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russ0133

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Posts posted by russ0133

  1. How do I get SAS into my probes? It says in the topic here I can upgrade it but I can't find anywhere in the tech tree to get SAS into my probes.

    Every probe has an "Stability Assist" on the SAS part but I can't press T to turn on the SAS? Doing sandbox with "all part upgrades unlocked" seem to do the trick but I can't find it in career mode...

  2. 2 minutes ago, whale_2 said:

     

    Hmm, tried to fiddle with editor - it seems unclear to me what is desired behavior. I mean, the radially attached part indeed remains at the same position relative to the center point of procedural part, but why shouldn't it?

    I'd fix it if I know what has to be fixed.

    As of "mode issue" - I'm not sure how to reproduce it. In my 1.6.1 setup I don't see any major issues. Maybe I finally need to build something, lately I was only fixing bugs here and there... 

    Could you try updating it to work on 1.7.3/x?

  3. I'm still at the start of my career, but does the science transmission rate/generation increase with new parts? It's... hard... to get atmospheric science done because some experiments take a lot of time - how am I supposed to stay in atmosphere for the whole time so I can finish the experiment? Also the antenna transmission rate is awful slow sometimes. :/

    Later parts add Hard Drive space too? The initial pod 512kb is too little

  4. I`m getting floating part nodes, any idea why? I've read a few people having problems with attachment nodes in this post but I'm not sure if they are having the same problem as me.

     

    https://imgur.com/a/ERMfiFW

    Error in logs:
     

    [ERR 15:57:09.016] Exception handling event onPartAttach in class ProceduralPart:System.NullReferenceException: Object reference not set to an instance of an object
      at ProceduralParts.ProceduralPart.PartParentChanged (.Part newParent) [0x00000] in <filename unknown>:0 
      at ProceduralParts.ProceduralPart.OnPartAttach (HostTargetAction`2 data) [0x00000] in <filename unknown>:0 
      at EventData`1[GameEvents+HostTargetAction`2[Part,Part]].Fire (HostTargetAction`2 data) [0x00000] in <filename unknown>:0 
    
    [EXC 15:57:09.016] NullReferenceException: Object reference not set to an instance of an object
    	ProceduralParts.ProceduralPart.PartParentChanged (.Part newParent)
    	ProceduralParts.ProceduralPart.OnPartAttach (HostTargetAction`2 data)
    	EventData`1[GameEvents+HostTargetAction`2[Part,Part]].Fire (HostTargetAction`2 data)
    	UnityEngine.Debug:LogException(Exception)
    	EventData`1:Fire(HostTargetAction`2)
    	Part:setParent(Part)
    	EditorLogic:attachPart(Part, Attachment)
    	EditorLogic:<SetupFSM>m__27()
    	KerbalFSM:RunEvent(KFSMEvent)
    	KerbalFSM:updateFSM(KFSMUpdateMode)
    	KerbalFSM:UpdateFSM()
    	EditorLogic:Update()

     

  5. 29 minutes ago, Sir Mortimer said:

    It's an issue with the Breaking Grounds DLC and the way ModuleManager handles EVA configs. Fixing that would need an MM update.

    Can't believe I've spent all those hours trying to fix this lol, I was sure it would cause me problems later. Is the MM author aware of that?

  6. 1 hour ago, SilverState said:

    Kerbalism already does this to an extent (think habitats and all the resources that go with it)

    Please explain in more detail what exactly you're trying to do, and I may give you some tips if I can.

    It's just a random idea I had because I don't know if installing science parts that are not patched by Kerbalism would work with the new science system, I didn't see this question answered anywhere so I took a look at kerbalism github but didn't find any code related to this sort of thing. So I can download part mods (science or cockpits or whatever) without breaking Kerbalism?

  7. Hey... I'm wondering if it's possible to create a "global patch" of sorts for the new science system (and a lot of other things)?

    Would this example be possible?
    A script would check every modded part in the game, if it is in the "antenna" category (KSP must have part categories right?) then add Kerbalism resources/changes to the part and if necessary to modify the modded part data, use a basic function to set values based on the modded part size/stock parameters. If checking every modded part would be too expensive, maybe we could have a "fix part" option in the VAB/SPH that does it only for that specific part? If there's no part category identifier in KSP maybe you could add a "Fix part" option on right click then the option to select the part category (Science to patch the part as a Kerbalism science experiment Cockpit to patch it as a Kerbalism cockpit...)

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