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curiousepic

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Everything posted by curiousepic

  1. Perhaps there could be normal damage (skin heat) and armor piercing damage (internal heat)?
  2. Is there a good method to pick out launch windows such that it doesn't necessitate a long stay at the destination before there is a good return window?
  3. Is it intended/known issue that you can't see or toggle the biome overlay when you focus on other planets in map mode? Also, any further thoughts/progress on a low-res "unexplored body" overlay?
  4. Yes. Issue - Is it known/intended that with Filter Extensions, "Non-RO" parts are appearing in basically all tabs instead of only being confined to the Non-RO tab? - - - Updated - - - There is also future promise in how Solar Sail Navigator may spin off a general purpose long-burn navigation system.
  5. FYI, checking RO was not un-graying "go to changes". I noticed TweakableEverything was listed as a conflict for it, so I uninstalled that, and was able to install RO just fine. But I would have expected better visibility on the conflict?
  6. Just started up without the tutorial. I guess watching a ton of preview videos helped a bit >.>
  7. Another question - I'm upping the maxTargetingRange and maxEffectiveDistance of the laser beyond 5000 (currently 20000, my physics range - everything else seems to be working ok), but Guard mode will not use it unless something approaches to about 2000, even if it's the only weapon. Is that something hard-coded?
  8. I'm loving Modified Explosion Potential, been waiting for something like it for a long time. However, I think I've discovered an incompatibility with BDArmory (or possibly a general bug): occasionally something destroyed with a BDA weapon will repeatedly explode from overheating, indefinitely, both visually and in the F3 flight log.
  9. Note that access to the current EA is only $10, and you can upgrade any time.
  10. Early Access is now available! Loving it so far - really solid minus some known issues, and super exciting for the future.
  11. I've tried commenting out the references to any transforms, and "hasFireAnimation = false". There is no fireTransform in the cfg, is it implicit, and absolutely required? Also, any plans to (optionally) integrate stock heat with weapon overheating?
  12. Is a fixed laser possible? I'm trying to create a part that uses the Telescope model from Hullcam and the BahaTurret module from the ABL with tweaks (pitch/yaw 0), but it's not firing. Here's the cfg: PART{ // --- general parameters --- name = Fixed Laser module = Part author = Part: NovaSilisko, Mod: BahamutoD, hubbazoot // --- asset parameters --- mesh = model.mu scale = 0.1 specPower = 0.1 rimFalloff = 3 alphaCutoff = 0.5 rescaleFactor = 2.0 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z, size node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -2.0, 0.0, 0 // --- editor parameters --- TechRequired = precisionEngineering entryCost = 4900 cost = 500 category = Utility subcategory = 0 title = Fixed Laser manufacturer = Ordan Industrial in association with Bahamuto Dynamics description = Zot // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,0,0 // --- standard part parameters --- mass = 2 dragModelType = default maximum_drag = 0.6 minimum_drag = 0.6 angularDrag = 4 crashTolerance = 10 impactTolerance = 10 maxTemp = 4200 MODULE { name = MuMechModuleHullCameraZoom cameraName = Laser Sight cameraForward = 0, 1, 0 cameraUp = 0, 1, 0 cameraPosition = 0, 1.2, 0.00 cameraFoVMax = 60 cameraFoVMin = 0.5 } RESOURCE { name = Resolution amount = 1 maxAmount = 15 } MODULE { name = BOSS } MODULE { name = BahaTurret weaponType = laser laserDamage = 2000 ammoName = ElectricCharge requestResourceAmount = 4000 projectileColor = 100, 100, 255, 2 //RGBA 0-255 fireSoundPath = BDArmory/Parts/ABL/sounds/laser chargeSoundPath = BDArmory/Parts/ABL/sounds/charge overheatSoundPath = BDArmory/Parts/50CalTurret/sounds/turretOverheat //deployAnimName = deploy hasFireAnimation = false //fireAnimName = fireAnim spinDownAnimation = false yawTransformName = aimRotate pitchTransformName = aimPitch maxTargetingRange = 20000 // autoLockCapable = true minPitch = 0 maxPitch = 0 yawRange = 0 // rotationSpeed = 0.5 onlyFireInRange = false instakill = false maxHeat = 4200 heatPerShot = 400 heatLoss = 240 tracerStartWidth = 3 tracerEndWidth = 0.1 maxEffectiveDistance = 20000 } }
  13. A related question - if I want to create a new part that uses the model of a mod part that uses "mesh = model.mu", but not have my part.cfg in that mod's folder, how do I designate the mesh/model location? I tried "mesh = mod/path/model.mu" and mesh = mod/path/model", but in both cases the part doesn't appear in VAB. Does it have to become a model node in this case as well?
  14. Exactly. This is basically the main concern in space combat. It adds more depth to designing combat craft when you have to deal with thermal management. Something like Nertea's Heat Control parts would be essential. And greater efficiency convective cooling parts in atmosphere. Not to mention normal projectiles would be much cooler to fire. I'd like the option, at least.
  15. Any plans to integrate weapon overheating with stock heat? I'd love to have lasers create intense waste heat and need radiators to manage it in space.
