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cyberKerb

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Everything posted by cyberKerb

  1. I'd like to put forward a few suggestions One is for an additional data series to the Graphatron to allow for an interesting realtime graph. Could there be a calculated series (area or bar if possible / otherwise the standard dot is fine) for "Terrain Height" (Altitude [Sea Level] - Altitude [Surface]) When you plot this along with "Sea Level Altitude" on the same chart, you get something like the below. Image borrow from this thread (great idea BTW) The second suggestion is to allow resource percentage amounts be added as a Graphatron data source? ie showing the values that are in the Narrow band scanner? eg: 1.1%
  2. Just a note that for those installing manually this release I downloaded from Github seems to have a mix of directories in the ZIP. If you install manually, you'll need to move things around to be in the correct place. Ie it won't overwrite old files Paths in Zip File if install into GameData directory: GameData\CommunityResearchPack GameData\FireSpitter GameData\GameData\Workshop Specifically - if you are use to unzipping into the GameData Folder, you'll have an extra GameData subfolder then the Workshop directory
  3. I like the mod idea from what I've seen. I'm a stats guys, so knowing the details of the all the achievements you track in this mod is awesome. Great work so far!
  4. I've installed the 0.2.1 version and can't get the window to open when there is no achievements recorded. After I launched a few rockets in a restarted career - it works. I'm trying from the SpaceCenter and get this in the log file: [LOG 17:00:27.086] [SpaceAge] DisplayData [LOG 17:00:27.088] [SpaceAge] Displaying events -9-0... [EXC 17:00:27.092] ArgumentOutOfRangeException: Argument is out of range. Parameter name: index System.Collections.Generic.List`1[SpaceAge.ChronicleEvent].get_Item (Int32 index) SpaceAge.SpaceAgeScenario.get_windowContents () SpaceAge.SpaceAgeScenario.DisplayData () KSP.UI.Screens.ApplicationLauncherButton.OnTrue (UnityEngine.EventSystems.PointerEventData data, CallType callType) UnityEngine.Events.InvokableCall`2[UnityEngine.EventSystems.PointerEventData,KSP.UI.UIRadioButton+CallType].Invoke (System.Object[] args) UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) UnityEngine.Events.UnityEvent`2[UnityEngine.EventSystems.PointerEventData,KSP.UI.UIRadioButton+CallType].Invoke (UnityEngine.EventSystems.PointerEventData arg0, CallType arg1) KSP.UI.UIRadioButton.SetState (State state, CallType callType, UnityEngine.EventSystems.PointerEventData data, Boolean popButtonsInGroup) KSP.UI.UIRadioButton.ToggleState (CallType callType, UnityEngine.EventSystems.PointerEventData data) KSP.UI.UIRadioButton.UnityEngine.EventSystems.IPointerClickHandler.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) UnityEngine.EventSystems.EventSystem:Update() Separate note: You've got a weird carriage return ^N character in one of the achievement texts. "2nd Test" was the name of a ship. [LOG 17:08:32.848] [SpaceAge] chronicle[3]: 2nd test landed on Kerbin^N with a crew of 1.
  5. Hello - had a question on the MM patch for CLSModuleDockingHatch.cfg (Included below) @PART[*]:HAS[@MODULE[ModuleDockingNode]:HAS[#referenceAttachNode[*]]] { MODULE { name = ModuleDockingHatch docNodeAttachmentNodeName = #$../MODULE[ModuleDockingNode]/referenceAttachNode$ docNodeTransformName = dockingNode } } @PART[*]:HAS[@MODULE[ModuleDockingNode]:HAS[~referenceAttachNode[]]] { MODULE { name = ModuleDockingHatch docNodeAttachmentNodeName = none docNodeTransformName = dockingNode } } I'm noticing that this CLS MM code doesn't seem to nicely handle some mods for some specific reason I can't discern. I originally thought it was because of the module: "ModuleDockingNode" not having the property "referenceAttachNode" set, but two of the Squad docking ports (Inline and shielded) seem fine and don't get picked up with this MM. What's the easiest way to exclude specific single parts from this MM Patch? I get NRE's for when this patch tries against the mods/parts specifically for OPT - j_2m_crewDock & j_3m_largeDock REKT - OTAVcore2 USI - ExpandingDockingPort (for Malemute) The only other item I found is that that is in all the above parts list nodeTransformName under ModuleDockingNode. Stock Mk2 Docking part: nodeTransformName = dockingNode Malemute: nodeTransformName = DockingNode OTAV: nodeTransformName = dockPoint OPT both use: nodeTransformName = DockingNode I have to guess that this might be something baked in the the module? I cna't work out why this MM patch fails for these though. Apologies if this ends up not related to CLS other than the CLS MM patch highlighting another mod issue. I only get this when CLS & these mods are installed, but it doesn't seem to have any impact on gameplay. Pinging mod owners for input too: @RoverDude @K.Yeon @steedcrugeon
  6. Well - I've got it up and runnning no probs with basic functionality. Grabbed the compiled version from Mikelikes, overwrote both DLLs with Antisols files and lastly, copied over the leafletksp.jsp from antisol as well. Screen comes up after clicking open link in right click menu as expected. Only question I have is; is it expected for the telemetry screen to be working with temp, pressure & gravity etc..? as I get zeros for all of these. I figure it due to using some other part mods, but I'll try checking with the HTML API to isolated that data element. I'm assuming I have to have a 2HOT thermometer on the ship for this to work. If someone gets so inclined to take suggestions for additional information. Comms signal strength and vessel it connects through would be good. Saw somesome a few pages back about stuff like that in 1.5, but can't find it available in these builds.
