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Everything posted by CoriW
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Unfortunately still can't seem to get rid of the ones I've already unlocked. Strange. Perhaps I'll just end up having to straight up delete the parts from GameData. Doing an MM patch is just seeming to be more trouble than it's worth at this point.
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Hey so I tried your code, and I've noticed something that I think has been throwing me off this whole time. It seems to be applying the patch correctly, but only removing the parts from the tech tree that I haven't yet unlocked.. However parts I have unlocked remain visible in the tech tree. Is that normal?
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Hello, I currently use the kOS mod and I've created a module manager config to add a kOS processor to all probe cores via these lines. @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[kOSProcessor],#CrewCapacity[0]]:NEEDS[kOS]:AFTER[kOS] { MODULE { name = kOSProcessor diskSpace = 60000 ECPerBytePerSecond = 0 ECPerInstruction = 0.000004 } } However I also want to remove the parts that come with the kOS mod from the Tech Tree and change their category to none so they do not appear at all in the VAB. I want to write a single check but can't for the life of me figure out the syntax to specify multiple parts names in one pass. The following are the two things I've tried and neither have worked successfully. @PART[*]:HAS[#name[Cherry?Light]|#name[KAL9000]|#name[KR-2042]|#name[kOSMachine0m]|#name[kOSMachine1m]|#name[kOSMachineRad]]:NEEDS[kOS]:AFTER[kOS] { @TechRequired = unassigned @category = none } @PART[Cherry?Light|KAL9000|KR-2042|kOSMachine0m|kOSMachine1m|kOSMachineRad]:NEEDS[kOS]:AFTER[kOS] { @TechRequired = unassigned @category = none } I'm sure I'm just missing some basic syntax thing, but all help is appreciated, thanks!
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Huh, well that's pretty neat. Any chance you got a screenshot of a sample of one of the vehicles on your website you could share? I'm intrigued, sounds like something I would do.
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What Is Your Naming Theme For Your Spacecraft?
CoriW replied to Hotdiggitydog's topic in KSP1 Discussion
Well, let's just say I may have gone a wee bit overboard with my naming conventions.. https://docs.google.com/spreadsheets/d/1k1e6h_RfTJQInkiYPNFhqC3RN0nc9CiEQn27r2UGDl8/edit?usp=sharing -
Hello, So there is one problem which I've always had while playing Kerbal Space Program, which is that I struggle to name my ships. Part of me wants to get all technical and put the name down as what the ship is intended to do or be used for and another part of me wants to think of a cool name to give it, though I struggle to come up with good ones most of the time so I tend to stick to more technical names. The problem then becomes when you get multi-role ships where the name field just isn't big enough to even begin to summarize all of it's functionality! How on earth would you possibly summarize "Interplanetary Scientific Exploration and Communication Lander Mark 7" into a name field.. While some names may fit, they end up becoming very large and cluttered. So recently, I've decided to come up with proper naming conventions for both ships / vessels, and launchers. This way I am able to summarize something like this for one of my heavy launchers.. "Stacked LF Stages, Five Engines, Four LF Boosters, Booster to Booster to Center Stack Crossfeed, 8000kN Maximum Combined Liftoff Thrust, Weight Capacity 80 Metric Tonnes, Version 7, Prototype 5, Identifier "Alpha"" into something much more condensed and easily readable, like this! "StL58-LF4RDi-XH80-VII.5 "Alpha"" How do you decipher the above you may ask... Well, I've created a little something to make creating ship and launcher names, as well as deciphering them, easy! https://docs.google.com/spreadsheets/d/1k1e6h_RfTJQInkiYPNFhqC3RN0nc9CiEQn27r2UGDl8/edit?usp=sharing Notice anything in there that I missed for possible ship types or launcher setups? Let me know. So anyways that's how I'm naming my ships, how do YOU name YOUR ships?