  16. Weird, I'm getting the double Fuel Switch module issue yet again. This is after the updates to both Mk2Ex and CryoEngines. Last time, it seemed to resolve itself after restarting KSP, but I've tried that and it's still occurring. Here are the relevant lines from output_log: Config(@PART[*]:HAS[@RESOURCE[LiquidFuel],@RESOURCE[Oxidizer],!MODULE[InterstellarFuelSwitch],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines],!MODULE[FSfuelSwitch]]:NEEDS[!modularFuelTanks]:NEEDS[!RealFuels]) CryoEngines/Patches/CryoEnginesFuelTankSwitcher/@PART[*]:HAS[@RESOURCE[LiquidFuel],@RESOURCE[Oxidizer],!MODULE[InterstellarFuelSwitch],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines],!MODULE[FSfuelSwitch]]:NEEDS[!modularFuelTanks]:NEEDS[!RealFuels] ... Config(@PART[mk2_HypersonicNose]:HAS[!MODULE[FSfuelSwitch]]:HAS[!MODULE[InterstellarFuelSwitch]]:NEEDS[InterstellarFuelSwitch]) Mk2Expansion/Patches/Mk2X_FuelTankSwitch/@PART[mk2_HypersonicNose]:HAS[!MODULE[FSfuelSwitch]]:HAS[!MODULE[InterstellarFuelSwitch]]:NEEDS[InterstellarFuelSwitch] ... [ModuleManager] Applying node CryoEngines/Patches/CryoEnginesFuelTankSwitcher/@PART[*]:HAS[@RESOURCE[LiquidFuel],@RESOURCE[Oxidizer],!MODULE[InterstellarFuelSwitch],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines],!MODULE[FSfuelSwitch]]:NEEDS[!RealFuels] to Mk2Expansion/Parts/FuelTank/HypersonicNose/part/mk2_HypersonicNose ... [ModuleManager] Applying node Mk2Expansion/Patches/Mk2X_FuelTankSwitch/@PART[mk2_HypersonicNose]:HAS[!MODULE[FSfuelSwitch]]:HAS[!MODULE[InterstellarFuelSwitch]] to Mk2Expansion/Parts/FuelTank/HypersonicNose/part/mk2_HypersonicNose Are you sure that chained "HAS[!MODULE[FSfuelSwitch]]:HAS[!MODULE[interstellarFuelSwitch]]" is correct? Is anyone else using this mod and CryoEngines *not* getting this issue?
  17. As mentioned in my other posts, I'd like to be able to use a resource-bearing item from the seat inventory of a pod to transfer to the pod or another part of the vessel, which it doesn't seem I can do, at least using the method I am to hack on the cfgs. I'd like to be able to allow it for certain parts, or certain resources, specifically TACLS supplies. Sooo... is this not possible with the current system? (More info )
  18. Sorry - not sure what happened initially, but things seem to be behaving properly now, your patch is correct.
  19. I closed the registry.json properly, was able to get back into that install with CKAN, and after a refresh it looks like the registry has repaired itself. IIRC, CKAN hung at some point and I force-quit it, that may have caused the registry to get corrupted I guess?
  20. For no apparent reason, after updating to 1.6.20, I'm now getting an error preventing use of my current install: ************** Exception Text ************** Newtonsoft.Json.JsonReaderException: Unterminated string. Expected delimiter: ". Path 'installed_files.['GameData/AIES_Aerospace/Utility/AIESexpedLanding/landinglegc.mbm']', line 179367, position 62. at Newtonsoft.Json.JsonTextReader.ReadStringIntoBuffer(Char quote) at Newtonsoft.Json.JsonTextReader.ParseProperty() at Newtonsoft.Json.JsonTextReader.ReadInternal() at Newtonsoft.Json.JsonTextReader.Read() at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.PopulateDictionary(IDictionary dictionary, JsonReader reader, JsonDictionaryContract contract, JsonProperty containerProperty, String id) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateValueInternal(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.SetPropertyValue(JsonProperty property, JsonConverter propertyConverter, JsonContainerContract containerContract, JsonProperty containerProperty, JsonReader reader, Object target) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.PopulateObject(Object newObject, JsonReader reader, JsonObjectContract contract, JsonProperty member, String id) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateValueInternal(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue) at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.Deserialize(JsonReader reader, Type objectType, Boolean checkAdditionalContent) at Newtonsoft.Json.JsonSerializer.DeserializeInternal(JsonReader reader, Type objectType) at Newtonsoft.Json.JsonConvert.DeserializeObject(String value, Type type, JsonSerializerSettings settings) at Newtonsoft.Json.JsonConvert.DeserializeObject[T](String value, JsonSerializerSettings settings) at CKAN.RegistryManager.LoadOrCreate() at CKAN.RegistryManager..ctor(String path, KSP ksp) at CKAN.RegistryManager.Instance(KSP ksp) at CKAN.Main._UpdateModsList(Boolean repo_updated) at CKAN.Util.Invoke[T](T obj, Action action) at CKAN.Main.OnLoad(EventArgs e) at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible) at System.Windows.Forms.Control.CreateControl() at System.Windows.Forms.Control.WmShowWindow(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.Form.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) This appears after choosing an install, my mod list appears empty, and it appears again when attempting a refresh, which then fails. I manually deleted the AIESAerospace folder from GameData with no change. I tried running the CL version of ckan to attempt to remove the mod that way, but that seems to have its own issue -I tried multiple methods of setting the ksp directory but it keeps giving me "I don't know where KSP is installed". EDIT: After looking at the registry.json, it seems to terminate on the line "GameData/AIES_Aerospace/Utility/AIESexpedLanding/mod" in installed_files, so I guess I have a corrupted registry. What do?
  21. Sorry for the ambiguity, but I meant that the new version (1.3), as you pasted there, is still applying it after CryoEngines applies its patch, at least in my install.
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