Krazy1
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Everything posted by Krazy1
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Sorry man... closer but still not quite right. Summary: it is loading the RememEditor.cfg value only the first time when entering the Editor in a KSP session. However, it is correctly saving the sort change in the RememEditor.cfg when the sort order is changed. Steps: Load KSP. Enter VAB. Note it's sorting by mass ascending... good (it's the new default in PluginData\RememEditor.cfg) exit VAB; enter VAB Note it's sorting by name ascending... no good change sort to cost descending; exit VAB; enter VAB Note it's sorting by name ascending... no good Exit KSP check RememEditor.cfg: it has changed corresponding to cost descending: partListSortAsc = False partListSortIndex = 2 ... so it did save the setting but didn't recall it.
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Thanks @linuxgurugamer ! BUT it's not working. I pulled out my Rememberer folder from Gamedata and installed EEX 3.4.3 from CKAN. Seems like 2 issues. First, it can't find the config file, and the config file really isn't there. [WRN 21:36:21.369] File 'C:/KSP/KSP 1.11.2 modded/KSP_x64_Data/../GameData/EditorExtensionsRedux/RememEditor.cfg' does not exist [EXC 21:36:21.372] NullReferenceException: Object reference not set to an instance of an object Rememberer.RememEditor.Start () (at <7ecc786bb2bc446292b849f6c96cc99b>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) I put the CFG file where it's looking for it and it correctly loaded the value I had in the file (mass ascending) the first time entering the editor but then it reverts to the stock default (name, ascending) after exiting and re-entering the editor. The CFG file was unchanged. No EXC or new ERR in the log either. I didn't look in your code. I'm assuming it's a simple oops. If not, let me know what you need.
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How do I get a FlyBy of Minmus?
Krazy1 replied to Internet_Man's topic in KSP1 Gameplay Questions and Tutorials
Launch Window: Minmus has an inclination of 6 degrees from the equator of Kerbin. I launch directly into an inclined orbit that's close to matching the plane that Minmus is in. There are 2 launch windows per day, 3 hours apart. To find those times first look at the map, double click Kerbin to center the view on it. Then align the Mun's orbit (no inclination) with Minmus' orbit like this: Remember if Minmus' orbit is at 84 deg as shown above or 96 deg. because you will launch at this angle. Then use the mouse wheel to zoom in. The point in the center of your view of Kerbin is where the space center needs to be when you launch. Use time warp to position it there. Launch: It's a standard launch to LKO except you're targeting 84 deg. or 96 deg. I use Kerbal Engineer Redux (KER) to show the orbit inclination - this makes it much easier. With practice, you should be able to get 6 +/- 1 deg. inclination. Outbound: Now that you're in an orbit that's almost in the same plane as Minmus, it shouldn't be too hard to get an intercept using only prograde burn (assuming you've gone to the Mun already). Aim the maneuver node orbit about 40 deg. ahead of Minmus. It usually takes about 920 m/s deltaV and 8-10 days to get there. Do not try to correct the inclination now - it costs more deltaV. When I do the burn, I use prograde hold, not maneuver hold. It's slightly more efficient but the burn time indicator won't be quite right (it assumes instantaneous burns). Slow the burn way down at the end and focus view on Minmus to watch the orbit. Midcourse correction: Halfway between Kerbin and Minmus, do a tiny correction burn to fix your aim. You should be able to aim anywhere around Minmus with <10 m/s deltaV here. I wouldn't just do flyby... I'd make a relay satellite and put it in Minmus orbit. It would only take around 200 m/s extra to get into orbit - Minmus has weak gravity. Then you'd have a relay for future probes and landers.- 7 replies
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Dealing with Really long burns?
Krazy1 replied to Rylant's topic in KSP1 Gameplay Questions and Tutorials
Use Kerbal Alarm Clock to set a manual alarm that pauses the game near the end of the burn. -
@ValiZockt Great mod! I have a problem though. It does work for ships with RGU probe cores but it's not working for one of my piloted ships. It's a shuttle with a MK3 cockpit containing a L3 pilot and a L2 pilot (and other non-pilots). Also there's a MK3 cabin with L2 and L0 pilots (and other crew). All of the stock SAS modes do show on the navball: maneuver hold, prograde/ retrograde to target, etc. but the 2 docking modes do not show. I didn't change the config file. I don't see anything interesting in the log. KSP log The ship is "Alpha Shuttle". I'm also seeing a problem on several different ships where SAS is left on when I switch ships and switch back to the original ship: SAS "stability assist" indicator is lit on the navball but SAS is clearly not active. I can deactivate/ reactivate SAS and then it works. It also does this on EVA: set SAS on, EVA and reboard, SAS indicator is on but it's not active. I do have many other mods installed. I'll try to do some more testing and report back. Update: With the same mods, I tested several command pods on the launch pad in Career with a 3-star pilot and none of them worked. Tested in Sandbox with 5-star pilot and it DID work. Update 2: I fixed one issue... In SmartDockingAid.cfg you need to change minPilotExperience = 2. Then it is available for 3-star pilots and not for 2-star. I'm still having the issue above in blue.