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[1.12.5] Grannus Expansion Pack [v1.2.8] [10 May 2022]
CoriW replied to OhioBob's topic in KSP1 Mod Releases
Quick question, now that KSP has updated to 1.7 and I currently load 150+ mods I'll have to wait awhile to actually upgrade to 1.7 until some of my more important mods are updated. So once GPP is updated, would it be possible to take the new scatterer configs from GPP / GEP and replace the old scatterer configs with them in the older version for 1.6.1 while using Scatterer 0.0540? -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
CoriW replied to nightingale's topic in KSP1 Mod Releases
Hey just wondering, did you ever figure out any solution for this? I just started having this issue today. Which is odd because my current career I've been playing for like a week and just started getting this issue now. -
Hello, normally I don't post about my creations, but I've just designed a lander that I am actually truly happy with the looks of (usually I'm kinda meh about a lot of my creations) and felt the need to share. (I will note that if you want to download this lander it requires Universal Storage 2, RLA Reborn, Dmagic Orbital Science, MSP-3000 Material Science Pod, and Near Future Construction, I'll link to all the threads at the end of this post.) This lander was designed and intended for landing on and returning to orbit from Ceti, which is the second moon of Gael from the GPP planet pack. Though I will note that this lander would also be completely capable of a Mun landing and return to orbit. It has been built with limited redundancy in mind if you use any part failure mods (for example I use Oh Scrap!) which is why this lander features 4 engines instead of just 2, I will note that positive TWR is easily achievable with only two of the four main engines. In terms of science, I built this during a career game so I don't have all of the experiments unlocked yet. However it would not be difficult to find room in one of the two science bays for other small experiments. Another thing this lander was designed with is that the upper science bay can be decoupled and docked to another vessel (of your design) in order to be returned to Gael (or Kerbin), currently it includes a one Mystery Goo and one Science Jr. Though I will note that the upper science bay does not have any method implemented for control or maneuvering, which means that once it has been decoupled it will have to be docked to by something else, so it is recommended that you use the lander itself to dock the upper science bay to your return vessel. The RCS is balanced for doing this to within 0.001 kNm. (with tanks full all the way down to empty) Once the upper science bay has been decoupled the RCS will not longer be balanced for docking maneuvers. Craft File: https://www.dropbox.com/s/c2x1v48b9mrrauw/Ceti UnM Lander.craft?dl=1 May I present the orthographic screenshots of the vessel courtesy of Kronal Vessel Viewer. Full Album (3 images): https://imgur.com/a/2fAHeNj Stats: Parts: 46 Mass: 1.043t Height: 1.8m Width: 1.3m Length: 2.1m DeltaV: 1470m/s TWR on Ceti (0.135g) 2 Engines Active: 1.75 (3.28) 4 Engines Active: 3.51 (6.55) Mods Used:
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Question, is it known if this works with planet packs such as GPP? I'm currently having an issue where I just went to Iota for the first time and Science Alert seemed to work fine for orbital science but upon landing it didn't say that any experiments were available, though the [x]Science Here and Now window did show the experiments.. Just want to see if this is a known thing or if I should start doing some testing to see what's causing it.
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Actually thank you, I couldnt figure out why I wasnt able to use Antenna Helper in flight and map views, then seen your question here asking about CommNet Constellation compatibility. That prompted me to remove CommNet Constellation to see if it fixed it.. You saved me from having to sift through 150 mods to find the problem. Thanks.
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[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
CoriW replied to severedsolo's topic in KSP1 Mod Releases
Hmm, that's a bit strange actually. Because in this save I use unmanned before manned and had literally just unlocked command pods, and have yet to even use a real live kerbal. I also have "missing kerbals respawn" off so I'm not really sure what would be going on there. That being said, I'll install your update and let you know if I come across the issue again or if it is indeed fixed. Thanks for the quick update btw. EDIT: Meant I use Probes Before Crew, not Unmanned Before Manned. Always get those two mixed up lol -
[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
CoriW replied to severedsolo's topic in KSP1 Mod Releases
