Jump to content

etmoonshade

Members
  • Posts

    425
  • Joined

  • Last visited

Everything posted by etmoonshade

  1. !!! I missed that this became a thing! It's not like I haven't been begging people to update this particular mod for years... Grabbing this and testing the hell out of it.
  2. Because, from what I've seen, @linuxgurugamer doesn't fix what ain't broke. Have you actually tried it in 1.10.1? From what I understand of how the mod works, it applies itself to everything. It won't let you upgrade everything, but pretty much any part it can modify allows you to at least upgrade dry mass and max temp.
  3. AirplanePlus was working (relatively) fine for me in 1.10.1, for what it's worth. Certainly not with that many errors.
  4. JFC, that log is 133MB. You... might want to start over from a clean install, because holy crap that's a lot of exceptions in that log. I'm not even 3000 lines in, and... I assume you meant to type "over 9000 errors," because that's probably a conservative estimate. :V Verify game files, etc. etc. I suspect that TweakScale isn't the root of the issue here. Edit: Well over 9000... 326168 Exceptions, to be exact. I swear that's got to be a record of some sort.
  5. It works fine in 1.10.1 - you just run into the usual combatibility with various part switchers (mostly TweakScale for me,) which limits its utility. I keep it installed, but I find I never use it because all the parts I'd want to use it on have TweakScale applied. Makes me wonder if @Lisias could figure something out on his end to make it less fighty...
  6. I mean... technically depends on how you use it? HyperEdit is a utility that lets you edit orbits and ships. Sometimes, this lets you get out of situations that are more "bug" than "I failed" Examples where I've used it: Finish a landing on a regular planet, and the moment you touch down stuff starts going boom for some reason. Crap. Load up your quicksave, edit your craft back to orbit, readd your fuel, and try again in a different spot. I'm not talking about a rough landing here, or a landing on a hill - I'm talking about the sort of landing when you do a perfect touchdown at 1m/s on flat ground, and your legs explode anyway. Take a craft into orbit, then find out that one of your landing legs is wobbling violently for some reason (in orbit, mind you - and it's not overlapping anything.) If you can't revert, hit the "land" button so you can recover it and figure out what the hell it's doing and why (in this particular case, the landing legs would go stupid if I edited any part of the ship after placing the landing legs - no clue why still...) Testing an interplanetary ship - I'd tested getting to orbit, but testing the warp drive (sort of) requires you to be around Minmus' orbit. I could plot a transfer and time warp through the 15-day trip... or I could just edit my orbit up there and get started on testing. Why is my engine suddenly burning and messing up my orbit? (answer: hit the time warp key too fast before the residual thrust from the KSPI-E engines wore off.) Three of those four examples - in my opinion - would be considered problems with the game engine (or mods) rather than cheats. The last is just testing, and I'm doing a revert afterwards. What's considered cheating is kind of fluid in KSP anyway - some people consider MJ cheating, some people consider any mod cheating. Be clear in what you're using and your methods, let people decide for themselves, and ignore them. As long as you are having fun with the game and haven't misrepresented how you're doing it (i.e. saying you reloaded your rocket fuel after landing with HyperEdit,) that's what counts. Side note - if you're interested in reusable rockets, you might want to look at Kerbal Construction Time and ScrapYard as a combination.
  7. You might want to see if you can find this anywhere: https://www.sparkfun.com/products/retired/10622 Looks like they no longer make it, but it might be cheaper than a new motherboard.
  8. I don't remember off the top of my head, but they should be in the OP.
  9. You probably need to grab the Community Tech Tree, if I had to take a guess. I'm pretty sure that's one of the hard dependencies.
