Jump to content

jfjohnny5

Members
  • Posts

    215
  • Joined

  • Last visited

Everything posted by jfjohnny5

  1. Is it possible to define in which direction the Swing Arms swing when activated via staging? The arms decouple and swing away if I activate them in the staging order, but I can't control which way they move. I've tried setting "Toggle Arm <Direction>" via the Action Group for "Staging", but that doesn't seem to do anything. I can "Toggle Arm <Direction>" via a numbered Action Group, but I liked the previous behavior where I could fire up the engines and swing the arms just by hitting Spacebar for that first stage (which technically still works, but it's not so great when a swing arm is attached to the side of the spacecraft, and then tries to swing "through" the vehicle).
  2. Hard to say... I have Kerbalism installed, as I mentioned. I also have kOS - which integrates with CommNet, but I don't think it touches antenna ranges. As for mods that might touch the Tracking Station in some way, I'm using Kerbal Construction Time. I'm also using Strategia - which has Custom Barn Kit as a dependency. That's really it as far as mods that might touch antenna or transmission range stats. Oh, and I verified that the base game settings for antenna range are at defaults (no range modifier applied to DSN, etc).
  3. One other little thing that seems odd: The .1875 Engine Plate (from Making History) unlocks at Tier 3 Basic Construction. However the .125 Engine Plate (from ReStock Plus) unlocks two tiers later, at Advanced Construction. Not sure if you intended for the smaller plate to be unlocked earlier, or maybe for both of them to unlock later. Not a big deal really. The current order is just a bit counterintuitive. Really is a great mod though! Thanks for your work!
  4. Created a config for CryoEngines. @theonegalen Not sure how to add it directly to Github (sorry), so here's a Dropbox link: https://www.dropbox.com/s/ubxvyq1knv95kd0/CryoEngines.cfg
  5. Not sure if this is new or if I'm just now noticing, but there seems to be an issue with adjusting results based on Tracking Station level. I'm in a Kerbalism Career save and my Tracking Station is currently at level 2. However, the calculator is showing results as though the Tracking Station is still only Level 1. For example, it's telling me a Communotron 16 will only achieve 10.4% signal strength at Minmus - range 47Mm. That antenna should have a range of 158.1Mm with a L2 DSN. Even with the way Kerbalism models data rate falloff that should still be plenty. To test it, I loaded the craft directly into orbit of Minmus using KRASH and sure enough - 80% signal strength, not 10%. Looked to see if there are settings or something I'm missing, but couldn't find any.
  6. @ValiZockt Huzzah! I think you've solved it!! I'm going to keep your version installed and keep testing to see if any parts don't respond properly, but after my initial testing your fix seems to have done the trick. Thanks so much for your help!
  7. I'm getting a crash on trying to load the VAB. I can't be certain it's NearFutureLaunchVehicles causing it, but the last two entries in my player.log file before the crash are: (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Couldn't find loaded texture at path: NearFutureLaunchVehicles/Patches/CBP/icons/5mSelected (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Couldn't find loaded texture at path: NearFutureLaunchVehicles/Patches/CBP/icons/7_5mSelected In trying to navigate to that folder, I found that there is no "CBP" folder.
  8. @ValiZockt I had such high hopes that would work. Sadly, it didn't... I tried adding the patch exactly as you wrote it. I also tried using an individual entry for each part (instead of a comma-separated list). The same System.ArgumentException error you pointed out was still present in the log, and KRnD still didn't work. I then tried adding all 5 of those tube parts to the Restock PatchDisabler.cfg file and KRnD still didn't work. The error is still in the log file, but I know that Restock skipped the parts as I no longer have the Orange variants in the VAB; only the stock variants. There's something else that is incompatible, and I'm having a really hard time trying to run it down. Here's the full error entry from my log: [ERR 08:44:37.515] [KRnD] Awake(): System.ArgumentException: An item with the same key has already been added. Key: Medium at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x000c1] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at KRnD.KRnD.getVariants (Part part) [0x00070] in <c3c5f99852404d74b80f1fed7bbae96f>:0 at KRnD.PartStats..ctor (Part part) [0x00022] in <c3c5f99852404d74b80f1fed7bbae96f>:0 at KRnD.KRnD.Awake () [0x003c0] in <c3c5f99852404d74b80f1fed7bbae96f>:0 (Unrelated to my KRnD issue - your Kerbalism Kompanion Kalkulator is awesome!)
