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BananaDealer

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Posts posted by BananaDealer

  1. 14 minutes ago, Zorg said:

    Well we hope you will find plenty of other nicer antennas! 

    Re Remote tech they need configs, several people have suggested they might contribute configs but so far we havent had a pull request. Since none of the authors use RT, we are relying on the community to submit a compatibility update. If anyone does it would be much appreciated.

    tenor.gif

    I'll give it a shot if/when I get some time on my hands...

    I used to have a massive MM plug-in file for just that sort of thing... Might be able to find it and repurpose it...

  2. Me: *Sees BDB has a massive update* Whohoo!
    Me: *Sees notes that some parts have been deprecated* Oh boy...
    Me: *Sees further notes that deprecated parts will be deleted in future updates and remembering that one nifty little antenna I use for passive comms on pretty much all my craft* Oh no...

    Welp, I guess I should start the evacuations...

    P.S: Are the new versions of your antennae good for RemoteTech, or do you need them to make a compatibility update?

  3. 2 minutes ago, Lisias said:

    It's a pitty nobody fixed it yet, but I'm going to tackle down these ones too on the Companion Program. Check that page now and then, I'm publishing things as they are done (and they get done as time allows! :P )

    It apparently got split into several sub-mods, which are getting updates, but it looks like it evolved into parts packs for stock-alikes of smaller/vaguer programs (like the Indian, Chinese and Japanese launchers and such)... Not exactly what I'm looking for. Anyway - thank you again!

  4. On 8/23/2020 at 6:31 PM, Lisias said:

    It's Contares double patching NFC:

    
    [LOG 23:15:56.180] Applying update Contares/Patches/CONTARES_TweakScale/@PART[truss-octo-*] to NearFutureConstruction/Parts/Truss/truss-octo/truss-octo-01.cfg/PART[truss-octo-01]
    [....]
    [LOG 23:16:18.007] Applying update TweakScale/patches/NF/NFC_TweakScale/@PART[truss-octo-01] to NearFutureConstruction/Parts/Truss/truss-octo/truss-octo-01.cfg/PART[truss-octo-01]

    As a matter of fact, it's the exact same problem that bite you almost exactly one year ago. :) And the fix is still the same.

    The proper fix would be to fix Contares, but since until this moment nobody bored to fix it, I think I will have to handle this the harsh way.

    Please install the latest TweakScale Companion for Near Future. It will fix your problem for good (at least, until someone else decides to stomp on its toes - but by then... :) ) . The Compantion for NF is a complete rewrite from scratch for every patch for every NF add'on, double checked and following the TweakScale guidelines. Unless I did some mistake (and I think any eventual one would be already reported), it is the way to go from now. And, of course, if adds patches to all current NF parts (without loosing support fot the legacy ones when needed).

    In a way or another, backup everything before applying it (just in case).

     

    Thank you!

    On 8/23/2020 at 6:56 PM, TranceaddicT said:

    If there is one thing that ticks me off more than anything here, it's this:  people put in ZERO effort to find a solution for their situation.

    I guess sorry for not remembering I had a problem a year ago, or what it stemmed from (which, in that case was a different mod), or how to fix it...

    In any case, Contares removed (it was a deprecated mod anyway) and Companion applied... lets see if it works.

     

    Edit: Whooo! No more "Show-stopper" errors! Still got 17 "normal"(?) errors, but at least it's not "EXIT THE GAME AND SEEK HELP NOW, OR BOB GETS IT!" anymore (poor Bob...).

  5. OK. So it's apparently some sort of bug with the VAB, rather than *only* a visual issue. The VAB creates a "ghost" copy of whatever craft I'm launching and puts it at 90 degrees to the pad...

    vqe52lg.png?1

    Also, when I try to launch the same satellite, with its' original lifter, from the OP, and then return to VAB - it loads up the subassembly from the Upper Stage, instead the relative craft file...