  7. K and many thanks - I'll have to have more of a think of how to process the idea assuming that restriction
  8. Awesome and thanks @sarbian - running testing now. Any thought on zeroing the EC?
  9. Thanks Sarbian! Would it be fair to wildly guess that the seed-to-color formula would be a calculation that @SQUAD would want to keep to themselves for 'reasons'. Or has someone already reversed engineered the numbers? I ask for those people looking to specify particular resources for specific colored 'boulders'.
  10. Researching the KSP API, I found that the status property of an Antenna is not settable, which is a bugger when I want the ability to set it to be broken for a mod idea. Are there any other ways to set an antenna to the stock status of "broken"? Or is the only option to write a new Module (like DangIt) for all antennas that allow it to be broken "on purpose"? For the battery values - is there a way to set an unloaded ship entire EC value to 0? Ie I'm wanting the vessel to have zero EC upon in loading into physics range / becoming active vessel? Or would resource catch-up mechanics likely override the 0 value I set at an prior point in time went unloaded?
  11. Question for the sublime @Galileo - just curious for a mod idea that would need this mods solid terrain scatter. Do you know if I'd be able to detect anything specific when trying to interact with the solid scatter terrain? ie If I stick a modded drill through a tree / cactus / rock, can I detect it's specifically a tree / cactus / rock? Or are there no named colliders / object whatnot to identify themselves in the interaction?
  12. Follow up question to bump this post - is there ANYTHING detectable via code that differs magic boulders from 'normal' asteroids?
  13. I was going to give this ago tonight when I get home from work and looked into what's needed to fire it up. Did the reading of the last few pages and found the necessary links... Figured it might be useful to have ALL these posts next to each other for quick reference for future people looking for how to get this working on 1.3. (Note: Give these guys the 'likes' / rep for their efforts, not me - I'm just collating the posts for quick reference. Their post links are added so you can do that too ) Link to recompile Original Post by @AntiSol Link to map fix Original Post by @AntiSol Link to 32bit recompile (apparently works on 64bit) Original Post by @mikelikes
  14. Not that I've seen.. This is what I use for Anomaly contract, but it's broken for the last contract or two in the sequence
  15. Not at all - I went through the same process to work it out as well. Aren't we all are Kerbals at one time, learning as we go? Haven't used KCT, but can understand the reluctance to wait for it to be built again. *tick-tick-tick-tick* I've found most of the experiments are great as set-and-forget missions for the Kerbs to do while passing time on a space station. I rarely timewarp an experiment, but if you're testing - hyperediting up to orbit will help a lot with working out the details of this mod pack. All kudos to @micha for their efforts in keeping this pack going. I find this addition a lot of fun.
  16. I'm not at home (and I'm assuming you are using a KEES experiment.. That out of the way - the order I remember is you wait for the experiment to finish its exposure time up to 100% of whatever number it has. Once that is done, you right click the experiment and close the KEES experiment. From there you right click the experiment again and will get the 'finalise the experiment' button. What order did you do things - and importantly - did you get the full exposure time of the experiment complete?
  17. bugger eh? Sounds like you're not far from the CNC machine. I can image you being excited to the point of 2nd Xmas when that arrives
  18. One last follow up item: I've getting this error in the log file: No affect on gameplay or visuals though. [ERR 22:15:15.629] Texture 'SHED/Parts/REKT/inline12hub/inlineOcto-C_NRM' not found!
  19. @RoverDude you're Karbonite v0.9.2.0 Github patch notes say: I've downloaded the Zip file and recheck 2-3 times to make sure, and it seems you missed the actual change for this to take effect. Unless this in another separate issue.. then.. ermm.. hi UmbraSpaceIndustries\Karbonite\Parts\KA_Jet_TurboProp_01.cfg UmbraSpaceIndustries\Karbonite\Parts\KA_Jet_Radial_01.cfg Both still have the same: name = KA_Jet_Radial_01 Also- will you be updating the MM version in your Github packages to include MM 2.8.1? A few of them (Including Karbonite) still have 2.8.0 and was wondering if I needed to downgrade MM for MKS et al?
  20. @Angel-125 Just wondering if I could ask for a moment from your busy schedule of mod curating to do a quick stop by here? Just hoping to see what the available dials & knobs in the setting actually do. If busy at moment - no prob.
  21. I'm here on the forums because I spend about 90% of my KSP time checking out the forum for: any cool new mods for a career game any updates for the mods I'm using 'when' an update for a mod I'm using might drop any MM patches that might be useful or that might fix an existing mod checking out old 1.2 and older mods to see if they might be a useful idea for my career game checking what mods will make my game look pretty and not tank performance too much browsing mod I know to see if I can actually answer a question for someone or test an element of a mod for the developer 5% of my KSP time is installing the game into a various directories and ensuring I get what I what on the screen and in the VAB with a test sandbox world. 3% of my KSP time is adding minor personnel MM patches and tweaks to my own game Lastly - the final 2% is actually playing the darn game. It's no wonder I never get out of the Kerbin SOI in Career. I get too distracted with the latest cool thing, I restart and try all over again only to bog down in science collection. Stupid thing is I have desire to change this pattern, so I'll be on the forums more than playing to game for while to go
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