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firda

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Everything posted by firda

  1. Looks like there is mod for this: ...just in case somebody finds this after his kerbal went too far to place the flag and has nowhere to return, because his landed ship went on a trip without a pilot.
  2. Still happens with 1.3.1, the only possibly relevant mod I use is Joint Reinforcement (because the game kinda sucks without it, you at least need to use advanced tweakables and auto-struts). I just do not understand it because I am a programmer. KSP already uses kind of state, one of them being LANDED, so please, implement some workaround when loading LANDED craft, pin it in place, limit it's speed until you can detect that everything is fine!! SIMPLE!!! It happens more often if you land on slope but the reason is obvious: simplified landscape and physics when far, kick-in of precision and the transition sucks.
  3. Thanks for confirmation, I will be more careful and check it when in orbit next time.
  4. How can the weels be damaged when they never touched the ground and were inside fairings during launch? You can still see the fairings base: Is it possible that the fairings did not cover the lander fully? I am not 100% sure it survived the launch, I am just surprised when landing it at Minmus. I will get engineer to repair it, not a big problem, just want to know, what caused this. Thank you.
  5. Well, I learned the hard way Luckily, I had a save few hours before this, where I still had the delivery engine attached, so, moved the station a bit (below 30km) and completed the contract. I accept that it makes sense to terminate the experiment when conditions change - it is no longer the same experiment, although the boundary is too rigid, but allright, that is just how KSP works, not a fault of this mod.
  6. Hi everybody. I have an issue with this mod. I first had similar issues as mentioned in previous post (docking and welding - but that is not that big issue as long as you can restart and really finish it), but now I am in orbit around Minmus, trying to finish contract "Retrograde Kuarks in orbit around Minmus" and keep getting "Location changed mid-experiment!". Apoapsis: 30747, Periapis: 29021. That seems to be transitioning low-high orbit: https://wiki.kerbalspaceprogram.com/wiki/Science#Celestial_body_multipliers but the contract does not speak about low/high orbit, just orbit! Would it be possible to pause and resume the experiment instead of terminating it? Who is now maintaining the code? I could track the code from the string to KSP API, but do not see the reason for it yet (where the start-finish is, I see the line in statusUpdate with the check and terminate). I have created issue in kethernet's source: https://github.com/kethernet/StationScience/issues/8 but that is probably no longer maintained.
  7. Ahh, nice, thank you! Ship List [1.2.2] and/or Targetron [1.3.0] could do the trick (not in CKAN, may need refurbishing, but I will take a look).
  8. Corona688: Poking in monkey's brain to smell nonexistent things and fixing it's leg or eye are two different things. I would like KSP_Data and KSP_x64_Data removed from the restrictions (but Author's / Copy Rights would still apply), because it would allow you to e.g. change colors of icons in vessel list in tracking station etc. Such a thing is neither bad programming (I suppose you are talking about possible multi-core/multi-thread implementation), nor harming (it's neither stealing valuable know-how nor making any profit). But as I said, I may not like the rules, but will still respect them. Most of the things can still be achieved through other means - e.g. new window for vessel management, that can also be invoked in the map - Kerbal Alarm Clock does most of what I wanted, not all, but most. AmpYear has some reserve energy system I will test soon (expect it to solve the problem in the title / my original post). BTW: Do you know some mod that would let me better manage my vessels? Sort by name, eta to manuever, by system, by custom groups etc.? And destroy debris without leaving the map. Thx.
  9. Thank you all for the answers. I have installed AmpYear and will try all the good suggestions I got. Thx for the API. Incomplete (missing description of many methods) but better than nothing. EULA/Mod Rules: You may not decompile, modify or distribute any of the .dll files or other files KSP comes with beyond content of the GameData folder. Follow the EULA. For assemblies, you may only use exposed public or protected members of classes, and you may not examine the code within any member. To be honest, it all started with me finding some old mod that I refurbished for latest KSP only to get warned that it is violating the rules (it used reflection to access and modify private fields) and ended up deleting the repository... I did not expect that.... but, well, rules are rules, now I know them.
  10. Hi, this is my first post here, so please tell me kindly, if I should do anything in any other way. I would like to post a suggestion: prevent draining of probe's core (okto, hecs) battery by any other module. Situation: some other module is draining all the juice but I cannot switch it off, because okto/heces does not have enough power to do so. No power for core to disable what is disabling it. Dead core, even with solar panels and sun shine, that just happen to not provide enough charge for whatever is draining the power. Alternative: enable switching off anything even if the core does not have power (including hibernation). Alternative 2: Is there a mod capable of doing so? Thx. P.S.: I am a programmer and could possibly create such mod, but I am afraind that the rules do not permit this, because I am not allowed to use ILSpy to examine those DLL's in KSP_Data/KSP_x64_Data althogh they are clearly marked as DATA and should therefore not be considered SOFTWARE to apply the ridiculous EULA, but I saw a post about "Legal Boundary", which I do not want to cross.
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