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Everything posted by cyberKerb
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[1.4.3] [(Re^4)visited!] Science Revisited 1.7.0
cyberKerb replied to zekew11's topic in KSP1 Mod Releases
Tested and just found it mostly works - there is an error generated when it tried to give a float value to an integer property for the USI Ranger_CommPak - but I suspect this has always been there as I've only just found / had it pointed out it was this MM config that generates that error. A simple change from 3.75 to 4 fixed my issue -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
cyberKerb replied to RoverDude's topic in KSP1 Mod Releases
I'm getting an ERR message on startup regarding the Ranger_CommPak part: [LOG 22:45:02.667] PartLoader: Compiling Part 'UmbraSpaceIndustries/MKS/Parts/Ranger_CommPak/Ranger_CommPak' [ERR 22:45:02.673] Invalid integer value! Field scienceMultiplier, value 3.75 on object of type ModuleScienceConverter [LOG 22:45:02.693] PartLoader: Part 'UmbraSpaceIndustries/MKS/Parts/Ranger_CommPak/Ranger_CommPak' has no database record. Creating. [LOG 22:45:02.702] DragCubeSystem: Creating drag cubes for part 'Ranger.CommPak' I tried to compare the ModuleScienceConverter MODULE in this file to others and only noticed a missing property called dataProcessingMultiplier However adding this property didn't change anything and an ERR message still appeared. It's probably mostly a harmless message, but I'm trying to see if there are any I can fix with small CFG file edits. -
I fixed all mine with the below edits and removed all ERR instances: 1: Created new group.cfg file in the GameData\ContractPacks\Spacetux\Grandtours CONTRACT_GROUP { //trace = true agent = Space Penguins, Inc minVersion = 1.15.0 // Name of the contract group name = GrandTourMissionsGroup displayName = Grand Tour Missions } 2: Changed all 12 x Grand Tour missions cfg files to point to the new group node: group = GrandTourMissionsGroup 3: Deleted folder - GameData/spacetux/Agencies This would be fixed with redone zip file 4: Add a title field to the AGENT node (most people seem to just copy the name field value) (Ignore previous post about commenting out Agent property - seems the above changes fixes those errors as well.)
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Just noted a few minor inconsistency issues with cfg files for each of the contract packs in the KSP log file. Grand Tour missing a CONTRACT_GROUP node / group.cfg file for this pack. all point to an group = SpaceTuxGroup that doesn't exist (Maybe: GrandTourMissionsGroup once it's created) each mission has an Agent node that probably not required - already declared via CONTRACT_GROUP node (when it exists) Unmanned Contracts each mission has an Agent node that probably not required - already declared via CONTRACT_GROUP node Shared Assets - Agents With the various contact packs they differ between - GrandTour comes with agencies in this location: GameData/spacetux/Agencies - Unmanned & Rover Missions comes with agencies in this location: GameData/ContractPacks/Spacetux/SharedAssets/Agencies Having two agent files causes a duplicate Agent attempted to be created on game load with an ERR message generated. Having all these contact pack have the same centralized agent file location would fix this.
