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Posts posted by NepalRAWR
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Instructions unclear, wrecked the wrecking ball.
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22 hours ago, Starnerd666 said:
please fix this mission, when the engine explodes the entire craft starts exploding and it becomes literally impossible to control the plane once close to the ground.
please test your missions before you publish them.
Thats intentional. I tested it and it is possible. It should not be easy. You need to land fast.
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12 hours ago, majNUN said:
It sounds more like they were cloned.
No they aren't cloned. If a Kerbal dies KSP changes its status to dead but the kerbal still exists. KerbalKlinic only looks for all Kerbals with the status dead and changes it to available.
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Update 1.2.0
- works now with KSP 1.4.1
On 15.2.2018 at 4:32 PM, severedsolo said:So went to try this, and it seems that when the Active Vessel becomes destroyed, an NRE is constantly being thrown in MainClass (also couldn't return to the Space Centre)
My guess is this is the culprit:
if (!Settings.KACAlarmMode && GUIHandler.ButtonPressed && !DataManager.Scene(GameScenes.SPACECENTER) && FlightGlobals.ActiveVessel.patchedConicSolver.maneuverNodes.Count > 0)
ActiveVessel would be null if the craft is destroyed, so trying to call it's patchedConicSolver will throw an exception.
Sorry for the late reply I didnt see your answer but I cant reproduce it. If I destroy my vessel there is no NRE. I tried to crash my vessel with maneuver node andwithout but nothing is being thrown... Maybe I understood something wrong?
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KerbalKlinic 1.2.0 released
Changelog:
- now compatible with ksp 1.4.1
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It is a normal routine mission for the fist SSTO of Kerbin, there are important Kerbals on the plane, but something doesnt go as planned... Can you save the crew and the SSTO? Or will they die in a huge explosion?
This is my first try with the mission builder.
Hints:
Spoiler- Increase the Authority limiter to get more control
- Try to enter a dive and then try to pull up at 4 km, the important thing is when you land in water to have a slow vertical speed, the horizontal speed is not very important
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I want to trigger the next node when 2 conditions are met (5 km height and 300 m/s speed) but if I place the 2 nodes one after another (Start Node --> 5km Node --> 300 m/s Node --> next node) it isnt good because someone could fly up to 5 km, then fly back down to reach the 300 m/s and then the next node will be triggered. But I want it that the next node only triggers when you are 5 km up and have 300 m/s speed.
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Update 1.1.0
- Added KAC Mode: Use the button to create an KAC alarm with 3 - 60 seconds margin before the burn and warp to the alarm (Activate in settings). It is similar to the stock "Warp to next maneuver" but it accounts the KER burn time. The KAC alarm will be automatically deleted.
- Some changes to the warp decrease system
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1 hour ago, Rocket In My Pocket said:
UPDATE: Nope, still no dice. Doesn't work for me when doing any kind of time-warping, I'll try removing Better Time Warp to see if it's still conflicting.
UPDATE 2: No luck, even removing BTW doesn't fix the problem, must be conflicting with some other mod. Don't lose any sleep over it though, no big deal. My fault for having too many mods lol. I'm more trying to help you locate the conflict than I am complaining.
Ok then I dont know what I could do. Sorry that it didnt work but thanks for the help
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@Rocket In My Pocket I think it should work now with HyperWarp
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14 minutes ago, Rocket In My Pocket said:
. Hmm...maybe Better Time Warp is the culprit?
Yes it does not work with the Better Time Warp Hyperwarp but in the Standartwarp it should work. I will try to fix it
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2 minutes ago, Rocket In My Pocket said:
So after some short testing, I couldn't get it to actually proc an alarm for my maneuver nodes. (I do have KER, yes.) The icon shows up, as does the settings menu.
Is it possible it's conflicting with something else? Kerbal Alarm Clock maybe? I tried toggling it on/off as well, no luck.
Looks like on top of being your first customer, I'm your first bug-report! Lol.
It worked as I tested it with my modded game and it worked ( i had KAC installed too). What do you have for other mods installed? And does it stop warp or does it nothing?
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15 minutes ago, Phil Kerman said:
Does it stop warp if you´re on another vessel?
No it only stops warp for the maneuver of the current vessel
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Node Alert 1.2.0 for KSP 1.4.1
Requires Kerbal Engineer Redux by cybutek
The Mod plays an alarm sound everytime you are close to the burn start (1/2 burn time) and stops the timewarp. If the burn is close to completion it plays another alert. It requires KerbalEngineerRedux because it has better predictions than stock and I use the KER predictions.
If you enable the KAC Alarm Mode you can press a button to create an KAC alarm with 3 - 60 seconds margin before the burn and warp to the alarm. It is similar to the stock "Warp to next maneuver" but it accounts the KER burn time. (The warp will stop at KER burntime + Margin). Requires Kerbal Alarm Clock by TriggerAu.
