Jump to content

Hremsfeld

Members
  • Posts

    163
  • Joined

  • Last visited

Everything posted by Hremsfeld

  1. Is there a way to disable the pop-up before a maneuver alarm by default (at least for the active vessel), or set it to go off closer to the alarm itself? I see in the difficulty settings I can tune it down to 30 seconds before I need to burn, but I'd rather be able to tune it down to 3 seconds ahead of burn. Also, in general, if it's the active vehicle then I don't need the popup. I know I can open up the alarm listing, go into the specific alarm's settings, change the margin and behavior, save, and close the alarm window...but I'd like to be able to set up a default configuration so I don't have to.
  2. Looks like they might be, unless I misunderstand what you're trying to say; I took the goo out of the exception list, made a quick testrocket, put it on the pad, and checked one of the goos: http://i.imgur.com/fTHtfJa.jpg One quicksave/exit/re-add to exceptions later, and on running the other goo I got this: http://i.imgur.com/jKhg1il.jpg Incidentally, it seems experiments are saved with the transmit/recover percentages that apply on being run, even if those change.
  3. Worked like a charm. Thanks! If anyone wants to use it, the "final" form is: @PART[*]:HAS[@MODULE[ModuleScienceExperiment]] { @MODULE[ModuleScienceExperiment] { @interactionRange *= 2 } } @PART[*]:HAS[@MODULE[ModuleScienceExperiment]:HAS[~interactionRange]] { @MODULE[ModuleScienceExperiment] { interactionRange = 5 } } @PART[*]:HAS[~name[GooExperiment],~name[science_module],~name[dmSolarCollector]]:HAS[@MODULE[ModuleScienceExperiment]] { @MODULE[ModuleScienceExperiment] { @xmitDataScalar = 1 } }
  4. Hi, I'm having trouble with what I thought would be a straightforward .cfg - I'm trying to double the range at which science experiments such as thermometers and crew reports can be interacted with, simply add a range if it was forgotten/omitted, and then turn all the data-measurement experiments transmit all their science (i.e. the experiments that don't rely on bringing something back, such as the thermometer transmitting a temperature reading as opposed to the goo being goo) Here's what I have: @PART[*]:HAS[@MODULE[ModuleScienceExperiment]] { @interactionRange *= 2 } @PART[*]:HAS[@MODULE[ModuleScienceExperiment]:HAS[!interactionRange]] { interactionRange = 5 } @PART[!GooExperiment,!science_module,!dmSolarCollector]:HAS[@MODULE[ModuleScienceExperiment]] { @xmitDataScalar = 1 } Any advice? Did I mess up when to put an @ in front of a variable?
  5. Thanks! Working on an unrelated force-opengl issue now because I apparently have Gremlins, but I'll give this a go once I get KSP back up and running. Edit: That did it, thanks! No more $100k rockets to bring a capsule to 200km. Second Edit: If you're getting errors about how KSP's unable to resize your monitor when using -force-opengl, try adding an additional leading - i.e. use --force-opengl
  6. Due to I'm-not-sure-what, my install got corrupted so I'm reinstalling. I don't have sufficient info for a bug report, so that's not what this is. What this is is a request: Does anyone have an MM config that modifies rocket engine ISPs?
  7. On that note, I remember there being an ISP mod that had some different settings depending on if you wanted a realistic mass fraction for Kerbin, a Kerbal mass fraction in RSS, or a real mass fraction in RSS; is that still floating around anywhere? I can't find it. Failing that, what's a recommended thrust/ISP/engine mass scaling percentage to make things a bit more realistic?
  8. I'm having this issue, too. I refreshed the repository after seeing that it had been fixed; no dice. Disabling the optional TACLS module will then cause it to grumble about RasterPropMonitor.
  9. What does this fix? The video in the OP is dead. It's recommended as part of Real Solar System, but I've got no idea why. Edit: VVVVV Oh! Thanks.
  10. I see that tweakScale was listed as causing CTDs and graphics issues; is it a case of it makes things ugly when scaled up too high and CTDs when you try to make the biggest HX parts 300% scaled, or is it a case of the UI not showing up if you manage to get the game loaded?
  11. My knickers are quite unbunched. Maybe it would have been better to send a heads-up PM instead, but as the download link itself stands right now, it'll be in violation of the new TOS. I'm glad to hear there's a version without MS bundled, changing the download link should be a pretty easy thing to take care of, and will protect people who have created and achieved more than me in the realm of creating things for KSP from having their work taken down. Edit: Leaving it up is your call, the decision on whether MS is or isn't in violation of the new TOS is neither of our calls. If it's already been removed from the newest release, the OP likely should be changed to reflect that to prevent future confusion.