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Yes. It saves the sort method and ascending/ descending in a config file. @linuxgurugamer This is such a tiny mod, I was hoping you would pull it in to Editor Extensions Redux.
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A simple quality-of-life mod that remembers frequently used settings that KSP forgets. Presently it remembers the last sort setting for the Editor part list. That's all! It saves the sort settings in a config file, so it works through a KSP restart. Tested with KSP 1.11.2 on Win10. I guess it will work back to 1.8 at least but I can't promise it will. NOTE: linuxgurugamer has pulled this mod into Editor Extensions Redux. Recommend using that mod. Thanks to @HebaruSan for for his help and others dragging me through my first mod.
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[1.12.x] Click Through Blocker - NEW DEPENDENCY
Krazy1 replied to linuxgurugamer's topic in KSP1 Mod Releases
There I go ASSuming again. -
[1.12.x] Click Through Blocker - NEW DEPENDENCY
Krazy1 replied to linuxgurugamer's topic in KSP1 Mod Releases
I ASSumed that was a core KSP 1.11 issue. Nice find. BTW Could CTB block the scroll wheel? Specifically when scrolling on KAC (with enough alarms for a scroll bar) it also zooms the camera in/ out simultaneously. When you have nothing better to do... probably never. -
Ragnarock: hauling 2700 ore from Eve to Gilly
Krazy1 replied to Krazy1's topic in KSP1 Mission Reports
I tried to do it stock but eventually used Tweakscale and it was still hard but I did it. -
Just a possibly related issue for engine plumes: https://github.com/net-lisias-ksp/TweakScale/issues/27
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KerbalX.com - Craft & Mission Sharing
Krazy1 replied to katateochi's topic in KSP1 The Spacecraft Exchange
Sure... it "reminded" me of the old EGA graphics. -
[1.4.3 <= KSP <= 1.12.5] KSP Recall - 0.5.0.2- 2024-0521
Krazy1 replied to Lisias's topic in KSP1 Mod Releases
The thread you linked was started before 1.11.2 was released and EVA construction was horrible before that. I got all kinds of explosions when placing parts. But this time I just removed the part from inventory and got the Null Refs before I could even try to place the part. It's probably still a core game bug. I also installed other types of lights and they worked. I tried the same Mk1 Illuminator again and it gave the Null refs again. I might try it in stock if I find motivation. Thanks- 633 replies
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[1.4.3 <= KSP <= 1.12.5] KSP Recall - 0.5.0.2- 2024-0521
Krazy1 replied to Lisias's topic in KSP1 Mod Releases
Well, everything was working smoothly until I I blew up the log with Null Refs and had to Ctrl-Alt-Del. I was on EVA on the Mun beside a ship with cargo storage and I tried to remove a light from storage. It looks like something on Recall or TweakScale? I was using older versions of Recall and maybe TweakScale when I launched the ship around 2 months ago. Just before this I did EVA construction with a probe core, a command seat, a strut - no problem. It didn't like the light. [WRN 23:06:43.184] [Part]: PartModule indexing mismatch at spotLight1, index 1. Node 'ModuleCargoPart' found in loaded data, but 'Refunding' is defined in prefab. Looking for ModuleCargoPart in other indices... [WRN 23:06:43.184] ...no ModuleCargoPart module found on part definition. Skipping... [WRN 23:06:43.184] PartModule is null. [WRN 23:06:43.184] [Part]: PartModule indexing mismatch at spotLight1, index 1. Node 'TweakScale' found in loaded data, but 'Refunding' is defined in prefab. Looking for TweakScale in other indices... [WRN 23:06:43.184] ...TweakScale module found at index 2. [EXC 23:06:43.190] NullReferenceException: Object reference not set to an instance of an object ModuleInventoryPart.PreviewLimits (Part newPart, System.Int32 amountToStore, AvailablePart slotPart, System.Int32 slotIndex) (at <06f13185617646e5bc801baeab53ab75>:0) ModuleInventoryPart.Update () (at <06f13185617646e5bc801baeab53ab75>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [EXC 23:06:43.213] NullReferenceException: Object reference not set to an instance of an object ModuleInventoryPart.PreviewLimits (Part newPart, System.Int32 amountToStore, AvailablePart slotPart, System.Int32 slotIndex) (at <06f13185617646e5bc801baeab53ab75>:0) ModuleInventoryPart.Update () (at <06f13185617646e5bc801baeab53ab75>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [EXC 23:06:43.231] NullReferenceException: Object reference not set to an instance of an object ModuleInventoryPart.PreviewLimits (Part newPart, System.Int32 amountToStore, AvailablePart slotPart, System.Int32 slotIndex) (at <06f13185617646e5bc801baeab53ab75>:0) ModuleInventoryPart.Update () (at <06f13185617646e5bc801baeab53ab75>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) KSP log- 633 replies
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Hi all, I had a big ship hit within 200 m of a passive seismometer on the Mun and only got 3 science points- very annoying. I'm not the only one. @RizzoTheRat Perhaps we should read the directions: What point? I did some trials: My best effort was >0.9999 at 3978 m. It impacted >1000 m/s and I got >100 science. That's more like it! Using the Impact Marker in Kerbal Engineer Redux is very helpful. I don't know if the optimal distance is the same for other celestial bodies. Please report if you try it elsewhere. Good luck! 5/9/21 update: I got a quite satisfying gigajoule impact on Minmus for 354 science. Attenuation was 88% at 6491 m, so the curve does seem different on Minmus. Details from KSP log:
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You can try Planning Node - it's a pretty new mod that lets you use a maneuver node in Sun SOI and based on that it puts a 3d bullseye to aim for at the edge of the planet SOI you're escaping from. Gives a time to hit it and a dynamic deltaV display to get the speed right. Makes it much easier but doesn't do the burn for you. PS I'm not sure if you're doing a specific challenge but the Caveman Challenge doesn't allow ANY maneuver nodes or even KER. So I expect that means Planning Node wouldn't be allowed either.