  10. hah. This never even registered as a bug. I figured it was just something weird with how KSP precalculates all the drag stuff and caches it. If you can fix it, it'd be awesome (although I'd probably keep my custom 'chutes if only because it means I don't have this giant ugly box hanging off the side of something...)
  11. No, they very much do not. This causes me at least one RUD event every time I pick up KSP after not playing for a while. It is, fortunately, a lesson quickly learned. If you need some tweaked 'chutes, here's a MM patch I've put together: +PART[parachuteRadial]:FINAL { @name = Eppy_parachuteRadial5x @title = Mk100-R Radial-Mount Parachute @cost = 2000 @description = A radial-mount parachute. Now, 5 times bigger than the original Mk2-R! @mass = 0.5 @MODULE[ModuleParachute] { @semiDeployedDrag = 5 @fullyDeployedDrag = 2500 @deployAltitude = 1000 } @MODULE[ModuleDragModifier],0 { @dragCubeName = SEMIDEPLOYED @dragModifier = 5 } @MODULE[ModuleDragModifier],1 { @dragCubeName = DEPLOYED @dragModifier = 290 } } +PART[parachuteRadial]:FINAL { @name = Eppy_parachuteRadial10x @title = Mk200-R Radial-Mount Parachute @cost = 4000 @description = A radial-mount parachute. Now, 10 times bigger than the original Mk2-R! @mass = 1.0 @MODULE[ModuleParachute] { @semiDeployedDrag = 10 @fullyDeployedDrag = 5000 @deployAltitude = 1000 } @MODULE[ModuleDragModifier],0 { @dragCubeName = SEMIDEPLOYED @dragModifier = 10 } @MODULE[ModuleDragModifier],1 { @dragCubeName = DEPLOYED @dragModifier = 580 } } +PART[parachuteRadial]:FINAL { @name = Eppy_parachuteRadial100x @title = Mk2000-R Radial-Mount Parachute @cost = 40000 @description = A radial-mount parachute. Now, 100 times bigger than the original Mk2-R! @mass = 10.0 @MODULE[ModuleParachute] { @semiDeployedDrag = 100 @fullyDeployedDrag = 50000 @deployAltitude = 1000 } @MODULE[ModuleDragModifier],0 { @dragCubeName = SEMIDEPLOYED @dragModifier = 100 } @MODULE[ModuleDragModifier],1 { @dragCubeName = DEPLOYED @dragModifier = 5800 } } +PART[parachuteRadial]:FINAL { @name = Eppy_parachuteRadial500x @title = Mk10000-R Radial-Mount Parachute @cost = 200000 @description = A radial-mount parachute. Now, 500 times bigger than the original Mk2-R! @mass = 50.0 @MODULE[ModuleParachute] { @semiDeployedDrag = 500 @fullyDeployedDrag = 250000 @deployAltitude = 5000 } @MODULE[ModuleDragModifier],0 { @dragCubeName = SEMIDEPLOYED @dragModifier = 500 } @MODULE[ModuleDragModifier],1 { @dragCubeName = DEPLOYED @dragModifier = 29000 } } I think this will work right out of the box. If you find they don't work (definitely run them through a test first,) delete the PartsDatabase.cfg in the KSP root folder to force it to re-read the drag. Note that using indices like I did is probably a terrible idea in the long run. I need to go through and fix this eventually - they're working now, but pretty much any reordering of the nodes in the Mk2 parachute will break this (or cause it to act in "undefined" ways :V) (I know how to do this, I just haven't bothered yet <_<) (quick edit: These probably aren't exactly scaled correctly. I built them with the idea that the mass/cost is equivalent to adding <x> Mk2 parachutes to the craft, but I don't think the drag scales linearly. They still work, and it's probably my oldest MM patch I have, written back in 2017 or so.)
  12. Hmm. I think it's actually PersistentThrust that does that, not anything specific in the WarpPlugin configs? You might want to look in that mod folder and see if there's patches that mess with things - I don't use it, myself. Edit: Okay, PersistentThrust isn't even recommended by KSPI-E anymore in CKAN? So I'm not sure where you're getting this. Which ion engine did you mess with, and what exactly did you remove? I looked at the Augmented Arcjet, and I don't see anything in there that explicitly refers to thrusting through warp - it may be something baked into ElectricEngineControllerFX, and I don't think it'll work right if you remove that from the part itself. Also, weird - I'd swear there was a patch that added ElectricEngineControllerFX to the stock ion engine, but I can't find it anymore. If I could see what the original (whatever you "deleted it from the folder" was) did, I might be able to point you in a better direction.