  12. The download still has it bundled, though. It violates term #6, as it doesn't gather data anonymously, only pseudonymously. I mean, either way it's not in either of our hands at this point, so we'll just see what happens.
  13. It was re-compiled against 0.24 but not 0.24.2 - it works, but thinks it shouldn't, and there's the chance that it suddenly won't due to it not being compiled against the current version. Unless you meant with regards to what RoverDude was saying, in which case he was saying that a base logistics mod of his is no longer using Kethane. Either way, it doesn't particularly matter, because this happens tomorrow.
  14. Dang, I would've liked to be able to rename it "Home" or something after expanding out to the other systems. Or "Lightbulb" before that. Or "Ow-that-thing-is-bright." I guess that kiboshes the "Make PF:CE planets for Corbo and Dolas (started by Megalodon 720)" in the OP, too. Fresh re-install it is, then.
  15. I'd initially installed it fresh, i.e. it hadn't been in this particular GameData before. I had Karbonite installed, so I had an ORS file - perhaps that was what broke it? (edit: I don't remember it asking me to overwrite anything, but I could easily be wrong) Looks like the current thought is to use the ORS version in your experimental update rather than whatever the Karbonite guy did. I never really got into ISRUing up nuclear material, so I guess either way would work.
  16. Downloaded it. Thanks! Haven't yet run it, though; The game starts up fine, but crashes when I resume my save unless I delete the Warp Plugin folder. I'm running x64, and here are the last bunch of lines of my KSP.log: [LOG 22:47:45.596] 0.1 [LOG 22:47:45.596] 7/26/2014 10:47:45 PM,KerbalAlarmClock,Setting up repeating Behaviour(BehaviourUpdate) every 0.10 Secs [LOG 22:47:45.597] AddonLoader: Instantiating addon 'TDNProtoUpdater_SpaceCentre' from assembly 'TweakableDockingNode' [LOG 22:47:45.599] Parsing string [LOG 22:47:45.600] AddonLoader: Instantiating addon 'TweakableEVAManager' from assembly 'TweakableEVA' [LOG 22:47:45.601] AddonLoader: Instantiating addon 'InterstellarToolbar' from assembly 'InterstellarToolbar' [LOG 22:47:45.601] AddonLoader: Instantiating addon 'PluginHelper' from assembly 'KSPInterstellar' [LOG 22:47:46.202] Clouds: Volume Initialized [LOG 22:47:46.240] Clouds: Volume Initialized [LOG 22:47:46.278] Clouds: Volume Initialized [LOG 22:47:46.315] Clouds: Volume Initialized [LOG 22:47:46.320] While added ModuleTweakableEVA, encountered exception: System.NullReferenceException: Object reference not set to an instance of an object at Part.AddModule (System.String moduleName) [0x00000] in <filename unknown>:0 at Part.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0 at TweakableEVA.TweakableEVAManager.Update () [0x00000] in <filename unknown>:0 [LOG 22:47:46.331] [KSP Interstellar] Hydrogen resource name set to LiquidFuel [LOG 22:47:46.331] [KSP Interstellar] Oxygen resource name set to Oxidizer [LOG 22:47:46.332] [KSP Interstellar] Aluminium resource name set to Aluminium [LOG 22:47:46.332] [KSP Interstellar] Methane resource name set to LqdMethane [LOG 22:47:46.333] [KSP Interstellar] Argon resource name set to Argon [LOG 22:47:46.333] [KSP Interstellar] Water resource name set to LqdWater [LOG 22:47:46.334] [KSP Interstellar] Hydrogen Peroxide resource name set to H2Peroxide [LOG 22:47:46.334] [KSP