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Posts posted by Tonas1997
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8 hours ago, JPLRepo said:
[KSPField] public string animationClipNameClose = "close";
[KSPField] public string animationClipNameOpen = "open";Thanks! Would "open" be the equivalent to the Telescope transform found on the other space telescope? I reckon that one is more of toggle, which is what I need.
MODULE { name = TSTSpaceTelescope maxZoom = 4 xmitDataScalar = 0.5 labBoostScalar = 1.2 baseTransformName = Telescope cameraTransformName = CameraTransform lookTransformName = LookTransform }
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Would this mod allow me to enable engine burning during time warp without fully enabling physics? I saw it being mentioned somewhere as an alternative to Persistent Thrust, which is somewhat broken in 1.10...
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Is anyone having issues getting this mod to work with bipropellant engines in 1.10? Weirdly enough, ion engines work just fine and generate thrust during time warp, but other ones don't: the PAW shows them as not having their fuel requirements met (even if they work just fine if I uninstall Persistent Thrust) and I can "ignite" them, but no thrust is generated and I can't see the Waterfall exhaust effects. The engine does appear to emit light as predicted by Engine Lightning, so something's acting up
For reference, this is happening in an RO modpack.
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What's the default name for the deploy animation? I'm making a compatibility patch for Kerbalism and I need the animation name for the advanced space telescope.
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Is it possible to use ElectricEngineControllerFX to allow ion engines from other mods or stock to work during time warp? Most of them work quite simply (just regular engines accepting xenon and electric charge as propellants), but I can't find any documentation for this module
Ideally I would be using PersistentThrust, but the mod seems a bit broken in 1.10...
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MAS seems to make the screen go black when a capsule implementing its IVA elements detaches from a Modular Launchpads base. The issue was identified here and I managed to replicate it as well
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Is the Pandora capsule weightless for anyone else? The config says it should have 3.0405 tons, but when I place it on the editor it immediately goes to 0...
EDIT: nevermind, it was a faulty MFT config lol
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Getting a weird error in the orbit MFD screen (which doesn't show the orbit diagram with the blue ellipse, for some reason):
[EXC 13:42:42.815] MissingMethodException: Vector3d Orbit.Up(double) JSI.MonitorPage.RenderBackground (UnityEngine.RenderTexture screen) (at <05eb104d0dd24f118b48a18639af1146>:0) JSI.RasterPropMonitor.RenderScreen () (at <05eb104d0dd24f118b48a18639af1146>:0) JSI.RasterPropMonitor.OnUpdate () (at <05eb104d0dd24f118b48a18639af1146>:0) InternalProp.OnUpdate () (at <c1858a3f77504bd1aaa946fdccf84670>:0) InternalModel.OnUpdate () (at <c1858a3f77504bd1aaa946fdccf84670>:0) Part.InternalOnUpdate () (at <c1858a3f77504bd1aaa946fdccf84670>:0) Part.Update () (at <c1858a3f77504bd1aaa946fdccf84670>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
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Can this be used in 1.10?
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How do I get this to work with RPM? I have both mods installed, but I get blank screens on the MFD and a couple of errors:
[ERR 20:23:23.940] Matrix stack full depth reached [ERR 20:23:23.940] Matrix stack full depth reached [EXC 20:23:23.948] MissingMethodException: Vector3d Orbit.Up(double) JSI.MonitorPage.RenderBackground (UnityEngine.RenderTexture screen) (at <05eb104d0dd24f118b48a18639af1146>:0) JSI.RasterPropMonitor.RenderScreen () (at <05eb104d0dd24f118b48a18639af1146>:0) JSI.RasterPropMonitor.OnUpdate () (at <05eb104d0dd24f118b48a18639af1146>:0) InternalProp.OnUpdate () (at <c1858a3f77504bd1aaa946fdccf84670>:0) InternalModel.OnUpdate () (at <c1858a3f77504bd1aaa946fdccf84670>:0) Part.InternalOnUpdate () (at <c1858a3f77504bd1aaa946fdccf84670>:0) Part.Update () (at <c1858a3f77504bd1aaa946fdccf84670>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
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Is KSPTOT able to calculate a Earth - Earth - Jupiter fly-by sequence similar to Juno's?
