VPope
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Ship freaks out on reload
VPope replied to Manabender's topic in KSP1 Technical Support (PC, modded installs)
Ok, very interesting. I just had this problem show up after a sudden crash-to-desktop while things were going fine. When reloading my quicksave, the main engine had exhaust coming out the back AND the side, and the craft pretty much immediately pinged off into nowhere space, though the map view claimed it was still on its original orbit. Like many of you, I also have TweakScale installed, among several other things. So I pulled TweakScale out, restarted, loaded the same save, and hey... craft is fine. Very strange behavior! -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
VPope replied to sarbian's topic in KSP1 Mod Releases
Alright, working with parts with multiple modules is rather confusing or possibly incomplete. The page 1 instructions give three-ish methods for modifying multi-module parts, neither of which seem to be working. @PART[B9_Cockpit_MK2_Nosecone_ASAS]:Final { @description = LOLOLOLOLOLOLOL @mass = 0.4 @MODULE,0[ModuleScienceExperiment] // Seismic { @experimentActionName = SEISMIC } @MODULE,1[ModuleScienceExperiment] // Barometer { @experimentActionName = BAROMETRIC } @MODULE,2[ModuleScienceExperiment] // Gravity { @experimentActionName = GRAVITATION } @MODULE,3[ModuleScienceExperiment] // Temperature { @experimentActionName = THERMICS } } result: names of experiment actions are not changed (I just did this name change as a simple test to see if i could get the indexing working properly). but the earlier @description and @mass changes DO take effect @PART[B9_Cockpit_MK2_Nosecone_ASAS]:Final { @description = LOLOLOLOLOLOLOL @mass = 0.4 @MODULE[ModuleScienceExperiment,0] // Seismic { @experimentActionName = SEISMIC } @MODULE[ModuleScienceExperiment,1] // Barometer { @experimentActionName = BAROMETRIC } @MODULE[ModuleScienceExperiment,2] // Gravity { @experimentActionName = GRAVITATION } @MODULE[ModuleScienceExperiment,3] // Temperature { @experimentActionName = THERMICS } } Result: same as above, mass and description changes properly, experimentActionName remains the same This sounds like it is designed to work only if there is a "tag = foo" declared within the node. These parts are from another author's stuff, and they haven't included "tag = foo" on any parts. I was thinking I could just use MM to add the "tag" flag, but to do that, I somehow need to be able to modify individual subnodes again, which I obviously can't get working. Haaaaalp! Also, major awesome thanks for ModuleManager in the first place. Fantastic original work, fantastic extension to it, and I love what it lets us tweakery folks do! -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
VPope replied to sarbian's topic in KSP1 Mod Releases
Ah, I see. Thanks for the answer! is there a list of vanilla modules and their valid parameters, or a way to dig for that information myself? -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
VPope replied to sarbian's topic in KSP1 Mod Releases
I've been Playing around with MM as a way to refine modules for personal use. So far (after two days of derping) I've managed to successfully add mechjeb to all command modules. Now, I'd like to add an electric use cost for using the mechjeb module, just as the ar202 model it comes with by default has. My MM edit code: @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final { MODULE { name = MechJebCore RESOURCE { name = ElectricCharge rate = 0.005 } } } To me, this would make sense, adding an electric charge rate resource to the mechjebcore module i've added to the existing pods, but in practice, they don't use any electricity, even though they DO successfully have mechjeb added. The mechjeb part has electriccharge defined under MODULE name = CommandModule, and that definitely works (If I add the mechjeb PART to a command pod part, it uses electricity, but the pod itself without any mechjeb parts doesn't) is there some restriction on the TYPES of module names which can use resources? or is each part limited to one usage rate per resource? or am I just doing something dumb again? -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
VPope replied to JDP's topic in KSP1 Mod Releases
I was running some rover tests on Kerbin before launching them to the Mun, but I can't seem to get a signal to my rovers beyond a mere 2km. the rovers are equipped with remote control module and omnidirectional antenna from my command truck with a command module and at least one of every type of antenna and dish (which i even try pointing at the rover itself). the signal seems to work fine and i can control it with commands, but once it passes 2km distance from my command truck, it will lose connection soon. i'm assuming i'm just doing something dumb here... help?