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MaximumThrust

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Posts posted by MaximumThrust

  1. 19 minutes ago, Nertea said:

    NF Spacecraft 1.2.1

    Great, checking the parts now! But I actually like the tanks, I think I'll keep them active in my own install :P

    Edit: a small suggestion. The first bottom node in the LV-95-6 is impossible to use. Making the two nodes size "1" solves the problem.

  2. 38 minutes ago, Barzon Kerman said:

    How can I use SSPXR with ReStock, and keep the ReStock models?

    I thought they were the same :huh: Anyway, the patches that do that are located in GameData\StationPartsExpansionRedux\Patches\SSPXr-StockPartReplacements.cfg

    You can delete the whole file, or the lines related to the parts that you don't want changed. 

    Instead of deleting you can also change the .cfg extention to something that the game doesn't read, like .txt or .cfg.prune. Or put a // in front of the lines that you want to be ignored. This way is easier to revert changes in the future. 

  3. On 3/5/2019 at 10:52 PM, DeltaDizzy said:

    Im not sure if this has already been reported, but I am fairly confident that it is CommNet Visualization causing some issues with the VAB/SpaceCenter. I can go into the VAB fine at first, but once I launch a mission and return to the space center, I cannot enter any buildings except the Launchpad. (I merely tested if clicking it did anything, not if I could enter the flight scene, and I will follow this up with more thorough testing soon, as well as an install with just this.) It also occurs if I remain in the VAB too long. (I get stuck in the VAB and the Launch and Exit buttons do nothing.) Here is what the console spit put when I tried to launch a vessel withe the second variant affecting me.

    
    [ERR 18:37:55.601] Input is null for field 'name' in config node 'SCENARIO'
       at System.Environment.get_StackTrace()
       at ConfigNode.AddValue(System.String name, System.String value)
       at ScenarioModule.Save(.ConfigNode node)
       at ProtoScenarioModule..ctor(.ScenarioModule module)
       at ScenarioRunner.UpdateModules()
       at ScenarioRunner.GetUpdatedProtoModules()
       at Game.Updated(GameScenes startSceneOverride)
       at GamePersistence.SaveGame(System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene)
       at FlightDriver.StartWithNewLaunch(System.String fullFilePath, System.String missionFlagURL, System.String launchSiteName, .VesselCrewManifest manifest)
       at EditorLogic.<goForLaunch>m__44()
       at CallbackUtil+<DelayedCallback>c__Iterator1.MoveNext()
       at UnityEngine.SetupCoroutine.InvokeMoveNext(IEnumerator enumerator, IntPtr returnValueAddress)
    
    [EXC 18:37:55.601] NullReferenceException: Object reference not set to an instance of an object
        ScenarioModule.Save (.ConfigNode node)
        ProtoScenarioModule..ctor (.ScenarioModule module)
        ScenarioRunner.UpdateModules ()
        ScenarioRunner.GetUpdatedProtoModules ()
        Game.Updated (GameScenes startSceneOverride)
        GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene)
        FlightDriver.StartWithNewLaunch (System.String fullFilePath, System.String missionFlagURL, System.String launchSiteName, .VesselCrewManifest manifest)
        EditorLogic.<goForLaunch>m__44 ()
        CallbackUtil+<DelayedCallback>c__Iterator1.MoveNext ()
        UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress)

    By removing CommNet Visualization the bug was instantly fixed, but as I said earlier I will do much more through testing and issue isolation tomorrow and/or the next day or two.

    I was having the exact same problem, with the same " Input is null for field 'name' in config node 'SCENARIO' " in the logs.

    How did you suspected of this mod? I struggled with it for a long time, tested a lot of mods, without any luck. I would never suspect of this one!

    Curiously, it did not occurred with only one save, which I think I created using the "CommNet Constellation", that I uninstalled afterwards. I think this mod is derived of that one, or something like that.

    I did a decent amount of testing, and as soon I removed this mod the problem disappeared! Will need to play some more time to be 100% sure, but, so far, so good.

    Thank you!!

    @DeltaDizzy

  4. @Nertea It's easier when we don't want all the parts in a revamp, you could easily chose each ones to keep or not using Janitor's Closet, everything in-game, and with the possibility to see both parts side by side. If you don't want the stock one, you prune it and keep the other. Of course, you lose the possibility to share that craft file like it was stock - not a problem for me.