@severedsolo Hey I was finally able to get that NRE that I mentioned awhile back. Here's a link. Warning there are I lot of mods so I'm unsure if it's a conflict yet or not but I'll give you the output_log for now just in case. https://www.dropbox.com/s/zgjygcrkhr7i5fs/output_log.txt?dl=1 EDIT: Easiest way to find the nullref is to do a find for " reputation: 'VesselLoss' ", there are 4 instances of this occurring. This appears to only be occurring when I have unmanned craft (usually separated stages with probe cores attached) are destroyed when not in focus (no testing done on if this happened when they are destroyed while in focus however) This is the actual NRE itself. Added -23.0649 (-23) reputation: 'VesselLoss'. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Exception handling event onKerbalStatusChange in class DeadKerbalPenaliser:System.NullReferenceException: Object reference not set to an instance of an object at MonthlyBudgets.DeadKerbalPenaliser.OnKerbalStatusChange (.ProtoCrewMember p, RosterStatus statusFrom, RosterStatus statusTo) [0x00000] in <filename unknown>:0 at EventData`3[ProtoCrewMember,ProtoCrewMember+RosterStatus,ProtoCrewMember+RosterStatus].Fire (.ProtoCrewMember data0, RosterStatus data1, RosterStatus data2) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) NullReferenceException: Object reference not set to an instance of an object at MonthlyBudgets.DeadKerbalPenaliser.OnKerbalStatusChange (.ProtoCrewMember p, RosterStatus statusFrom, RosterStatus statusTo) [0x00000] in <filename unknown>:0 at EventData`3[ProtoCrewMember,ProtoCrewMember+RosterStatus,ProtoCrewMember+RosterStatus].Fire (.ProtoCrewMember data0, RosterStatus data1, RosterStatus data2) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventData`3:Fire(ProtoCrewMember, RosterStatus, RosterStatus) ProtoCrewMember:set_rosterStatus(RosterStatus) ProtoCrewMember:Die() ProtoCrewMember:CheckRespawnTimer(Double, GameParameters) KerbalRoster:Init(Game) Game:Load() <Start>c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: Line: -1) EDIT: I decided to try turning off reputation loss from crewed vessel loss, though it appears that it continued to occur so I'm going to try turning off Kerbal Death reputation loss and see if that was the issue. If that doesn't work then I will try turning them both off. EDIT: Alright so I can confirm that the problem is fixed if I set "Per Kerbal Death Penalty" to 0. The NullRef still occurs but in the log it says it just takes 0 rep. -
Hey just figured I'd throw this out there to see if anyone knew whats up .. Apparently the Extrasolar thread has been locked at request of the OP, and the GitHub link is 404. Spacedock still appears to be up for the moment. It's really unfortunate because I literally just got Extrasolar working with GPP (there were incompatibilities regarding the clouds which I had to fix) and now not even 5 days later it appears Extrasolar is well ... Gone. Was really looking forward to using this mod, which I know I can still use it in 1.6.1 as I have a working install. But there will presumably be no more support or updates for the mod, and with it's ARR license, well that's it. @AndrewDrawsPrettyPictures Even though I just discovered your mod recently, I really did enjoy the idea of it and am in awe of the amazing work you had put into Extrasolar. Thank you for so much for sharing your creativity with the community and I wish you all the best in the future. I know that we are not entitled to any sort of explanation, as it was your creative work and you have every right to do whatever you want with it, so this may be a shot in the dark but my curiosity always gets the better of me so I'll ask anyways, what happened?
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Hey has anyone else noticed an issue with the terrain detail presets in the settings where when you first go into settings the slider just says "New Text" and then when you move the slider the options are "Low" "Default" "High" "High" "High" "High" "High" "High" and "High"? EDIT: I also see this issue with GPP as well on a different install.. Perhaps a Kopernicus issue? Just asking here for verification that it's not just me for some reason.
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kopernicus [1.6.0] Extrasolar v1.8.0 [12/21/18]
CoriW replied to Andi K.'s topic in KSP1 Mod Releases
I had downloaded the Extrasolar_Visuals, however still did not have any clouds. What I had found was happening in my game was that the Extrasolar Configs appeared to be trying to override the GPP configs and also modify the stock bodies (which didnt exist) which appeared to be causing the PQS Manager and EVE Cloud Renderer to throw NullReferenceExceptions. The solution was fairly straight forward. I deleted all of the files relating to AK and SVE as I dont use either of those, as well as all of the atmosphere configs as I use Scatterer which overrides those anyways. After that I removed the sections of the pqs and clouds configs that were attempting to modify bodies other than the bodies which extrasolar adds, while also specifying that Extrasolar configs only edit the PQS_MANAGER and EVE_CLOUDS nodes instead of trying to override them completely (Simply added @ infront of them). Lastly I went into the Scatterer configs (once again I deleted the files relating to AK and SVE and then changed the line "sunflares" to "@sunflares" while also removing the line "Item = Sun" which doing so appeared to fix some compatibility issues I was having with GPP and Extrasolar sunflares seeming to conflict. EDIT: If anyone is interested, here are the modifications I made to the configs, aside from of course as I stated deleting all files which had to do with atmospheres, as well as all compatibility patches with AK and SVE Download (Note: this download does not contain any textures or anything of that kind, only 3 modified cfg files.) -
kopernicus [1.6.0] Extrasolar v1.8.0 [12/21/18]
CoriW replied to Andi K.'s topic in KSP1 Mod Releases