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I'm trying to get the resource panel to open automatically when entering flight scene. Seems simple enough, but without any plain English descriptions in most of the KSP API "documentation", I'm just guessing how to do it. I'm trying to use ShowResourceList but it doesn't do anything. I'm using Update(), which starts before the Resource app is launched, resulting in some initial Null Refs, but once it's loaded, then it does nothing AFAIK. using System; using System.Threading; using UnityEngine; using KSP.UI.Screens; // has class ResourceDisplay namespace Rememberer { [KSPAddon(KSPAddon.Startup.Flight, false)] public class RememFlight : MonoBehaviour { private bool setResourcePanelNotDone = true; private int iter = 0; public void Start() { Debug.Log("RememFlight - Start"); } public void Update() { if (setResourcePanelNotDone) { iter++; Debug.Log("RememFlight - Update " + iter); ResourceDisplay.Instance.ShowResourceList(true); //tried true and false if (iter > 160) { setResourcePanelNotDone = false; } } } public void OnDisable() { Debug.Log("RememFlight - Disable"); Debug.Log("RememFlight - Disable iter= " + iter); Debug.Log("RememFlight - Disable setResourcePanelNotDone= " + setResourcePanelNotDone); } } } Here's log: KSP log I could try to clear the Null Refs with a callback/ delegate but why bother if the basic function doesn't work? Unless the Null Refs are causing ShowResourceList to not work later? Doubtful. I could try looking in the AlternateResourcePanel mod but not sure what that might yield. So... is this normal for everyone, to guess how to use the KSP API? UPDATE: This basically works: ResourceDisplay.Instance.appLauncherButton.SetTrue()
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[1.12.*] MOAR [x] Science! - KSP Science report and checklist
Krazy1 replied to linuxgurugamer's topic in KSP1 Mod Releases
@linuxgurugamerIf/ when you you get around to updating this for 1.11 it would be nice if it tracked EVA Experiments. -
[1.4.3 <= KSP <= 1.12.5] KSP Recall - 0.5.0.2- 2024-0521
Krazy1 replied to Lisias's topic in KSP1 Mod Releases
Hi @Lisias I noticed Recall is still at 0.1.0.5 on CKAN.- 633 replies
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[1.12.*] MOAR [x] Science! - KSP Science report and checklist
Krazy1 replied to linuxgurugamer's topic in KSP1 Mod Releases
Actually 6.0.0.6 is the latest. releases -
[1.3.x-1.9.x] Craft Manager - search, sort, tag & share your craft
Krazy1 replied to katateochi's topic in KSP1 Mod Releases
Here's the one up above I posted. I didn't capture the one I saw recently. So far, the triggers and errors don't seem consistent. 1 in 3 might be exaggerated. I'll see if I can break it.- 236 replies
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- search & sort
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[1.3.x-1.9.x] Craft Manager - search, sort, tag & share your craft
Krazy1 replied to katateochi's topic in KSP1 Mod Releases
Naw... it still blows up about 1 in 3 sessions. Why would there be rumors?- 236 replies
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[1.12.*] MOAR [x] Science! - KSP Science report and checklist
Krazy1 replied to linuxgurugamer's topic in KSP1 Mod Releases
The only issues I've seen are: what @Hyperspeed1313 reported above Friday for the alternate launch sites. post here I did not retest this with the latest 6.0.0.6 but since he just reported it and I saw it before and the rev history doesn't mention it, I assume it's not fixed. bubbles sound doesn't play when changing biomes. I can play "bubbles.wav" sound file directly in Windows. Log error: "[LOG 19:12:00.960] [4/20/2021 7:12:00 PM [x] Science!]: <Debug> (Noise) - No noise to play!" KSP.log player.log -
[1.12.*] MOAR [x] Science! - KSP Science report and checklist
Krazy1 replied to linuxgurugamer's topic in KSP1 Mod Releases
Umm. Yeah. I'm blaming github ... somehow. Thanks. BTW it still doesn't play the bubbles sound. I'm not sure if you saw that I mentioned it before. There's no issue in github and I really don't see how to add one. Are you using that to track?