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[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
cyberKerb replied to DMagic's topic in KSP1 Mod Development
Is the ScanSat pack listed below redundant compared to the contracts that already come with Scansat? I still enjoy the old contact pack, what with launching the Maxwell I & Geoeye I satellites and having to de-orbit the old sats as part of the mission requirement. I even managed to stop it spitting out ERR messages in the KSP log file with a little mod the cfg file. -
[1.11.+] ESLD Jump Beacons Revived (1.4.0)
cyberKerb replied to Booots's topic in KSP1 Mod Development
I just MM'ed an extra zero to the techbox costs which meant that I actually have to work hard on contracts to get enough funds for a fully kitted out Beacon. Might be too much for other people games though. I am using the USI suite of mods (minus the Alcubierre Drive) and trying to get some funding bases going. AMU - 800,000 HCU - 750,000 GMU - 500,000 SCU - 500,000 This cost level means I'm REALLY having to save up funds for a decent network and in return it gives me a goal to aim for with having a Beacon at the usual suspects such as the OPM planets, also including having one around the Sun at that "special altitude" for when I want to grab more Karborundum in bulk. It also forces me to use the network for unmanned mission for a little bit. (Not that long as you'll see below) Also: I stuffed up the Beacon costs before as I meant to give the costs without Karborundum. I posted in the MKS thread asking if there is a way to stop myself filling up on the Karborundum in the VAB. Once the Beacons are unlocked in my games, I find it very hard not to put a little bit in the tanks for a few initial important jumps. (I plead guilty ) LB-10 - 50,000LB-15 - 150,000LB-100 - 200,000 IB-1- 250,000 EDIT: Yay! I got a MM patch from DStaal in the MKS thread that I can use to prevent getting easy-to-source Karborundum from the VAB @RESOURCE_DEFINITION[Karborundum] { @isTweakable = false } -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
cyberKerb replied to RoverDude's topic in KSP1 Mod Releases
Gah! I've scanned and searched through this thread and it must be elsewhere - but I'll ask the question here none-the-less... There was a recent-ish @RoverDude post somewhere in the last month or so (might of even been on a stream) mentioned a possible re-balance to Karborundum while also not being fillable in the VAB again. Is this still being considered or was the idea abandoned? Also - is there a config option for this so I can stop tempting myself getting easy Karborundum from the VAB? Don't might if the default is allowable - I just need to stop eating this delicious chocolate covered Karborundum and I can't stop myself! I DID found a @DStaal February post here referencing that restricting Karborundum was in place at one point and then removed for various reasons, but this was a few months older than the post I was thinking of. -
[1.11.+] ESLD Jump Beacons Revived (1.4.0)
cyberKerb replied to Booots's topic in KSP1 Mod Development
Just a question / suggestion to other users of this mod: I find the cost of the various techboxes a little "low", in that by the time I get to having the funds for a Beacon network, I really don't care about the cost of the various techboxes as I usually slap one of each of the techboxes on a Beacon relay without any real regards to cost. Does anyone else feel the techboxes are a bit cheap and don't really limit what you end up putting on a ship in a career game? I'm tempted to try out a little MM file to mod my cfg files with an extra one (maybe two) zeros on the cost of each of the techbox add-ons. My rationale is that if they were so cheap, why bother having them as separate parts if there is no thought of putting 1 or all techboxs together with a beacon? Just wondering what people thought of the idea... Current Mod part costs: AM004-A Alignment Matrix (Velocity match) - 80,000 GMU44 Gravitational Mitigator (Lower in Gravity Well) - 50,000 Heisenkerb Compensator (Crew Transport) - 75,000 SCA-1 Superconducting Coil Array (Reduced jump cost) - 50,000 For reference here's the current costs of the existing beacon units: LB-10 - 250,000 LB-15 - 1,150,000 LB-100 - 2,200,000 -
[1.11.+] ESLD Jump Beacons Revived (1.4.0)
cyberKerb replied to Booots's topic in KSP1 Mod Development
Downloaded and opened up KSP 1.3 with the [1.3.0] Version 0.9.1a installed and it works now! That was probably just me looking at thing closely now - Another example: I never remember there being a post-jump predicted Orbit showing up in Map mode (I never thought to check) - but now I'm in the mode of "looking for issues" with the updated release, I finding all sorts of useful things this mod has that I never noticed. I checked this again in 1.3 and yep - The Beacon didn't shutdown when unloaded - even if they "should" shut down (I gave it a tiny amount of EC on the dark side of Kerbin and quickly switched out to the jump ship at Minmus) - The minimum powered beacon stayed active and available in the jump interface all through the night side of Kerbin even though it technically couldn't have if it was the focused/loaded vessel. Oh, while I'm at it - the "Initialize Beacon" button is still giving the confusing message "Electric Charge depleted. Beacon has shut down" when you try to initiate a beacon with plenty of EC and have no Karborundum. Would it be possible to have a catch for that situation and better descriptive message about no Karborundum? -
[1.11.+] ESLD Jump Beacons Revived (1.4.0)
cyberKerb replied to Booots's topic in KSP1 Mod Development
I tested it anyway against a fresh install of KSP1.3 and ESLD, however I get a KSP crash. The error.log says it was mono.dll due to an access violation. KSP 1.2.2 checked out fine - I think I see one change that might be new... (not 100% sure) When trying to jump to an active beacon - if the path to the beacon intersects with a gravity SOI, the button to jump is greyed out/disabled for that beacon in the Beacon Interface. If I click the greyed out button, I get a nice onscreen message saying the following for the two different situations: "Cannot Warp: Path of transfer passed too close to Minmus" when I'm behind Minmus and "Cannot Warp: Path of transfer intersect a high-gravity areas around Kerbin" when the destination beacon is behind Kerbin. Also checked @Jim Starluck issue with trying to activate a LB-15 beacon at the edge of the Minmus SOI and that now works in 1.2.2 with the new update. I can activate a LB-15 Beacon right up to the SOI of Minmus, Anything else to check? Oh and small suggestion - is there any way for an onscreen message to be displayed when an unloaded ship with an active Beacon shuts down due to insufficient EC? -
[1.11.+] ESLD Jump Beacons Revived (1.4.0)
cyberKerb replied to Booots's topic in KSP1 Mod Development
Post right above yours says this. -
[1.8.1 - 1.9.x] KerbalKomets - Add komets to your game!