  6. OK. So due to an unrelated issue with my previous save and Tantares' latest update, I decided to start a-new.

    First launch, launching a satellite into geo-sync orbit, everything's fine in the VAB...

    And then this happens... I call him Jeff.

    WMyjXAz.png?1

    P67tGRv.png?1

    nVrWJio.png?1

     

    Anyway, the serious part:

    Apparently, the game has decided to spawn a weird "ghost" asset of one of my subassemblies (specifically of a Centaur-derivative Upper Stage), used in the featured craft. It's "inactive" - i.e not part of the actual vessel and not a vessel itself, but partially interactable, as in I can highlight its' constituent parts. For some reason, the RCS thrusters at the lower part of the "ghost" follower appear active, though it doesn't actually move.

    Jeff likes to tag along for whatever you're doing, but keeps his distance. He's also persistent between game reloads and active vessels...

  7. 2 hours ago, Beale said:

    Hmmm, this is frustrating - all the legacy parts were backwards compatbile right until I hidden them, and now it seems to be causing issues.
    I thought techHidden makes them invisible but still accessible, but now I am concerned exactly what it does. :/

    Yup... I have no idea why simply replacing the relative part configs with the ones from v20 wouldn't fix the issue, which is why I'm thinking it's a save file issue...

  8. Hey @Beale, whenever I update to the latest/"final" version of Tantares, my craft files (and active vessels) start missing the following parts:
     

    Tantares.RCS.5.E
    Tantares.RCS.4
    Tantares.RCS.3
    Tantares.RCS.2
    Tantares.RCS.2.E
    Tantares.MOE.2

    I'm assuming those are the different RCS ports, which leads me to ask - were they (and if so, why) removed, or just renamed, and how can I reinstate them?

    Edit: Version 20 works fine, but I can't find the parts under its folder. At least not by searching for the above lines...

    Edit 2: After some manual searching, I found what should match the above tags, only with the "Soyuz" prefix (i.e - Soyuz.RCS.5.E), under the Soyuz\DEPRECATED folder. Any idea what I can do to make them compatible again? Like, can I just rename the part config files? Worst case scenario, of course, is that I'd have to evacuate and then nuke every conflicting active vessel I have on my save, which regrettably is most of my crewed vehicles, including the Munar Base/Outpost and supporting Station I've been working on for the better part of the last 3-4 months...

    Edit 3:

    OK. So after some testing, the following doesn't work:

    • Tried removing the "TechHidden = True" from the part config files and editing their "category = " line accordingly.
    • Tried reinstating the part config files from version 20 into the Soyuz/DEPRECATED folder, replacing the original ones.
    • Tried changing the "name = " line of each part's config file to match the above quoted lines.

    I'm starting to think the issue is with the save file itself and how the vessels are compiled, which would mean this would be way harder to remedy than initially thought... Plan 239Pu: Evacuate & Nuke is now in an active planning phase, though I'm not giving up yet...

  9. Congrats, Beale! This has been one of my favourite mods and a staple to every one of my career runs. Can't wait for your next project!

    As an aside, do you have any plans of adding RemoteTech support for your antennae/dishes? In the past, I relied on my own MM fork to add the necessary modules, until I lost the file in a Windows re-install. I can re-make it, given time, but I'd love a more "in-house" option.

  10. Nanners,

    Thanks for the screenshots! Alright if I put a couple in the OP?

    On your two bugs-

    1) I could not figure out how to get the emmissives on the verniers to work. Apparently fxOffset doesn't work anymore, and the thrustTransform needs to be somewhat far back in order to rotate properly.

    2) Yeah I missed that when I was testing for release, or rather, I saw it but forgot to add it to my todo list, thus thought I was go for release when I wasn't. It will be fixed in the next update.

    What does your ranger 2 look like? :)

    That's why they're here. I've still to actually start putting them up on my playthrough thread, so you got dibs...

    Ranger Two, as per the rest of my game so far, is much like the NASA Ranger 2. The only difference being that it carries a hard-lander probe for some contractual obligations, along with an Altimetry scanner.