Features
- Automatic alert at the start of the maneuver burn
- Automatic timewarp stop
- Alert at the end of the maneuver burn
- KAC Alarm mode: Similar to "Warp to next maneuver" but accounts for KER burn time and has a smaller margin (Requires Kerbal Alarm Clock)
- Customizable settings
Pictures & Videos
Download & Source Code
GitHub(with source code)
Or get it via CKAN
Changelog
Spoiler1.0.1
- Some Changes in the Warp stopping system, it should work now with BetterTimeWarp HyperWarp
1.1.0
- Added KAC Mode: Use the button to create an KAC alarm with 3 - 60 seconds margin before the burn and warp to the alarm (Activate in settings). It is similar to the stock "Warp to next maneuver" but it accounts the KER burn time.
- Some changes to the warp decrease system
1.2.0
- works with KSP 1.4.1
License
The mod is licensed under the GNU General Public License. -
4 hours ago, wile1411 said:
Also, do you know how this might play with Final Frontier? Would the resurrected Kerbal still have all the ribbons, or starting from scratch again?
I tested it and they kept their ribbons, but the level of the kerbal will be lost. I think they will keep everything if the mod doesn't delete the data when the Kerbal dies.
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16 hours ago, sarbian said:
And where do you add your MonoBehaviour to an object ?
Thank you that was the problem it works now
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How can I play sounds from a sound file? Im trying to play a sound file but it does not work.
using System; using System.Collections.Generic; using System.Linq; using System.Text; using UnityEngine; namespace NodeAlert { public class SoundPlayer : MonoBehaviour { FXGroup audioSource = null; public void PlaySound() { if (!audioSource.audio.isPlaying) { if (audioSource != null) { audioSource.audio.Play(); if (audioSource.audio.isPlaying) { Debug.Log("audio playing"); } } } } public void LoadSound(string FXGroupName) { audioSource = new FXGroup("alert"); audioSource.audio = Camera.main.gameObject.AddComponent<AudioSource>(); audioSource.audio.clip = GameDatabase.Instance.GetAudioClip("NodeAlert/files/alarm.ogg"); audioSource.audio.volume = GameSettings.SHIP_VOLUME; Debug.Log("Loaded"); } } }
The LoadSound function is called by Start and the PlaySound function is called by update.
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Kerbal Klinic 1.2.0 for KSP 1.4.1
This mod allows you to resurrect dead Kerbals instead of hiring a new Kerbal. It costs the same anmount of Funds as hiring a new Kerbal so you have no advantages. It is useful if you are playing Career and dont want to revert, but also don't want to loose the veteran Kerbals if something goes wrong.
This is my first addon for KSP so I hope everything works and I did the licensing right.
Features
- Resurrect Kerbals with the status K.I.A for Funds
- Resurrection costs as much as hiring a new Kerbal, but you can also set it to a custom value
Pictures
Download
Github (with source code)
Or get it though CKAN
License
The mod is licensed under the GNU General Public License.Changelog:
Spoiler1.2.0
-compatible with KSP 1.4.1
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Is it possible that you could add a function to activate/deactivate TCA Modules midflight?
I have somtimes the problem that all modules are deactivated if I connect the vessel with another vessel using KAS and KIS. I tested that it is possible to activate the modules by editing the save game but doing this every time is very annoying. -
15 minutes ago, RoverDude said:
@NepalRAWR - there's also a fix for a bug related to that (essentially the hab bonus should drop, but it is also currently resetting your timer too far back in time).
where is the fix?
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I have built my first ground base but I have a problem: Everytime when I use my small spaceship to fly to a new biome the hab timer of my scientist expires when I fly further then 150m from my base away
I have already tried to transfer my crew in my base and waited 20 days but if I tried to fly, my scientist and my engineer became tourists. Only the pilot has everytime 9 days hab time.
Is this normal and is there a way to solve the problem? What am I doing wrong?
[Tutorial] How to create a single node with multiple conditions
in Making History Discussion
Posted
I had the problem that I wanted to create a node which activates when 2 conditions were met (for example the node activates when you are 100 m/s fast and are at 1000m altitude) but if you want to do that you need to build loops or other workarounds. But I found out that you can edit the node with programs like notepad ++ to create a single node which activates when 2 conditions are met.
Please backup your mission before you start editing it with external programs!
1. Create both nodes which you want to have in one node (for example speed > 100 m/s and altitude > 1000m) and change their name
2. Find your mission file. It should be in your KSP folder at "Missions/<YOUR MISSION NAME>/persistent.misson" and open it with an editor
3. Scroll down till you find "NODES" here are all your nodes.
4. Now search for the first node you created. You can identify it by looking for the title.
5. Copy all text between "TESTMODULE {" and "}"
6. Find your second node
7.Search for the TESTMODULE
8. Paste it after the closing brackets of the first TESTMODULE
9. Reload your mission in KSP
10. one node should now contain both conditions