toolbar code for this as well. im getting the debug window but not the fmrs control window that you usually get when you launch.
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had a scan kerbin for low resolution altimetry scan contract but was telling me to use one of my comm sats already in orbit. might want to drop the you HAVE to use that entity to finish the contract. Kinda hard to land something never meant to come back to add a scanner to it hehe. otherwise things seem to be doing okay with the new fixes so thanks. yeah and now it wants me to deorbit my commsat hehe.
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they dont allow mediafire links on the forums anymore. so older stuff where the link appears to be broke just add in mediafireDOTcom in there and it will work. green skull texture mega pack is an example. and thanks for working on this. This is one of the last mods i need to be able to pick up where i left off and really enjoy landing all the stages on the barge back at the VAB etc.
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KSP Interstellar Extended Continued Development Thread
COL.R.Neville replied to FreeThinker's topic in KSP1 Mod Development
dont feel like the lone ranger andu i had the same problem. didnt add a beam generator to any of my stuff either. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
COL.R.Neville replied to Ven's topic in KSP1 Mod Development
in 1.9.5 you still have 2.6.25 module manager bundled. also i dont think you used the updated utility file that seemed to fix the problem with those dishes that were stopping ksp. thanks for all this appreciate it.