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kalmor

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Everything posted by kalmor

  1. I am a big boy, I could figure it out on my own(I think). This line is awfully suspicious: valid &= ConfigNodeUtil.ParseValue<int>(configNode, "maxLevel", x => maxLevel = x, this, 3, x => Validation.Between(x, 1, 3)); (FacilityRequirement.cs:32) the problem is, that one of my mods changed facilities in a way, that they change models on level 1, 3, and 5 instead of 1,2 and 3. I think, I can live without this feature. I am having more pressing problems with Field Research. I accepted a plant growth study in Kerbin orbit. I did the plant growth, I finalized it, than deorbited and landed the experiment, however upon recovery the mission was not completed. I did that twice, once without any control just with a parachute and heatshield and once with a probe core. Maybe I missed something like I shouldn't finalize after I have 50 eurekas. Hasn't encountered this kind of problem with other types of contracts from any other contract pack. Here is my mod list: KSP 1.10.1 KopernicusBE_1101_Release30 JNSQ.0.9.0
  2. Obviously I am using a mod:D. I have like 40 of them but I don't know specifically which one increases my buildings' max levels.
  3. Really enjoying the contract pack. Unfortunately I upgraded my astronaut complex to level 5 in my career, and the Crewed Milestones: First Orbital EVA became unavailable saying that my astronaut complex is above level 3. I looked at the contract in your mod file, and deleted the AC min level 1 requirement and that solved the problem but it's interesting that a min lvl requirement imposes a max one as well...
  4. Nice mod, I was about to implement this functionality, but in the end, I googled it first. I have one question about it: can the mod control robotic parts, or it can only adjust engine gimbaling and throttle?
  5. I will make a compile against the current version of KSP during the weekend.
  6. It's a bit clanky solution, but by default it's empty and you have to click on the vessel types, if you want to add/remove them from the listing. It would probably be a bit more user-friendly, if it would list all objects, and you could filter them like you can in the tracking station.
  7. I compiled it against the 1.6.1 version of the game, you can find it in one of the previous post. What do you mean by LAN changing? Is it sudden, or over time?
  8. The list is empty by default, when you first open the Orbital Decay menu. You can enable/disable the listing of different types of crafts with their respective buttons.
  9. Thx for keeping this mod up-to-date, the vanilla contracts were killing me in career mode. I use USI and NearFuture mods, and got to the point, where I wanted to setup a resupply contract for custom resources. After seeing the end of the mod post I was looking for a cfg. Since I failed to find any I realized, that it is probably in the source/dll (Settings.cs). Is there no easier way to include custom resources than making our own version of the plugin (read resource names from a .cfg/ResourceMap.FetchAllResourceNames function)? Edit: after modifying the settings.cs the new resources didn't show up as new resupply options. Then I stumbled upon Config.cfg....
  10. @Arrowstar, since I am a newbie, and can't send messages, I would ask you here: Is the Edit Drag properties is the only place, where you can set the drag characteristics of a ship in KSPTOT?
  11. Sorry, I haven't realized, that you already started to incorporate this mod in KSA, since it was only listed as a planned addition. Guess in that case I will go with Plan B, and make my own mod, which only accounts for atmospheric drag, since the other effects are negligible in the scope of this game. One of my main beef with this mod is that it puts a lot of effort (and processing power) to simulate decay but then the calculated ship drag model is more or less a joke compared to that.
  12. So, here is a recompile for 1.6.1: https://github.com/kalmoran/SolarCycleSimulator/releases/tag/v1.1.0.2 https://github.com/kalmoran/OrbitalDecay/releases/tag/1.6.1.2 Since this is my first github release, please go easy on me (or not). I replaced most of the icons, cost they annoyed the hell out of me. I haven't fixed any bugs but only found one major one, which I mentioned in my previous post (In flight other vessels' in-game SMA isn't updated, but the decay is tracked in the mod's persistence and it destroys vessels, if they fall below half of the stock atmosphere). It is advised to backup your save (especially for hard mode). I would not like to take up this mod until we hear back from @Papa_Joe, but I will start to rework some aspects: Stationkeeping: it's a bit clunky atm, works fine on unloaded vessels, I will try to come up with a solution for active ones (any suggestions are welcome). For now I think there should be a target AP and minimum PE (top of the stock atmosphere?), if a vessel falls near it, there would be a warning message (so EVAs and docking can be aborted) and the station would boost up with a bi-Hoffman transfer to the target orbit. Ofc if the player switches off of a vessel with just a slightly decayed orbit, stationkeeping would still boost it up to the target orbit anyway. The mod's data structure and handling is all over the place, redundant data (looking at you SMA) should be eliminated. Debris warning messages are irritating. I might disable them altogether, if i can give back vehicle crash handling to KSP. Drag is applied in a weird way on the active vessel. Instead of affecting the opposite side of the orbit it simply decreases the SMA. I will look into how to change that. There might be some performance issues. With 4-5 active vessels and ~10 asteroids it felt like, that the mod had a notable impact on my game.
  13. I tried the last release, and the UI bugged out. I compiled the source against the latest KSP and the UI is working but I think it's buggy. Only the active vessel is decaying (for other vessels there are only the warning messages about decay and vessel destroyed, but this isn't reflected in a shrinking orbit) for me and stationkeeping doesn't always recognizes the engine. Edit: after some digging I figured out, that the decay is properly tracked in the mod's data structure, but somehow the update function, which should update that in the game data, fails.
  14. Is the Humpback tail cargo ramp bugged? if I try to use it, my spaceplane is launched 2km above the runway, and the camera shakes non-stop, while I fly it. Even if I get it into space, the shaking increases with my speed, and when I try to use regular time warp, the game says, that I can't do that, while flying over terrain.
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