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Thourion
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Everything posted by Thourion
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Im going to try, but im not sure its going to work, worth the try though. First and most important is to make a backup copy of the "persistent.sfs" file, place it somewhere else as well to avoid any accidental loss. Now after you open it, do a search for the word SCENARIO It should find some declerations followed by data inside brackets {}, not many like 3 or 4 cases of SCENARIO. You only need one, it has a "name =" line under it with the following value --> name = KethaneData What you want to do is to delete the entire contents from the start of that particular SCENARIO word, all the way down to the last " } " symbol up until a new declaration starts, for example either a new "SCENARIO { .." , or something else like "FLIGHTSTATE {" . Those usually have CAPS in their names, so using that along with the already nice formating of the code, you can distinguish what to delete. All the lines inside that you want to delete, are usually similar, and use familiar terms, so you should understand what they are doing. So you should start delete from: START DELETE FROM HERE --> [B]SCENARIO { name = KethaneData[/B] ... all the way until the next first CAPS declaration, example: Deposit = 14042217.5182226 } } } } [B]<-- ALL WAY UP TO HERE DELETE[/B] FLIGHTSTATE { version = 0.22.0 ... Hope i made sence lol.. ah and btw if you just remove the plugin, load the game, exit the game, and reinstall the plugin wont it reset itself? Anyway i hope i helped.
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From what i understand, the plugin reads the addModule.cfg file to add the parts you can use with the container (except those from the KAS mod themseleves who have this code already in their cfgs). Now without looking at the plugin code, from what you say i guess it only fetches the parts from that cfg and doesnt see if they are locked or unlocked yet.
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I just stoped playing and noticed that as well. Came back to reply in the thread but you got me Btw if you are already in flight but have a kerbal around, grab the box with him, and store it again, it will automatically place it in the proper node. @Sean: Well you could have a construction part that has nodes ok but has weird surface (or maybe lower poly sides), and you want to place the containers in place, instead of surface.
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Aye, this is one of the mods that is game changer. I had yesterday a somewhat fail of a mission on the Mun, and all of a sudden instead of doing something simple like bringing a replacement craft (got lots flying all over the place), i opted for doing crazy stuff with the "bucket full of loads" containers and the pipes. Started connecting crafts, adding random spare lights, RTG's and God knows what else. The fun i had totally outweighted the trouble i got myself in the first place -------------------------- Hmm i think they work just fine, at least for me. As for this, only advise to give is to make sure you got everything installed properly, all the 4 folders inside of the KAS folder, along with 3 .cfg files (2 + 1 for the module manager) there.
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I think im stuck with a concept problem. I made a big Sollar Panel station (about 26 big panels if im not mistaken) with a transmitter. A minor glitch is that sometimes you need to switch to another ship, or back to tracking, in order for the transmition to start, but anyway. The, i guess, design problem im having is when i add one plasma engine, along with 1 generator+1 reactor for the engine to work. While the station itself with the energy from the panels transmits about 380.MW , when the engine set is docked it can only transmit the 8xx.Mw im getting from the generator. So basically i thought it would transmit the one from the panels and either add the spare energy from the generator (for a total of 12xx.MW or so), or dont use nothing from the generator at all. Am i missing something in my design concept, or is it something with the mod functionality that can only work that way? Ah! and btw, now that you probably made some alterations to the animations of the rad panels etc, this time their animation starts from deployed (they are in the retracted "function" state though). Could that mess things up when you try to launch a ship covered in shrouds-struts or whatnot?. At least with the procedural fairings mod theres no problem, since they dont use a collider in the fairings themselves, and they just pass through .
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I on the other hand really like the transition from the intro to the main theme. With the guitars hard panned stretching the stereo field just right, and all the bass dynamics in the center like that. Also loved the breaking character OrtwinS mentions in the outro, really adds nice melodic touch to the finish, and imo its needed for a piece like this not to stay all the time in the same feel. Solid work with the drum sound as well.
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Im not sure if we talking about the same thing, cos its late and im tired , but did you check the already unlocked nodes in the tree again? They should display the small number icon indicating there are parts locked, where after you click the node you hit the unlock for each part on the right tab. At least thats what i did after installing this mod, cos i already had unlocked nodes.
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Im getting a few crashes, usually after returning on crafts from tracking station, that were in orbit. Im not 100% sure, but they all had radiator panels on them. Also at any time i switch a ship, the retract animation of the rad panels (same thing with the lab) play once and stops at the retracted state, no matter if i had them deployed when i left or not. And while this second problem, only seems to be a visual glitch, could it have some collider issues ? A few lines i could make out from the crash log are the following: (Filename: Line: 226) This collider has some illegal parameters. Choose 'Reset' in the component popup menu to fix it. (Filename: Line: 226) Look rotation viewing vector is zero (Filename: Line: 62) Invalid parameter because it was infinity or nan. Only thing i could dig up from the forum was for the "Look rotation viewing vector is zero" line. Link to the old thread here Sorry in advance if this was discussed somewhere before. EDIT: the above code part from the crash log, is located in the unpacking state of the particular craft i switch. It doesnt happen always though, so i cant constantly reproduce it. Clean 0.22 installation only this mod installed (along with mechjeb that i havent unlocked yet).