    Some parts also have config names totally different from the in-game part name, like the Rhino Engine, it's called Size3AdvancedEngine. Can take some time to find a lot of parts this way. Ven's can be even worse, I remember it using other name for the same part after it was replaced (For example: VenStockRevamp/Squad/Parts/Propulsion/KR-2L for the Rhino)

    I can say I really liked everything you did so far, I highly doubt I will don't want all the parts. But there's people out there with different (and questionable) tastes, like the ones that like the poo brown heat shields. Since having two distributions is out of question (and since you are keeping in mind to make something clean I don't even see the need for it anymore), here's my humble suggestion:

    If it don't impact performance, make one .cfg file for each part, with names that are easily recognizable knowing the name the part have in-game, inside folders with the category names :) If, for any reason, multiple parts will need to share the same .cfg, put something with the in-game part name, with "//".

    @JadeOfMaar I think ReStock and NF-P will merge very nicely, complementing each other. I find NF-P very balanced against the stock game. None of the engines or tanks are inherently better than stock, each one have specific niches where they excel, making the experience very fun and a good brain exercise, and greatly reducing part count in some cases. But I agree, don't make any sense to duplicate the parts and include them in NF-P.

  5. Just now, 4x4cheesecake said:

    Oh no, there are no dump questions and there is nothing to excuse for! Nobody can know everything, that would be kinda boring...please never stop asking and never start to feel bad about it, that would be worse than everything else ;)

    Was more lack of attention than lack of knowledge, I didn't looked at the install files with attention. I downloaded the source code, and was finding strange to not see the files there. If I had looked at install files, I would see that my question didn't even made sense :rolleyes: Kopernicus is updated, but I have no ideia what should be changed in SVT to solve some problems that are being related.

    Thanks :)

  6. 10 minutes ago, 4x4cheesecake said:

    SVT is a collection of textures and configs, there is nothing to compile ;) The only thing required for SVT is kopernicus and it is available for 1.5.1.

    There is a reason why the titel of my tutoial explicit  contains the mod name for which it is written for: You should not recompile every mod with this method! For anything more complex, I would highly recommend an IDE like visual studio or mono because you probably need to adjust more than just a few 'using' directives and without an IDE, you will have a hard time to do this. If you can do it anyway just by using a simple text editor, you'll defintly not need my tutorial ;)

    You are totally right, SVT is only textures and configs, sorry for the really dumb question.

  7. On 12/17/2018 at 9:04 AM, linuxgurugamer said:

    You have to make sure you have the right transform (cameraName), and then you will have to play with three camera values:  cameraUp, cameraForward and cameraPos

    Anyway to evaluate my progress without doing full reloads every time I change the values?

  8. 32 minutes ago, 4x4cheesecake said:

    @sslaptnhablhat There are already some nice and working alternative mod suggested here but if you still want to use the Mastcam mod, I can explain to you how to recompile it. It is a fairly simple mod with a single source file, so this doesn't even need Visual Studio, just the .NET v3.5 framework command line compiler and a texteditor.

    edit: Actually, I'll explain it anyway if anyone here is interested in it. I just don't want to create a full blown step-by-step explanation if no one wants to read it :P

    If you make it, you'll got at least 1 reader :)

  9. @Nertea thanks for the reply! When I said it's easier, is from a player point of view (of course not the modder's one), but using Ven's Revamp as reference. Glad you agree that it's confusing, and is keeping in mind to make something clean. This way it should make no difference for us :)

    70 parts? :o:) I guess it's time for the legendary Hype Train!

    2pdoav.gif

  10. 6 hours ago, Rocket In My Pocket said:

    If you're using it to decrease your speed and increase surface area, you aren't using it as a control surface, but a brake; which is what it is designed for. As far as spending fuel, I'm not sure what you mean?

    But you can do that asymmetrically when enabling the control surfaces in them, opening the brakes more in one side than the other, providing great pitch and yaw control, while you slow down and increase the surface area. Spending fuel = when you don't want something slowing you down.

  11. 21 minutes ago, Poodmund said:

    The mod will respect the stock model colliders and therefore just replace the existing stock parts' models/textures with the mod's own. This mod is intended to be a drag and drop replacement of the stock games part art assets rather than an independent mod in its own right.

    With respect to the heat shields, I guess you'll just have to wait and see... I'm sure Nertea has some treats hidden up his sleeves. :D

    Just curious :) A standalone option to install would be nice, like in Porkjet's Legacy. It bring some advantages, like a lighter install with less MM patches, and usually is way easier to manage. As awesome Ven's Revamp is, sometimes is a pain to deal with all those patches :confused:

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