  13. What problem, exactly, are you trying to solve here? I know there's a ton of patches that KSPI-E bundles that can have weird effects on gameplay, but it sounds like you're talking about MegaJoule power for the ArcJet RCS? Maybe?
  14. You can put ANYTHING in a container, as far as I can tell, and KIS is reasonably good at keeping the state of weird parts put in the container (e.g. procedural parts) although they kind of "expand" once you drop them - need to be careful about that. Get a big enough container, and you can pack an entire colony in it - reactors, bases, hubs, connectors, radiators, science-y stuff, you name it. Tweak the KIS config, and you can do it all with one Kerbal too (I hate having to run groups of Kerbals around to move stuff over 1t) @KISConfig:NEEDS[KIS]:FINAL { @EvaPickup { %maxDistance = 1000 %grabMaxMass = 10000 } } Pretty much lets me move anything, anywhere. Combine with my container that holds something like 38 megaliters, and you can get by with sending a single container. Probably cheaty, but hey, as long as you don't brag...
  15. Drag the part into one of the squares of the opened window, not onto the part itself? And yes, definitely read the user guide. Lots of good info in there. Edit: Also, DRAG AND DROP. The fact that you've got a part floating means that you clicked and dropped.
  16. For what it's worth, you should use the BE version for 1.10.1. It's been pretty stable for me, other than an issue with anomalies on modded planets that is apparently in older versions too. It was a weird stroke of luck for me that 1.9.1-3 happened to have its version check removed for some reason. :V
  17. Because it was suggested that I post it here: Delicious Tweakscale abuse.
  18. If you get 1.9.1 release 3, it'll work. Unless it was overwritten. :V Orrrrr...
  19. Alas, you obviously read only part of what I said and none of what I linked. If you followed the instructions, it's likely that someone could tell you exactly what's wrong. People are willing to help those who are willing to help them help.
  20. Off the cuff, you've likely mucked something up with your install - it shouldn't be more complex than installing from CKAN or copying the contents of the zip into GameData. Blow everything away and try again.
  21. Actually, it seems like a game reload sorted it. I'll let you know if it pops up again, but I may have been in a weird state of some sort. As for savegame backups - I've got dated quicksaves, and I'm pretty religious about quicksaving before any landing due to the likelihood of MJ going stupid (although it put me down right next to Eeloo's randolith ) - half the fun is in the early game though - I probably wouldn't mind too much if I had to restart, but I've been playing KSP for a long time. I can deal with a lot of weird but non-game-breaking bugs.
  22. Also, my orbit appears to be jumping around - the LAN is changing when I time warp and then come out of warp. I'm going to restart KSP in case it's just in a weird state, and if not, I'ma revert to BE6 (which I believe is the last one that was working fine for me...)
  23. Better than lithobraking at least, and it looks like I no longer have the randoliths at the poles (although I'm going to want to double-check that anyway - back to Slate after this trip!) Edit: @R-T-B Or maybe not. Looks like the randoliths are back at the poles again: https://www.dropbox.com/s/4ydlxp812zi9ppy/screenshot32.png?dl=0 Second edit: I am making the assumption that SCANSat just uses a flag that says "hey, this anomaly is detected, place the marker wherever its config says it should be placed" since I've seen them move around depending on which version of BE I'm using. YMMV, but it seems to fit what's happened in the past.
  24. It looks like the ground itself is fixed, but the ground scatter is still Minmus. I don't know if this was the case originally though. Also, you can see that I'm approaching the alleged Minmolith again: https://www.dropbox.com/s/3by04dw5ovykbvl/screenshot30.png?dl=0 (neat, I can mark up the pictures on dropbox - I did so for both things) Edit: Also, here's a clearer picture of the floating minmolith - it's on the left side: https://www.dropbox.com/s/pqxozk12ckpvanu/screenshot31.png?dl=0
×
×
  • Create New...