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Well i got a habit to always dock with appropriate allignment, much like the full station/craft i first build in the VAB. That habit came helpfull later on when ive used the APAS ports at some point. But here comes the kicker about your ports, not only they look good with the rest of the set, you even put the rotation thingy so i dont have to worry to much about misplacing the dock ports when im building the seperate station crafts with their launchers etc. Now ... the JEB kicker of course will be .. how on earth did you design the parts to toggle the dock mode for alowing EVA pass through. Meaning how the hatch doesnt get blocked, did you use a donut collider for the ports? Anyway i am somewhat busy and thats why i didnt searched to much for the answer myself. All that matters is the Thank You for the Update, and I will download/play first chance i get. EDIT: Seems busy doesnt meen much to Jeb that was shouting to just fire KSP up and see. Anyway i would like to add that without the fins colliding its perfect, because it reduces the need for extra parts, or even for VAB rotating the same parts, when building an already docked/connected craft to fly. And finnaly yeah ports work like a dream, even with just plain wheel buckets on Kerbin.
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Hmm i seem to have a problem with the dock port. I can set in action groups the "Undock Node" and the "Decouple Node" commands, but they dont respond in launch. And they dont appear on right click menu either. The standard "Decouple" command works in both AC's or right click. Anyone else has this, or did i mess around somewhere?
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[0.22.X] BobCat ind. Historical spacecraft thread
Thourion replied to BobCat's topic in KSP1 Mod Releases
A: Yeah thats because the probe doesnt have IVA view. And that also is true for any other manned part that doesnt have IVA. B: Hmm im pretty sure that without Romfs plugin, you wont be able to manipulate the arm. You might wanna check it though like with a BURAN on the runway after you remove the plugin, but yeah i dont think it will happen. Ah and yeah i was about to edit my post, to say about the Crew Manifest mod, but you got it first -
[0.22.X] BobCat ind. Historical spacecraft thread
Thourion replied to BobCat's topic in KSP1 Mod Releases
Well you used the Mir Probe, that is not included in the newest version. But yeah the old one had the wrong cfg value on it. All you need to do is add the following line: CrewCapacity = 0 (EDIT: Its case sensitive so type it exactly as here) Anywhere is fine, but i just put it under the // --- internal setup --- line. Now the problem is, this will fix the part only for any new launches. But im not sure that it will help you with the part that is already on a ship flying, since they tend to keep the values they had when you launch them. As for EVA, well here we have other problems. First of all i dont think you can EVA the crew out of the pod anyway, since it doesnt have an airlock, and secondly im not sure that the KAS plugin works atm, because Bobcats included version in the old packs isnt compatible. Dunno if you got an updated one from the respective thread, i didnt keep an eye on it so i dunno. So anyway, if you want to rescue the lads, i think only solution is to dock something with it, and bring the probe back for Recover mode. Ah and btw, just for reference, i always keep an eye on the new crew screen, just before i launch something, to make sure i dont get any crew where it shouldnt be. -
Silvester Industries (09/03/2013)Truck and magic box Update
Thourion replied to Silvester's topic in KSP1 Mod Releases
Well the style looks good, also it doesnt look similar to other mods.. soo i guess, like eurybaric said, if you could start making more parts of the same theme like maybe batteries/stacked RTGs, propulsion stuffs, controllable things Unmanned Pod/SAS-ReactionWheels etc, i think we got a winner pack right here -
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
Thourion replied to Normak's topic in KSP1 Mod Releases
And then --> model_N-1G_Engine_Hell.mu -
[0.22.X] BobCat ind. Historical spacecraft thread
Thourion replied to BobCat's topic in KSP1 Mod Releases
By the way, im sure you already know it though, but did you try to use the "Half Res" option for textures in the game? It does reduce the texture quality some, but its more notable for terrain imo, and the ability to have all the mods that i need without cuting parts is totally worth it. (Curently i got about 2 giga of mods+stock parts installed this way with no hickups) -
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
Thourion replied to Normak's topic in KSP1 Mod Releases
Yeah, but dont forget that he switched to PNG and it was better, up until the patch that messed png files so he had to go with TGA (dunno if thats still valid though). For example the "Soyuz_U_Third_stage" part is now 5mb, when with png it was 1.8mb So ok i agree mbm's are not ok, but i dont think tga will help much either memory wise. -
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
Thourion replied to Normak's topic in KSP1 Mod Releases
Well yeah, i made a multiport frankestein craft, hyperedit it in orbit, and then i took lots of smaller ones with 1 port each. Any and all combinations worked, moded and stock ports as long as they were size1. Including the more "weird" looking ones, like bobcat's Orion port, or Laz's big Dragon ring port. APAS though only worked with itself. When getin near any other port it doesnt even magnetize... My only guesses are collider issues in the model itself, or something weird in the cfg, like the node coords or something. -
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
Thourion replied to Normak's topic in KSP1 Mod Releases
Well that was of course the first thing i wanted to check, but thats the weird thing, it already is a size1 -
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
Thourion replied to Normak's topic in KSP1 Mod Releases
Sorry to bring this up again CBBP, i remember beign discussed some time ago, but dont remember what was the outcome lol... Anyways, are you going to make the APAS port to be compatible with anything else? Or you going to leave it docking with itself only? -
Thanks for the update Absolution. It looks great, and all the good stuff for only 11mb in parts size, makes it a must-have mod