  9. Well I've just spent more hours than I care to admit trying to track down the source of the problem (also reported by others) that causes the KRnD window to be blank even when selecting parts. I feel I can confidently say it's an incompatibility with ReStock. However, I was unable to get it to work by removing the two configs mentioned above; or a whole host of other combinations of config removal. I tried to determine which specific parts were causing the issue, but I had to give up. It *does* consistently work with ReStock version 1.0.3 though. So something was changed between that version and the latest; though I suspect the problem (whether the same or different) started with ReStock version 1.1.0, but I threw in the towel on trying to track it down. If there's a way to address the issue(s) without a lot of work, great. If not, the main page should probably be updated to indicate that ReStock and KRnD are incompatible.
  10. Not sure if this is a known issue when using this with 1.9.1 (I know Restock and Restock+ aren't officially updated for it yet), but some parts seem to just be missing. So far I can't find the Ursa or the Caravel engines. I used my testing instance where I have zero other mods installed - just Restock, Restock+, and Module Manager. I started up a brand new Sandbox game, and neither of those engines are listed. Other parts are, but at least those two aren't. I checked my Career save, and they're both listed in the tech tree, but again, not available in the VAB. EDIT: I'm an idiot. Just saw the spoiler text on page 1 that says they're disabled if using Making History... not sure why they show up in the tech tree though.
  11. So here's an odd bug. This morning I updated Kerbal RnD to the 1.16.0.4 version. Now, anytime my Kerbals go on EVA, they... explode. I enabled cheats and enabled "Ignore Max Temperature." Upon EVA I can now see a Kerbal on EVA is automatically full red. I removed Kerbal RnD, and all is normal again. I've got a bunch of mods installed, but it was definitively the switch to the latest version of RnD causing this behavior to manifest. It was working fine for me as of around 5pm CST yesterday.
  12. For anyone else struggling with this, I figured it out. It turns out this functionality isn't part of USI Core. I made (what I thought was a logical) assumption that since USI Core included all the Kontainers that it would also include a basic implementation of Scavenging - so that you could resupply Life Support without all that cumbersome connecting of vessels on the surface. My assumption was wrong. Logistics and Scavenging require the full MKS mod.
  13. I can't figure out why these supplies aren't transferring. I set the Homeworld radius to 0 so that even Kerbals on Kerbin would need supplies. That part is working (as the four in this test base are all starving). I'm using USI Life Support and USI Core (for the logistics containers), and of course then USI Tools as well. The base has a logistics container with 0 supplies. I created a rover and put a logistics container on there with 600 supplies. The UI indicates "0 vessels sharing within 150m" but the rover is all of 2m away. Even after a full day of time warp, nothing is transferring. A picture (or two) is worth a thousand words: https://imgur.com/a/Xu0cQ3d