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There's something weird going on with random parameters... I have a "launch satellite" contract of which there can be a few simultaneous instances. The contract type has a random resource requirement parameter that seems to work fine when the contracts are generated, but after a while they all end up requiring the exact same resource amount
EDIT: I was snooping through the persistent.sfs file and came across one of these glitched contracts; the parameter node delegate kept the random resource quantity the contract was generated with (710 units of ComSatPayload):
PARAM { name = HasResource id = HasComSatPayload state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = AdvSatellites.RepeatComSats title = notes = completedMessage = hideChildren = True allowStateReset = True capacity = False RESOURCE { resource = ComSatPayload minQuantity = 1040 } PARAM { name = ParameterDelegate`1 state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 title = Resource: ComSatPayload: At least 710 units notes = completedMessage = } }
Why did the minQuantity field change to something else? One of the contract instances was firstly generated with a 1040 unit requirement, so did CC assign that value to the rest of them? For reference, here's the actual contract definition:
SpoilerCONTRACT_TYPE { name = RepeatComSats title = Commercial Communications Satellite group = AdvSatellites agent = Satellites description = We have a customer requesting a new Communications Satellite. Design a satellite within their specs and launch into an orbit with the proper orbital parameters as outlined in the contract.&br;&br;This contract can be completed as many times as you would like. The orbits will be chosen randomly from Tundra, Geostationary, Molniya and Geosynchronous orbits.&br;&br;<b><color=red>NOTE: The satellite will be destroyed upon completion of the contract. This simulates transfer of the payload back to the customer.</color></b>&br;&br;<b>Number of Contracts Completed: $RepeatComSats_Count</b> genericDescription = Put a satellite into the requested orbit. synopsis = Launch a new Commercial Communications Satellite completedMessage = Congratulations! The customer has reported the satellite is in the proper orbit. sortKey = 900 cancellable = true declinable = true autoAccept = false minExpiry = 5 maxExpiry = 10 maxCompletions = 0 maxSimultaneous = 5 deadline = 1095 // 3 years targetBody = HomeWorld() prestige = Trivial // 1.0x advanceFunds = (12000 + (@AdvComSat/HasComSatPayload/minQuantity *2)) * (1 + @AdvComSat/ReachSpecificOrbit/index * 0.4) * 3.6 rewardScience = 0 rewardReputation = Round((@advanceFunds / 1000),1) rewardFunds = (@advanceFunds * 1.5) failureReputation = @rewardReputation * 1.5 failureFunds = @advanceFunds // ************ REQUIREMENTS ************ REQUIREMENT { name = CompleteContract type = CompleteContract contractType = FirstMolniyaSat title = Complete @contractType Contract } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = FirstTundraSat title = Complete @contractType Contract } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = first_GEOUncrewed title = Complete @contractType Contract } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = EarlyComSat minCount = 3 title = Complete @contractType Contract at least 3 times } BEHAVIOUR { name = OrbitGenerator type = OrbitGenerator RANDOM_ORBIT { type = KOLNIYA // index = 0 } RANDOM_ORBIT { type = STATIONARY // index = 1 } RANDOM_ORBIT { type = TUNDRA // index = 2 } } BEHAVIOUR { name = IncrementTheCount type = Expression CONTRACT_COMPLETED_SUCCESS { RepeatComSats_Count = $RepeatComSats_Count + 1 } } // ************ PARAMETERS ************ PARAMETER { name = AdvComSat type = VesselParameterGroup define = AdvComSatellite dissassociateVesselsOnContractCompletion = true title = Commercial Communications Satellite PARAMETER { name = NewVessel type = NewVessel title = Launch a New Vessel hideChildren = true } PARAMETER { name = Crewmembers type = HasCrew minCrew = 0 maxCrew = 0 title = Uncrewed hideChildren = true } PARAMETER { name = HasComSatPayload type = HasResource resource = ComSatPayload minQuantity = Round(UnlockedTech().Count() * 25 * Random(0.5,1.2),10) // for 20 nodes, 200 ~ 480 //Round((Pow(Random(0.5,1.5) * (0.3 + UnlockedTech().Count() / 100),2)*2500)/2,100) // for 10 nodes, 78~703 kg //title = Have a ComSatPayload of at least @minQuantity units on the craft } PARAMETER { name = ReachSpecificOrbit type = ReachSpecificOrbit displayNotes = true index = int(Min(2, Random(0, 3))) deviationWindow = 4 PARAMETER { name = Duration type = Duration duration = 2m preWaitText = Check for Stable Orbit waitingText = Checking for Stable Orbit completionText = Stable Orbit: Confirmed } } } BEHAVIOUR { name = TransferVessel type = DestroyVessel onState = CONTRACT_SUCCESS vessel = AdvComSatellite } BEHAVIOUR { name = VesselDestroyed type = DialogBox DIALOG_BOX { title = Vessel Ownership Transferred condition = CONTRACT_SUCCESS position = CENTER width = 0.5 TEXT { text = The contract has been completed successfully and the satellite has been transferred back to the customer. } } } }
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Is it possible to instead configure vents to use an EFFECTS node as you would with an engine?