cyberKerb replied to Angelo Kerman's topic in KSP1 Mod Releases
Wondering is someone could help my understanding on some specifics of this mod? a) Difficulty settings show a 1 in 10,000 chance of spawning a Komet. b) CFG file gives a 5% (default) chance of asteroid turning into Komet. What is the difference between these two settings? Is it meant that (a) is for Kerbol orbiting Komets and (b) for Kerbin passing Komets? Do these 2 setting effect each other or are they independent? Last question - I understand the game is still in alpha and functionality still being invented - (Other than Hyper edit over the fact) is there a way to randomize the "Long. of asc. node" for generated comets? Or is that a feature still to come? -
[1.11.+] ESLD Jump Beacons Revived (1.4.0)
cyberKerb replied to Booots's topic in KSP1 Mod Development
No need for the mod list or save file - I was only checking the craft you built and the two orbits you gave to ensure those parameters were fine. The craft around Kerbin you said was at 400k (altitude=400,000m) cannot initialise the beacon as it's too close to Kerbin. The LB15 needs at least 2,057km - ie altitude of 2,057,670m specifically with your craft (the one with the crew capsule) Having said that, you might of meant 4,000Km (4,000,000) which is roughly a third of a Mun orbit, then that should of been fine with a few caveats mentioned below. I kind of assumed there was a third ship you are using for the transfer - from your message it sounded like you have an antenna and you were able to at least open the Beacon interface, but nothing was there. Here's the items I usually troubleshoot when a beacon isn't showing up: Recheck you Kerbin beacon ship altitude - in the beacon Right-click interface, it should tell you the minimum altitude. Did you initialise ALL the beacons? Both the one around Kerbin AND the one around Minmus? - If not, beacon network wont work. If you DID initialise, recheck the Kerbin Beacon ship AGAIN. It might of turned off due to insufficient EC. (This one gets me from time to time due to lack of planning) I find that if you're close to the Beacon altitude limit for Kerbin, (2,057,670m for your ship) you'll need to pay specific attention to the available EC to ensure you have enough EC to last through the night-side period and keep the beacon powered. Note [1a] The more mass the Beacon ship has, the more EC it will need to stay on through the night. Note [1b] The closer you are to the planet / moon / whatever, you'll need even MOAR!! EC to last the night period. Note [1c] Karborundum is REALLY dense. Wiki reference Note [2] I checked your Kerbin Beacon ship. With that design, if your Karborundum storage was over about ~50% , it DOES run out of charge and the beacon shuts down. If you are using Hyper Edit to test this, only give the tanks the minimum amount. Depending on the size of the ship being jumped, it should be way less than 2 Karborundum to jump from Kerbin to Minmus In the map view, check line of sight from the Minmus Beacon to the Kerbin Beacon. Are either Minmus or Kerbin blocking it? Or close to blocking it? (If ever a Beacon doesn't show up, this is usually the problem for me) Note[] Just remember it's not just the planet that blocks the beacon, it's the gravity well. Best way to visualise that is to imagine if Kerbin took up the entire space of a 2,057K orbit - If the beacon goes behind THAT SOI then you're SOL until it becomes visible again on the other side of the orbit. More detailed information on Gravity limits and Transfer Paths is in the wiki from the designer Hope one of those items is the issue and helps. -
[1.11.+] ESLD Jump Beacons Revived (1.4.0)
cyberKerb replied to Booots's topic in KSP1 Mod Development
You can use dropbox or google drive or some other free file upload service. As for "what" to send, just send the two .craft files of the ships you are using. They should be located in your saves directory KSP_InstallDIR\saves\<savename>\Ships\VAB or KSP_InstallDIR\saves\<savename>\Ships\SPH -
[1.10.0] S.A.V.E - automatic backup system - 1.10.0-3173
cyberKerb replied to Nereid's topic in KSP1 Mod Releases
@Nereid - just wanted to send a little praise your way. This mod is awesome and put simply just WORKS! I submit as evidence that upon scanning the posts in this thread, it seems like most of the comments over the last few years are mostly "check in" comments about "does this work with xx.xx version of KSP" and it does. Huzzah to Nereid! -
