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maja

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Everything posted by maja

  1. Alarms are saved as KerbalAlarmClockScenario scenario in a save file.
  2. You need to change and recompile the source code. I suggest you to wait for an official update from @RealGecko, if you don't know how to do this. This modification of mine is for one special case I had encountered only.
  3. I'm not using Interstellar, but you can test it yourself. Build a rover with reactor and test it around KSC. BV tells you, if you don't have valid EC source, when you click on Poehali button. BonVoyage check of alternative power includes parts with modules ModuleGenerator (standard RTG), FissionGenerator (Near Future) and ModuleResourceConverter (USI). After brief look at Interstellar configs it looks like it has own power modules, which are incompatible with BV, but I can be mistaken.
  4. Hi @RealGecko, I have a Karibou rover with MKS Ranger Power Pack as an EC source, so I was forced to do a little modification in function CalculateOtherPower() for USI reactors check (no way I'm driving that rover all over the Mun manually ). Here it is, if you want to add it to the next version: // USI reactors and MKS Power Pack ModuleResourceConverter converterModule = part.FindModuleImplementing<ModuleResourceConverter>(); if (converterModule != null) { if (converterModule.ModuleIsActive() && ((converterModule.ConverterName == "Reactor") || (converterModule.ConverterName == "Generator"))) {
  5. Did you by any chance forgot to start habitation in right click menu of hab parts?
  6. Change this value from false to true in settings.cfg for this mod: //enable to have the camera always snap back to default angle autoSnap = true
  7. Hi @Padishar, I'm using your version of KER (1.1.2.8p) and there is an error, when celestial body is selected as a target and rendezvous window is visible. I'm using floating windows in HUD mode. If the rendezvous windows isn't in the floating mode, then it just dissapears. When other target type is selected, then all readouts are visible and the error isn't generated. Replicated in a clean install of KSP. KSP.log: [EXC 10:09:42.330] NullReferenceException: Object reference not set to an instance of an object KerbalEngineer.Flight.Readouts.Surface.TargetLatitude.Draw (KerbalEngineer.Flight.Sections.SectionModule section) KerbalEngineer.Flight.Sections.SectionModule.DrawReadoutModules () KerbalEngineer.Flight.Sections.SectionModule.Draw () KerbalEngineer.Flight.Sections.SectionWindow.Window (Int32 windowId) UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) Error.log: NullReferenceException: Object reference not set to an instance of an object at KerbalEngineer.Flight.Readouts.Surface.TargetLatitude.Draw (KerbalEngineer.Flight.Sections.SectionModule section) [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.Sections.SectionModule.DrawReadoutModules () [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.Sections.SectionModule.Draw () [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.Sections.SectionWindow.Window (Int32 windowId) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1)
  8. Hi @Angel-125, I found a little bug. Mark One Habitat in habitat configuration empties Electric Charge and life support resources (tested with USI-LS) during scene load. This behaviour is reproducible on clean installation of KSP with M.O.L.E. only and with or without USI-LS. The same seems affecting Botany Lab and M.O.L.E. too.
  9. Right click anywhere and you can move camera around. Right click again to release cursor.
  10. There is minDeployment value in the config of a chute. I think, that it's the value you are looking for. // Single main chute PARACHUTE { material = Nylon capName = cone parachuteName = RC_triple_canopy preDeploymentAnimation = RC_triple_chute_semi_deploy deploymentAnimation = RC_triple_chute_full_deploy preDeployedDiameter = 2.5 deployedDiameter = 50 minIsPressure = false minDeployment = 30000 deploymentAlt = 700 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 6 }
  11. It's the same as this one: Go to "Kerbal Space Program\GameData\TriggerTech\KSPAlternateResourcePanel\PluginData", open "settings.cfg" and find there following code. ID will be different, but it's the first item in ResourceStorage section. Delete this item record and reload the game (F5, F9 during flight works too). ResourcesStorage { Item { id = 49 name = IsSeparator = True Visibility = AlwaysOn AlarmEnabled = False HideWhenEmpty = False HideWhenFull = False MonitorDirection = Low MonitorWarningLevel = 20 MonitorAlertLevel = 10 SplitLastStage = True ShowReserveLevels = False DisplayValueAs = Units } Edit: I opened the issue #88
  12. KER has more features, for example dV and temperature readouts. If you look at image in OP, then you will see that Basic Orbit has readouts for orbit, target and maneuver. If you need only these three parts of KER, then go for it and try this modlet.
  13. This default setting was changed some time ago.
  14. It's hidden when you have fresh install. You need to enable it in the settings. Unless I'm mistaken
  15. Vector math is simpler than trying to do math that works with rotating planes. The normal convention for the direction of the torque vector is to use right hand rule (fingers of a right hand points in the direction of a motion and thumb then shows the direction of the vector), so torque can be calculated as the cross product of two vectors: radius x force.
  16. From the first post in this topic: " Cyan arrows represents thruster forces, the green arrow represents the translation motion (or thrust). The red arrow represents the torque force in your vessel, if you have a red arrow then your ship will rotate when trying to translate in docking mode. So all you have to do is place your RCS thrusters in a way that eliminates this force. The red circular arrow is an indication of how fast the vessel will rotate. The red CoM marker is the dry center of mass (DCoM) which represents the center of mass of your vessel when it doesn't have any fuel (in the picture, without liquid fuel, oxidizer or mono-propellant, but is configurable)."
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