Alright so I did some testing and found that EVE seems to be throwing exceptions when attempting to load both GPP and Extrasolar. EVE loads up fine when only using one of these mods, but not both. Here's the output log. https://www.dropbox.com/s/daroon81u7agtry/EVENullRef_GPP_Extrasolar.zip?dl=1 @AndrewDrawsPrettyPictures Just wondering if there would be anything you could do to fix this or if it's more of an EVE issue? This is the only planet pack I've had this issue with running alongside GPP, could it be something to do with one of the Extrasolar configs? EDIT: Fiddled with the configs myself to see what could be done.. Long story short it took me about 20 minutes to figure out a solution, I've successfully gotten GPP and Extrasolar to load together with clouds on all relevant planets. -
Hello I have a question regarding this mod and Tac Life Support. This mod has an optional background processing mod for electricity consumption on unfocused vessels, and TAC has the background resources mod for doing what I believe is the same thing.. So my question is if I should only have one of these installed because currently I have both? Also I've noticed that all of my probed that I've sent up (with 4 OX-STAT solar panels, orbiting Gael (GPP)) seem to have an issue where they all end up with 0 EC upon timewarping, it's like it doesn't seem to recognize that there are solar panels on them when the vessels are unfocused. That's what prompted the question of if the two background processing mods were conflicting or not. EDIT: Actually another question .. Is BackgroundProcessing compatible with the Kopernicus Solar Panel Module? EDIT: Alright so I did some testing and it does appear that with just background processing and Kopernicus installed (no additional planet mods or anything, just Kopernicus and it's dependencies) that background processing isn't compatible with Kopernicus. That's unfortunate as in my main install I use GPP / GEP .. Which means I need the Kopernicus Solar Panel module to get solar power from the star Grannus in GEP. At the same time I need Deep Freeze to even attempt getting Kerbals out to Grannus in the first place, else they'll just run out of life support and die.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
CoriW replied to Galileo's topic in KSP1 Mod Releases
Okay that's what I suspected, thanks for the quick reply.- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
CoriW replied to Galileo's topic in KSP1 Mod Releases
Quick question, Scatterer was just updated and it looks amazing.. But will GPP need some config updates for compatibility? Just want to know if I can update my scatterer or if I should hold off for now.- 7,371 replies
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[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
CoriW replied to severedsolo's topic in KSP1 Mod Releases
Well, I'm not sure if it'd be appropriate or not to post in this thread as this particular log doesn't appear to contain any NRE's relating to this mod.. But who knows there are so many errors in there that maybe there's something useful to learn from it. https://www.dropbox.com/s/iloz11sckhzzvfy/output_log.txt?dl=1 I do intend to eventually go through and see what all is conflicting and causing issues, but I dont really have a lot of time lately unfortunately. Edit: Really I've learned time and time again that installing 100+ mods all at once and hoping everything will just go smoothly is a dream that rarely if ever comes true. Lol -
[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
CoriW replied to severedsolo's topic in KSP1 Mod Releases
So .. Unfortunately I had re-launched the game since that happened last night so I don't have the log with the NRE in it.. That being said I just completely re-flew the mission from scratch trying to replicate it in my modded install (which is where it occurred the first time and it didn't seem to trigger .. Though I did discover NRE's from several other mods (Sigma Replacements, RecoveryController, Kerbal Engineer Redux, StageRecovery, Scatterer, Kopernicus, Waypoint Manager, Alternate Resource Panel, Deep Freeze, KSP-AVC) .. Looks like I'm going to have to just keep playing and hope the NRE presents itself again. The moment it does I will get the logs. -
[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
CoriW replied to severedsolo's topic in KSP1 Mod Releases
Will do as soon as I get home. -
[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
CoriW replied to severedsolo's topic in KSP1 Mod Releases
Not sure if anyone has encountered this or if its to do with a mod conflict, but last night I had a probe core on one of my upper stage boosters so that I could deorbit the booster after separation. All went well until the booster hit the atmosphere (vessel was not in focus) and the game destroyed it. When that happened I suddenly got a NullReferenceException and my reputation went down. I checked the log and as I thought, the NRE (which pointed at this mod) happened and my reputation went down 33 points. Unfortunately I'm at work as I type this, but later this evening when I'm home I'll install this mod on a clean game and do some testing, if I cant replicate the NRE without any other mods I'll do some batch testing to check for compatibility issues with my other 133 mods. Once I have the problem narrowed down I'll return with modlist, logs, and recreation steps.