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Hello! Two questions:
- Is the config MM-tweakable? It would be nice for us to be able to add in new patches like this
@CIT_BAM_SETTINGS:FINAL { // Standard bipropellants @resdef ^=:$:;Kerosene,0.001: @resdef ^=:$:;LqdMethane,0.00064: @resdef ^=:$:;LqdHydrogen,0.00271: // hypergols @resdef ^=:$:;Hydrazine,0.00526: // intert gasses (absorb explosions) @resdef ^=:$:;Nitrogen,-0.0005: @resdef ^=:$:;Helium,-0.0003: // others @resdef ^=:$:;Antimatter,24.289: }
but I can't see this node anywhere on the cache
- Does the mod provide a default configuration for non-patched resources? I jumped in game and parts that aren't explicitely configured don't produce any explosions
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3 hours ago, Tonas1997 said:
Update: I disabled tessellation on Earth in an attempt to fix the issue but now I have weird black voids around the space center. Shouldn't I be able to disable Parallax on any body without issues?
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Did anyone else come across this glitch when using Engine Lighting with Parallax?
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On 10/11/2018 at 3:28 PM, Shadowmage said:
@Apaseall I'm enjoying the conversation
Correct -- I designed the wheel collider system entirely in the Unity editor, where I don't have access to any of the KSP classes (source files), so there is no such thing as a 'Vessel', or a 'Part', etc. These wheel colliders actually work far, far, better in the Unity Editor as compared to KSP; but tests revealed this was almost entirely due to the joints used to link different parts together -- joints cause all sorts of instabilities in the simulation (as the joints are, basically, just another spring-damper system that holds the parts together).
That is not to say that having more information couldn't make the simulation better (it can), but I wanted to start from a 'realism' perspective before jumping into hacky-land. In real world physics, an individual wheels suspension knows absolutely nothing about the other wheels on the vehicle, or how much the vehicle weighs -- they for the most part, function entirely independently (anti-roll bars excluded).
But also... knowing the vessel mass by itself does me little good. I also need to know the distribution of mass (moment of inertia? inertia tensors for the various axis? idk the term for it...), so that I could effectively 'predict' how the vessel would react to specific forces being applied. Which is all fine in theory for a single-rigidbody setup; but again the Unity joints and 'each part is a rigidbody' setup completely remove any potential for that simulation to be entirely accurate. It -might- still be a viable addition to the simulation, and I'm thinking that the additional information I could get out of it would likely be close enough to work in all but the most noodley of craft designs (sim would assume joints are rigid, so if someone was 'abusing' the terrible joints.... it would play havok with that part of the sim). Something to investigate for the future when I have time and feel like learning some new physics concepts (rigidbody dynamics).
Good news on this front -- I did add in the code for this last night, and you can grab a .dll with the functions enabled from the dev branch on the KSPWheel repo -- (d/l link for dll -- https://github.com/shadowmage45/KSPWheel/raw/dev/GameData/KSPWheel/Plugin/KSPWheel.dll ). More good news is that the new curve does increase effective friction -- so much that I was unable to spin out in a standard 4-wheeled vehicle no matter how I tried. Drift a bit at high-speeds.. sure. Tip over if CG was too high.. yep... more-so than before. So perhaps the new curve was a bit 'too far'.... but was a good initial testing point.
I didn't implement it as a full 'float curve' setup, but rather it has the chance to input values for the three important points of the simulation (extremum, asymptote, and tail). An example of the patch/config I was using for testing is below. Replace the .dll in your KSPWheel folder with the one from the link above, and drop the patch in your GameData folder somewhere, and it'll patch all KSPWheel using parts with the new curve.
@PART[*]:HAS[@MODULE[KSPWheelBase]] { @MODULE[KSPWheelBase] { //point = 'time' along the curve (the x coordinate) //value = value at that time in the curve (the y coordinate) //there is no starting slip point or value, it is always 0, 0 %asSlipPoint = 0.06 %asSlipVal = 1 %exSlipPoint = 0.35 %exSlipVal = 1 //there is no 'tail slip point' -- it is always 1.0 %tailSlipVal = 1 } }
Do the latest DLLs for version 1.8.1 allow me to configure the friction curves like this?
