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White Owl

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Everything posted by White Owl

  1. Nope! Doing this results - unsurprisingly - in the Procedural Parts not working at all.
  2. Yes, I must confirm that Procedural Parts 0.9.8 is incompatible with Procedural Fairings 3.01. Install both mods, and the fairings work correctly but PP is completely broken. Can't resize parts, nodes in previously saved vehicles are broken, etc.
  3. I hate to be the bearer of bad news, but version 3.01 still appears to be incompatible with Procedural Parts 0.9.8.
  4. Read the text files that come with the mod. There's some helpful advice about getting your own textures to work.
  5. Perfect. Glad to hear it. Now I'm looking forward to getting rid of the vessels with the old parts so I can use the improved version.
  6. With the caveat that I haven't tried the update yet, since I have several active vehicles with the old parts... In the previous release, I tried using the tweakables menu to resize things, and found it was much clumsier, less precise, and generally inferior to holding R and J to get my fairing exactly the right size. I'd much rather keep the keyboard settings if at all possible. Also, I saw the changelog about updating the radial nodes, and that's good, but how about the stack nodes? The old 2.5m and larger parts had nodes that were too small, and the changes in 0.23 (or was it 0.23.5?) made things fall apart, especially when using Kerbal Joint Reinforcement. Have the stack nodes been updated? Hate to sound like I'm complaining. This fantastic mod is indispensable to me.
  7. I used MechJeb simply because I wanted the calculation to happen ingame, without using an external tool, and I'm playing in an unusually rescaled system so most of the usual resources wouldn't help anyway; all the timing and delta-V numbers are different. But now this simple technique sounds perfect! Thanks so much.
  8. I imagine shrieking "Abort abort abort!!!" and watching the pod fly majestically away from the exploding rocket. Could be fun.
  9. How, exactly, did you get this to work? Please share.
  10. I want to point out that Stretchy Tanks and Stretchy SRBs are largely being phased out in favor of Procedural Parts. I so very much want reflectivity in these... but I'd hate to see you spend tons of effort on parts that aren't being used.
  11. Okay, I think I get it. Let's use a popularly recognized base resource: kethane. Say I have a vessel with a big kethane tank. With this mod, that vessel could have an onboard converter (I suggest not calling it a generator because that makes people think of electricity), and that converter could be configured to transform kethane into monopropellant, liquid fuel, and oxidizer. The magic in this particular mod, the thing that's different from the existing resource converters, is the vessel is smart enough to convert kethane into other resources on demand, in response to usage. Expend 5 units monopropellant, and the converter will produce 5 units monopropellant. The player doesn't have to babysit the whole operation to make sure the tanks are full. Do I have it right?
  12. Umm... can you maybe... deobfustucate that somehow? In what way is the resource use tracked? How is it different from stock? Does a responsive fuel burning engine respond to something, or is the fuel responsive? What is it responding to?
  13. Rioliki, don't put yourself down. Simple and functional is good.
  14. I slightly modified KSC's location: PQSCity { KEYname = KSC latitude = -0.076 longitude = -74.425 repositionToSphereSurface = false repositionRadiusOffset = 101 lodvisibleRangeMult = 6 } Simply moved it a little closer to the beach at a suitably flat spot, so it's very similar to the stock game. And I'm definitely interested in any other locations people are willing to share.
  15. I just played around with these a little bit, and I love them. They look way cooler than the regular KAS containers, and they're more functional too.
  16. Or just use any existing texture that has a visually separate top and bottom.
  17. I should've paid more attention to the "values for Kerbin are hardcoded" message. That means this mod isn't compatible with RSS, since the atmosphere ends at a different altitude.
  18. I've been house ruling some restrictions to launches, using the single launchpad of KSC. I set different schedules for my rockets according to their overall lifting capacity, although I'm certain a simple tonnage system would work just as well. It's a continual WIP to get the balance right, but here's what I have right now. 1 ton = 7 days 3 tons = 11 days 5 tons = 17 days 10 tons = 26 days 15 tons = 39 days 20 tons = 58 days >20 tons = 77 days KSC launchpad takes time to reset. 1 ton = 1 day 3 tons = 2 days 5 tons = 3 days 10 tons = 4 days 15 tons = 5 days 20 tons = 6 days >20 tons = 7 days The result is the little rockets are available every few days, but there's a significant wait for the bigger ones. Makes the heavies into a more memorable event. Maybe there's something there you can use. I know you don't like the whole concept of build times... I'm just imagining that each size rocket has its own dedicated VAB, and it takes time to assemble the pre-made components into the whole vehicle. Maybe there's an idea here that could work for you; maybe not. Oh, and your cfg for RSS is great. For anybody who enjoys the planets of the stock game, but wants their space travel to be more simulator and less game.
  19. My output_log.txt shows initializing flight mode, then several hundred repetitions of PartModule is null. They all look like this, but for different parts: (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Part CBM-A cannot load module #1. It only has 1 modules defined (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) PartModule is null. (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Part CBM-A cannot load module #2. It only has 1 modules defined (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) PartModule is null. Not having the experience and education to understand exactly what's going on there, I can only think that you were talking about modules getting changed around, and now these modules certainly appear to have something incorrect about them... It's a good idea to manually fix it. that would work if this were some long term mission critical vessel. But honestly, I was thinking about deorbiting the whole station anyway to get rid of some totally unrelated problems. The thing is full of obsolete parts, and if I get rid of it I can update or uninstall several mods. It'll be fun!
  20. So would this mod work as a general replacement for the standard KAS boxes and racks? 'Cause I really like how these look, and am trying to run without too many duplicate function parts. (Also, I haven't forgotten about the mother of all SRBs. That was seriously cool.)
  21. I take back what I said about the textures reverting to default. One part's custom texture reverted to default, and that was one I'd been messing with last night; so that's my fault. Sorry, I get angry and don't think straight, and post stupid things. No craft file; this is a complex orbital construction kind of thing. I'd share the persistent file... but this is a seriously modded install. I doubt anybody else has my same mixture of mods, or would want to install the whole mess, complete with manually removing half the parts to avoid the RAM limit. (One reason I love this mod!) In an hour or so, after my PC finishes rendering a video, I'll load up the game and look at the log.
  22. Yeah, I just figured out the mystery of the disappearing lander the other day, and pulled all AIES landing legs from my install. It really is a shame. Mods having problems... my space station uses outdated fustek expansion parts, and updating that mod will break the save. It also has stretchy SRB monopropellant tanks, the outdated experimental TAC procedural tanks, and Kerbal Engineer parts. So that's four different mods I'd like to either update or uninstall, but I can't while that station is using the parts. And the recent Module Manager update broke the engines on the three Dart vehicles docked there, so they're all unusable. Seriously considering deorbiting the whole shebang tonight, and calling it a first rough sketch. Caplonk deserves some time off.
  23. Okay, maybe this is the wrong place to report it. But MM 2.1.0 broke my vessel in orbit, and it stays broken even after rolling back to versions that previously worked. Both the RF engine config and the custom textures on PP tanks reverted to default. It isn't a tragedy. This wasn't a multi-year exploratory ship or anything outrageous like that, so it can all be replaced easily enough. I thought you might need to know.
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