[1.12.x] Hide Empty Tech Tree Nodes (for modded tech trees) v1.3.2
cyberKerb replied to ev0's topic in KSP1 Mod Releases
Thanks for the quick update - I can confirm the update works with KSP 1.3 no problem. Github is great for allowing people to download old mod versions all in a central location rather than hunt through expired forums links for a version they are trying to play with. I'd recommend put both the 1.22 and 1.3 versions of the mod on the OP for a little while. I've seen quite a few other mods get immediate requests for the older version of their mods the minute it gets changed to 1.3 on the OP. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
cyberKerb replied to K.Yeon's topic in KSP1 Mod Releases
Found a minor issue in that the part "j_sas" have a multiple ElectricCharge RESOURCE modules in the cfg file. (first is 300, other is 500) -
[1.12.x] Hide Empty Tech Tree Nodes (for modded tech trees) v1.3.2
cyberKerb replied to ev0's topic in KSP1 Mod Releases
This seems to have broken with the 1.3 update. -
List of Mods Compatible with KSP 1.3
cyberKerb replied to ArmoredReaper's topic in KSP1 Mods Discussions
looks like you can add the following by DMagic EVAStruts EVATransfer KerbNet Controller Flexible Docking Portrait Stats Celestial Body Science Editor and this mod by ev0 Hide Empty Tech Tree Nodes- 27 replies
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[1.11.+] ESLD Jump Beacons Revived (1.4.0)
cyberKerb replied to Booots's topic in KSP1 Mod Development
I think it should work based on what you've mentioned- If you can make the 2 craft files available I'll troubleshoot it for you. -
[1.8.x] Impact! - impact science and contracts -v1.8.0
cyberKerb replied to tomf's topic in KSP1 Mod Releases
I added a small low priority issue on github to request a rename of the Seismometer texture file (texture or.png) to remove the space in the file name. It still works, but it's causing an ERR in the log file when loaded. It will also require updating the references in the module and the cfg file. -
[1.11.+] ESLD Jump Beacons Revived (1.4.0)
cyberKerb replied to Booots's topic in KSP1 Mod Development
Hope this gets updated to support 1.3 I love using this in my career and trying to get the beacons as close as possible to the distant bodies. I can't live without it (I use MKS & LS so it helps for late game rescue missions) -
This is just from my testing - so I'm only saying this from experience of repeatedly trying various combinations over and over again. Also what you are calling "roll snap" is listed as "Port Roll" in my description below. Small size ports - 0 / "top" position: When you are looking a the small construction port, it has a line through the middle with solid dots either side. "Top" is when the dots are below the line. (Left port in image). Note: The right port is still set to angle 0 but positioned upside down. Medium and Large construction ports use the window to indicate orientation. All Left Ports are upright / All Right Ports are upside down Zoom in on small construction ports Left = Port is upright / Right = Port is upside down Using Port Roll (with Snap "on") If you are using Port Roll - please note there is "stock game restriction" that causes this to ALWAYS use angle 180 so they will connect when the ports are upside down from each other. (This info is noted in the wiki under Roll Force) Most people (myself included until I did a crap load of testing and reading) think that the Port Roll setting will simply rotate a port to the angle set in the ports Angle setting. Unfortunately this is not the case and you're forced into only two options with using Port Roll as it is currently coded. Either: Port Roll > 0 and conform to the 180 restriction OR Port Roll = 0 and have no roll force exist when docking the construction ports. If you want to have the roll assist with Port Roll set greater than 0, setup your ports to be upside down from each other AND use the following settings with both construction ports: - Set Snap = On on both construction ports - Angle = 180 on both construction ports (expected orientation of ports is upside down to each other) - Port Roll >= 1 on both construction ports (add more force for bigger parts) I'd be interested to hear if you get any success with these setting too.
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