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On 10/6/2021 at 1:08 PM, linuxgurugamer said:
I'm working on adopting this, have contacted @CarnationRED about it.
While it is bug-free, I'll be adding a whole bunch of textures, and maybe a few QOL if I find any
Neat! Small QoL suggestion: the colors aren't that accurate (e.g. it's impossible to get a pitch black texture on the sides to blend in with TPS - and yes, I'm making a lifting body )
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If my boot file has an error and I fix it in Notepad++ during the flight scene, how do I get the terminal to reload the file? When I reboot it doesn't seem to do so
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Roger! I did manage to find the old log somewhere else but it didn't show anything out of the ordinary: the experiment was correctly registered by Bureaucracy. Here's the player-prev.log, if you want to take a look. The experience is called "RP0RPWS1@SunInSpaceLowNoBiome".
In the meanwhile, my probe entered another SOI, started recording the same experiment and now Bureaucracy promply displayed it as being researched, so it could have been a one-time thing lol
Also, would it be easy/possible/not-much-of-a-bother to backport the UI fixes to 1.4? When I have a lot of queued experiences it's impossible to read the research window - and I can't imagine the nightmare it will be once my astronaut roster grows past its own as well!
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49 minutes ago, severedsolo said:
If Kerbalism has generated the science then it should show in the research panel. Can I get a log from the time the experiment completed (and thus should have been passed to Bureaucracy).
Hmm, sadly I restarted the game after that playthough
Oh well, I'll write that experiment to the Bureaucracy scenario in my persistent.sfs file and look out for any further problems.
EDIT: for reference, I'm still playing on 1.4 as my modpack runs on KSP version 1.10 rip
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I recently completed an experiment that yielded 165 science points, but I couldn't find it on the "research" panel and didn't get the science yet. My yearly capacity is at around 150 points, so do I need to wait for the next budget?
Also, I'm playing with Kerbalism's science module, but it hasn't given me trouble so far.
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2 hours ago, Arrowstar said:
Can you check your KSP and KSPTOT log files to see if any errors show up when you push the Create Bodies File menu?
Hmm, I just checked out both logs and the former doesn't accuse any error, while KSP.log doesn't indicate anything malfunctioning after
[LOG 15:25:25.676] [KSPTOT Connect] message from [0]: GetCelestialBodyData n 0
HOWEVER, after a while my log did start getting flooded with this message:
[EXC 15:30:19.387] InvalidOperationException: The operation is not allowed on non-connected sockets. System.Net.Sockets.TcpClient.GetStream () (at <376e8c39bbab4f1193a569c8dbe4305c>:0) KSPTOTConnect.TMMinorFrame.cleanTCPClientsStreamsDTs () (at <32f0b1b7ad6440dbb09c1a58f9dd41db>:0) KSPTOTConnect.TMMinorFrameManager.cleanTCPClientsStreamsDTs () (at <32f0b1b7ad6440dbb09c1a58f9dd41db>:0) KSPTOTConnect.KSPTOTVesselTMTransmitter.cleanTCPClientsStreamsDTs () (at <32f0b1b7ad6440dbb09c1a58f9dd41db>:0) KSPTOTConnect.KSPTOTVesselTMTransmitter.transmitTM () (at <32f0b1b7ad6440dbb09c1a58f9dd41db>:0) KSPTOTConnect.KSPTOTConnect.Update () (at <32f0b1b7ad6440dbb09c1a58f9dd41db>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
and ended up at around 140Mb . Now, at some point I tried using the MCC Real Time System, but I can't tell if the spam was caused by it.
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By the way, I'm using KSPTOT with RSS and it didn't generate configs for Uranus, Neptune, Pluto and a whole lot of other bodies from RealExpansion. This is what I got: bodies.ini
EDIT: I think it fixed itself just by running the "Create bodies file" utility a few more times
[1.12.x] Tarsier Space Technology with Galaxies (V7.13) 12th Sep 2021
in KSP1 Mod Releases
Posted
Sorry, I didn't phrase it correctly. Kerbalism experiments use a "toggle" animation rather than separate open/close ones; somehow, I got it to work with a telescope from another mod by referencing its TSTSpaceTelescope module's baseTransformName field, so I thought about trying to use the same solution on the TST advanced space telescope. Since that field doesn't exist on the part, I wanted to know if baseTransformName has a default value.