  14. Looks like I'm getting a similar error: [ERR 20:32:01.217] Exception handling event onVesselRecovered in class EventListeners:System.NullReferenceException: Object reference not set to an instance of an object at ScrapYard.InventoryPart..ctor (.ProtoPartSnapshot originPartSnapshot) [0x00000] in <filename unknown>:0 at ScrapYard.EventListeners.VesselRecovered (.ProtoVessel vessel, Boolean someBool) [0x00000] in <filename unknown>:0 at EventData`2[ProtoVessel,System.Boolean].Fire (.ProtoVessel data0, Boolean data1) [0x00000] in <filename unknown>:0 [EXC 20:32:01.219] NullReferenceException: Object reference not set to an instance of an object ScrapYard.InventoryPart..ctor (.ProtoPartSnapshot originPartSnapshot) ScrapYard.EventListeners.VesselRecovered (.ProtoVessel vessel, Boolean someBool) EventData`2[ProtoVessel,System.Boolean].Fire (.ProtoVessel data0, Boolean data1) UnityEngine.Debug:LogException(Exception) EventData`2:Fire(ProtoVessel, Boolean) VesselRetrieval:recoverVessel(Vessel) VesselRetrieval:recoverVessels() <OnLevelLoaded>c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ScrapYard ver. 1.1.0.107 KCT ver. 1.4.0.69 Stage Recovery ver. 1.8.0 EDIT: It's odd. I can go so far as to construct a rocket, do it's Rollout, followed by a Rollback, then Scrap it - and the parts show up in the ScrapYard inventory. However, if I Recover a vessel, the parts don't show up, and I see the above error in the logs.
  15. Hope you don't mind me sharing this, @theonegalen This bit of code can be added to any of the existing .cfg files in ..\Kerbal Space Program\GameData\Galen\UBM_Extended\TechTree in order to put the 4 science experiments from Sounding Rockets back into the 'start' tech node. Just copy and paste this into any one of the files (or make a new one with a .cfg extension) using a basic text editor. // Moves the 4 science experiments from 'Sounding Rockets' back to the 'start' tech node @PART[SR_Payload_01]:NEEDS[UmbraSpaceIndustries,!SETIctt,!SETItechtree,!ETT,!OpenTree,!RP-0]:AFTER[UnmannedBeforeManned] { @TechRequired = start } @PART[SR_Payload_02]:NEEDS[UmbraSpaceIndustries,!SETIctt,!SETItechtree,!ETT,!OpenTree,!RP-0]:AFTER[UnmannedBeforeManned] { @TechRequired = start } @PART[SR_Payload_03]:NEEDS[UmbraSpaceIndustries,!SETIctt,!SETItechtree,!ETT,!OpenTree,!RP-0]:AFTER[UnmannedBeforeManned] { @TechRequired = start } @PART[SR_Payload_04]:NEEDS[UmbraSpaceIndustries,!SETIctt,!SETItechtree,!ETT,!OpenTree,!RP-0]:AFTER[UnmannedBeforeManned] { @TechRequired = start }
  16. Hey @Papa_Joe great to see you're taking on the task of keeping this mod up-to-date! It's such a subtle, but awesome enhancement to KSP visuals. I noticed you said you don't use CKAN personally, but do you plan to continue keeping PlanetShine registered with CKAN?
  17. Wait a minute... all those tickets have the same serial number!! Is someone selling counterfeit Hype Train tickets?!?
  18. That's what I meant - "official" 64-bit support. Thanks for confirming! Super excited!!
  19. I remember seeing dev talk of this when 1.1 was first announced, and admittedly I haven't read every DevNote Tuesday since then, but I can't say I've seen mention of 64-bit support in recent posts. I understand Unity 5 has better 64-bit support, but it would still be up to Squad to implement it. I'm hoping I can use more mods with 1.1 - especially with the performance increases that have been hinted at. Has there been any confirmation that 64-bit support is coming with 1.1?
  20. Updated mod to version 1.3.3 * Updated for KSP 1.0.4 * Added Heat Conduction settings to part config
  21. No, anything behind the // is a comment. It's ignored by the game. In both cases it's just documenting that the previous value was 3400, but the current config is set for 2400. Regardless, the K2 config doesn't affect parachutes, as you discovered in your further testing.
  22. I've been out of town, and I'm heading out again in a couple days. I haven't had a chance to see if the capsule was really "affected" by the latest patch. I would think the tweaks to reentry heating might warrant some CFG adjustments on my part. If anyone has any feedback on how the K2 is performing in 1.0.4 (or 1.0.3 really) it would definitely help me focus my attention where its needed and update as quickly as possible.
  23. That should work. I'm actually making a retro ring. Do you happen to know how to disable a module from staging? I took a look at the CFG documentation on the wiki, but didn't see anything.
  24. Is it possible to have one part with multiple staging functions? Specifically, can I have a part that has an integrated Solid Rocket Engine AND a Decoupler?
×
×
  • Create New...