  11. Built a (very inefficient) rocket to place a small coms sat in geo-stationary orbit. Inefficient as in I had to put 4 large radiators arrays in the main engine to prevent it from exploding, still mechjeb had to reduce the thrust to about 40 percent, to get into a 75km orbit. Then I raised the AP and circularized in several steps until getting to the desired orbit.

    Suggestions for a better design? I have AIES and KW Rocketry.

    Pictures would help...

  12. I'm willing to bet 20 Funds on it being DistantObjectEnhancement, if you have that installed. Version 1.6.3 (current) fixes a lot of these 'spare flares'.

    Well, I have the latest version of DOE, so it probably isn't that (if that bug was fixed)... Plus, it doesn't look like a flare, more like a misplaced texture...

  13. So last night I encountered... Something... Not quite sure what though...

    Here's a picture.

    Z98T3TU.png

    It shows up now and again on multiple crafts/launches. It appears to be some sort of rendering/particle nonsense since it's not a part that just fell off. It's not a texture either... It just... floats there with the vessel for awhile... Like some sort of weird, alien space dolphin...

  14. As promised, here's some pictures of my first Atlas-Centaur launch.

    Javascript is disabled. View full album

    Standard configuration Atlas-SLV3 with the new booster and sustainer engines, separation of the half-stage was at the standard altitude of 24km. The Centaur upper stage was in the "Medium" configuration- main tank plus a half-tank and two engines. For consecutive launches, we may move to orange tanks. Fairings are hard-shells taken from the AIES mod, along with SAS units for both the main and upper stages.

    As a side note- I noticed that the emissives on the radial engines may be overlapping with the nozzles. Also, the Centaur decoupler kinda wobbles somewhat on vessel load and may end up slightly crooked. Nothing that causes problems, it's just the right amount of offset to be noticeable.

  15. Yeah, that's probably what happened...

    Anywho, problem solved! Great mod. I'll get you some pictures of my forthcoming Atlas-Centaur-SLV3 launch when I get to it.

    As for another Gemini lookalike, we have the Corvus 1.25m version from Orionkermin and Beale's take on Gemini in his Tantares mod. Plus there's always FASA, so I think we're good. You can make your own, sure, and we'll probably love it but I think maybe focus on satellites and launch vehicles, since that's where you started.

  16. Oh really? I didn't know GN did that; I don't have time to play much anymore :P That sounds really cool though!

    The Atlas parts are placed to try and give you a tier of 1.875m parts before 2.5m, and then eventually mature 1.875m rockets (Titan, etc) in the early 2.5m node. I may look into placing them back a bit. In all honesty the stock tech tree (which unfortunately I have to balance against) is fairly cramped in the early game - I would want it to be twice as big if I could, so that there was time to develop early rockets more. Eventually there will also be a tier of 1.5m rockets (Thor) in the node before Atlas, which should help some. Unless your concern was just wanting an Atlas/Mercury early, in which case I'm not sure what to do about that. It's hard to balance, well, balance, with historical progression.

    :3

    But where do I find your Atlas main stage (this: http://i.imgur.com/tGPVBwW.png)? The Muo engine and orange tank is your take on Atlas V, which I've yet to reach, historically.

    My concern is that I've already unlocked the SM-65 version of the Atlas rocket from the OMSK mod and want to start launching Atlas-Centaur. OMSK has it's own line of Atlas-Centaur parts, which I will be using, I just want yours as well. You know, for variety, among other things (like yours being of better graphical fidelity)...

    Edit: Sigh... I just checked my folder against a freshly downloaded zip of your mod... Guess I didn't update properly...

  17. Thank you! Does everything work with New Horizons? I haven't had a chance to test but that's my fav planet pack.

    Will tell you when I reach it... I'm playing with Galactic Neighbourhood, which has planet packs spawn in other systems, so it'll be awhile. So far, so great though.

    One small caveat- maybe have the base Atlas parts available sooner in the tech tree.

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