Interstellar] Ammonia resource name set to Ammonia [LOG 22:47:46.334] [KSP Interstellar] ThermalMechanics set to enabled: True [LOG 22:47:46.337] Adding ModuleRadiation to B9.Cockpit.D25 [LOG 22:47:46.338] Adding ModuleRadiation to B9.Cockpit.M27 [LOG 22:47:46.338] Adding ModuleRadiation to B9.Cockpit.MK1.Control.ACU [LOG 22:47:46.339] Adding ModuleRadiation to B9.Cockpit.MK2 [LOG 22:47:46.339] Adding ModuleRadiation to B9.Cockpit.MK5 [LOG 22:47:46.340] Adding ModuleRadiation to B9.Cockpit.S2 [LOG 22:47:46.340] Adding ModuleRadiation to B9.Cockpit.S2.Body.Crew [LOG 22:47:46.341] Adding ModuleRadiation to B9.Cockpit.S2.Body.Crew.6m [LOG 22:47:46.341] Adding ModuleRadiation to B9.Cockpit.S3 [LOG 22:47:46.343] Adding ModuleRadiation to CrewHatchHatch [LOG 22:47:46.343] Adding ModuleRadiation to cl.large.observationModule [LOG 22:47:46.344] Adding ModuleRadiation to mumech.MJ2.AR202 [LOG 22:47:46.344] Adding ModuleRadiation to mumech.MJ2.Pod [LOG 22:47:46.345] Adding ModuleRadiation to crewCabin [LOG 22:47:46.345] Adding ModuleRadiation to cupola [LOG 22:47:46.345] Adding ModuleRadiation to landerCabinSmall [LOG 22:47:46.346] Adding ModuleRadiation to Mark1Cockpit [LOG 22:47:46.346] Adding ModuleRadiation to Mark2Cockpit [LOG 22:47:46.347] Adding ModuleRadiation to mark3Cockpit [LOG 22:47:46.347] Adding ModuleRadiation to Mark1-2Pod [LOG 22:47:46.348] Adding ModuleRadiation to mk1pod [LOG 22:47:46.348] Adding ModuleRadiation to mk2LanderCabin [LOG 22:47:46.349] Adding ModuleRadiation to probeCoreCube [LOG 22:47:46.349] Adding ModuleRadiation to probeCoreHex [LOG 22:47:46.350] Adding ModuleRadiation to probeCoreOcto [LOG 22:47:46.350] Adding ModuleRadiation to probeCoreOcto2 [LOG 22:47:46.351] Adding ModuleRadiation to probeCoreSphere [LOG 22:47:46.351] Adding ModuleRadiation to probeStackLarge [LOG 22:47:46.352] Adding ModuleRadiation to probeStackSmall [LOG 22:47:46.354] Adding ModuleRadiation to Large.Crewed.Lab [LOG 22:47:46.355] Adding ModuleRadiation to StnSciLab At this point, I get a "KSP has crashed!" popup; there are no lines after the StnSciLab radiation module stating any exceptions or errors that caused the crash. Any ideas / any other information I can give to help? Edit: Huh. It works in Sandbox, not in Career. I haven't tried Science Sandbox. Second Edit: Well that's weird. I made a Sandbox save to muck about with it, worked fine. Tossed a ship around Duna, saved, went back to the main menu, tried to load up my career save...and succeeded. I have no idea what changed.
  17. So, I'm trying to run this along with StarSystems. It isn't working so far; loading it up as-is puts Dolas, Corbo, and Kerbol (from StarSystems) centered around Kerbin - this is distinct from the Sun, which is the star at the center of the solar system. Zooming out reveals that Abaddon and Manai are just regular yellow stars, orbiting the Sun respectively at about 6.5 and 7 times Eeloo's apohelion. Verion is orbiting at about Eeloo's median altitude. If I for example change Abaddon.cfg so that its reference body is Blacky Kerman (the black hole from SS), Blacky, or Root it causes everything added by KU2 to disappear. Any suggestions? The Senta, Barry, Serious, and Stella systems have been disabled, though I didn't delete their files from my GameData folder. The only mods I have on this install are StarSystems, and Planet Factory for KU2. Edit: As a note, this is in x64.
  18. So, I'm running into some Interesting bugs in x64. With just StarSystems loaded, everything seems to work (I haven't extensively tested it) but when I add KU2 into the mix, things get messed up in a hurry. First and foremost, zooming out from Kerbin reveals that the Kerbin system is smack in the middle of Dolas, Corbo, and Kerbol, all which are just regular yellow stars. Zooming out further shows that Verion is orbiting the Sun (distinct from Kerbol) at approximately Eeloo's average distance. Abaddon and Manai are also orbiting the Sun, but at an altitude of about 6.19E11 and 7.57E11m (as compared to Eeloo's 1.13E11m apohelion). Their speeds also flick back and forth between a normal (for that altitude) velocity and 0.0m/s. I saw that Kerbin-in-stars was mentioned back on page 11, and the advice was to disable all PF:CE systems; I've outright deleted all the PF:CE planets and systems from my Gamedata folder and continue to disable the Sentar expansion on gamelaunch. Even more interestingly, if I open StarSystem's system.cfg file and replace every instance of the word Kerbol with (let's say) Sol, the three stars are no longer centered around Kerbin. In fact, they're gone entirely. Where the Sun was, is...the Sun. There's no black hole for the stars to orbit around still, either. There are asteroids, some just beyond Kerbin's orbit, and some escaping from twice Manai's orbit. Seperately, I'm getting some missing textures. Specifically: Abaddon, Fierbinte, Ceti, Manai, _map and _normal .pngs are missing, as are Cyssor, Jamona, Pershina, Verion _normal.pngs are also missing. In their stead is the defaultTexture. Were they pulling textures from the PF:CE files? This is on a fresh install with no mods installed except StarSystems, and KU2 in the form of PlanetFactory. Edit: Huh. Setting Manai's referenceBody to be Billy-Hadrick instead of Sun resulted in it and Verion disappearing and Abaddon to pop up centered around Kerbin again; http://i.imgur.com/7tdQywS.png Also, if I forget to disable the Sentar system, they keep popping up anyway even without their data files. Where's it getting that information from, the dll? Also, if I zoom out far enough, the skybox begins to shake. I don't remember it doing that in stock, but I also don't think I could zoom out as far. Edit 2: Doing another fresh install. Out of the box, StarSystems works fine, so I'll make a post in the KU2 thread in a bit. If I open the system.cfg file in notepad and replace every instance of "Kerbol" with "Sol," then once again Dolas, Corbo, and "Blacky Karman" disappear entirely. Replacing each "Sol" with "Kerbol" brings them back. Also, I'm noticing that that turns "SolarMasses" into "KerbolarMasses," which still somehow works. I restored the system.cfg file from the zip, noted that it said "SolarMasses," and re-adjusted the Sun's name; the other bodies disappeared. Setting it back to Kerbol brought them back, and put the asteroids into orbit around Blacky. Why is "Kerbol" hardcoded into the plugin?
  19. WaveFunction: Do you have a mirror for your download? Your dropbox's giving me an error, 509 - too much traffic, temporarily disabled.
  20. For those who have been having difficulty locating Planet Factory: Creator's Edition, the version I found was here. I take it there's no newer version?
  21. Open the WarpPluginSettings.cfg file in GameData\WarpPlugin and change MethaneResourceName = LqdMethane ArgonResourceName = Argon WaterResourceName = LqdWater to MethaneResourceName = Methane ArgonResourceName = Argon WaterResourceName = Water
  22. If there's just one generator, it's only drawing from one reactor. Sandwiching it between the two reactors means one's completely ignored. I don't know offhand which one it picks, but I suspect it's the one closer to the root part.
  23. It still works, you'll just want to put TechRequired = nuclearPropulsion in each .part file. Or, if you use a tech tree mod mod (...), the following entry puts them all in a new tech, dependent on Nuclear Propulsion, costing as much as other techs in its node: NODE { name = node7_ProjectOrion techID = projectOrion pos = -635,1325,-1 icon = NUCLEARPROPULSION cost = 550 title = ProjectOrion description = A propulsion system based on the old "firecracker under a tin can" principle. Except the tin can is a spacecraft and the firecracker is a nuclear bomb. anyParent = False hideIfEmpty = False parents = node6_nuclearPropulsion PARTS { name = USAFOrion3Engine name = USAFOrionEngine name = USAFOrionTank name = USAFOrionMag08kt088mn name = USAFOrionMag1p9kt20mn name = USAFOrionMag1p35kt10mn name = USAFOrionMag1kt3p5mn name = USAFOrionMag5kt80mn name = USAFOrionMag15kt400mn } } Edit: Oh, also you'll need to set the bomb types to action groups to feed one and kill the feed of all the others, otherwise it'll just cycle through each bomb type in sequence.
  24. Solar panels provide power on the order of kilowatts, which is what 1EC/s is presumed to be. Someone worked it out earlier, but you would need several hundred gigantors to get a single megawatt at Kerbin's distance from the sun. If they were in a low solar orbit, you could transmit power and it would work, but just solar panels directly attached to the ship will not be sufficient. A single 1.25m or two upgraded 0.625m fission reactors should be sufficient, however. Are you using all of it? You should see a current supply and maximum theoretical supply entry; if the maximum's 9.49 GW but the supply's 5GW and you aren't losing megajoules, the system's working as intended. The larger transceivers are more efficient at receiving incoming power than the smaller ones - it works based on the surface area of the receiver in addition to distance and angle. Edit: Beaten like a horse at a race, but we all forgot to mention that transmission is not affected by surface area, i.e. the smallest one and the largest one are equally effective at transmitting.
×
×
  • Create New...