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GavinZac

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Everything posted by GavinZac

  1. Can you make it so that when thrust limit is applied to RCS thrusters, it is applied immediately in the VAB, so that RCS Build Aid can see it and reflect it? http://forum.kerbalspaceprogram.com/threads/35996-0-23-RCS-Build-Aid-v0-4-4-New-average-center-of-mass-marker
  2. I'm aware of that, thanks, though it is just a translation. I meant that we may remove it entirely or replace it with something a little less out-of-universe.
  3. Ok, makes perfect sense. Cheers. In the mean time, if anyone else is having this problem, this makes it go away: @PART[B9_Cockpit_S2]{ !MODULE[ModuleRCS]{} }
  4. It's a .cfg file, but if you ask your browser to open it it will realise it is plain text, using MIME-type logic. Rather than saving it from inside your browser, right click the link it and save it, with it's extension intact. I'll go set my webserver to serve .cfg as downloadable only.
  5. Now that the mod is quite stable, can it stop spamming the log so much? It seems to load and reload the ribbons every scene change, which is fine, but I'm not sure the logs need to know about it any more.
  6. That was certainly the old way things were done. My conjecture on the method may be incorrect, but the end result should be the same: that is the behaviour that Squad has described (and I thought I observed, but something so subtle could be just placebo!)
  7. If you want to be a little less cheaty (I know, I know), you can add it to every antenna like so: @PART[*]:HAS[@MODULE[ModuleDataTransmitter]] { MODULE { name = TelemachusDataLink } MODULE { name = TelemachusPowerDrain powerConsumptionBase = 0.01 powerConsumptionIncrease = 0.02 } } (Requires Module Maanger, as always)
  8. I had a little mental bet with myself as to who would fix one of my 4 or 5 "NREs that arent actually causing anyone any problems" posts first today, and I knew it would be you. Thanks. I don't think any mod makes me geek-grin quite so much as having Telemachus on my phone at my desk while playing KSP. I did have a brain-dead moment the other day when, while circularising with the flight controls, I thought "wow, if the Hull cam is ever implemented, I won't even need a PC", then hung my head in shame as someone who used to lecture in IT.
  9. +1 For this, especially when using B9's S2 cockpit - surely the finest Spaceplane Cockpit, visually at least - which 'helpfully' has RCS built into one side of it, which causes everything to be off-centre. I can put its thrust down to 0 with TweakableEverything, but RCS BuildAid can't respond to it properly like it does with the engines, which is a pity.
  10. It shouldn't matter for most mods. By 'swapping' 'out' what do you mean? If a save game references a part that you've removed, it might cause issues.
  11. I get a lot of spam when entering any scene: Tac.AddLifeSupport[3909B000][330.12]: The LifeSupportModule is missing! (Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) Tac.AddLifeSupport[3909B000][330.12]: Error adding the Part Module (expected?): Object reference not set to an instance of an object at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at Part.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0 at Tac.AddLifeSupport.AddPartModule (.Part part) [0x00000] in <filename unknown>:0 I'm not sure what this error indicates, but it sure makes my out_put.log nice and big. I don't seem to be getting actual behaviour bugs but it's not encouraging in a 'deadly' mod!
  12. Small bug report (yes, if anyone has noticed, I'm trawling through my output_log trying to find what's causing a NRE): NullReferenceException: Object reference not set to an instance of an object at FlightGlobals.get_ActiveVessel () [0x00000] in <filename unknown>:0 at Telemachus.TelemachusBehaviour.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) PartLoader: Compiling Part This is right at the start while parts are still being imported into the game, so perhaps Telemachus is checking this too soon? It outputs this quite a few times so perhaps it would be best if it were caught, or prevented from being run so early.
  13. Sokar has made a config that matches all parts by their category and sticks them at the 'experimental' later stages of the relevant tech node, which is good as mods tend to be advanced parts. However, to just stick them all at the start, this should do: @PART[*]:HAS[~TechRequired]{ TechRequired = start entryCost = 0 }
  14. Quick 'bug' report, though I've seen no evidence of it causing problems other than log-spam: PartLoader: Compiling Part 'CactEye/Parts/tele_gui/part/tele_gui' (Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) NullReferenceException: Object reference not set to an instance of an object at CactEyeTelescope.TelescopeGuidance.OnDestroy () [0x00000] in <filename unknown>:0 UnityEngine.Object:DestroyImmediate(Object, Boolean) UnityEngine.Object:DestroyImmediate(Object) PartLoader:StripComponent(GameObject) PartLoader:CreatePartIcon(GameObject, Single&) PartLoader:ParsePart(UrlConfig, ConfigNode) :MoveNext() Seems like it's just an exception that needs to be caught in this rare circumstance.
  15. Another great mod idea, you're good at this. Little features that just straight up improve the game experience. I wonder would it be possible to adjust this in-flight? I'm not sure I'd want this all the time but it would be super to be able to boost the light a bit before a screenshot without having to use an EVA-ing Kerbal as a speedlight!
  16. I'm getting a NullReferenceException from SafeChute when the game loads up. Seems to happen just after TextureReplacer loads and just before ModuleManager loads. Maybe there should be a check that SafeChute isn't loading in non-flight related game scenes? Or at least catch the exception. Cheers, essentially mod idea. [TextureReplacer] Detected TextureCompressor, disabling texture compression (Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) [B]NullReferenceException: Object reference not set to an instance of an object at FlightGlobals.get_ActiveVessel () [0x00000] in <filename unknown>:0 at GenesisRage.SafeChuteModule.ListChutes () [0x00000] in <filename unknown>:0 at GenesisRage.SafeChuteModule.Start () [0x00000] in <filename unknown>:0 (Filename: Line: -1) [/B] FF: adding toolbar buttons (Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) [ModuleManager] Processing Node Switch.
  17. Doesn't seem to work for me, which makes me sad. Graphotron was what made KSP feel like science, before there was science. Here's what I'm getting (from ham's update): Non platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\Graphotron 2000\Plugins\olexlib.dll (this message is harmless) AssemblyLoader: Exception loading 'olexlib': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'olexlib.HybridRocketModule' from assembly 'olexlib, Version=1.0.5085.22723, Culture=neutral, PublicKeyToken=null'.
  18. This is super. I love the look of the little Kerbin Orbiter mod, but it's too 'premade' for my gameplay tastes. I hope I can get this working nicely with my own crafts!
  19. [conjecture] The stock nosecones now just have drag set as 0.1 instead of 0.2, which means that the front of the craft drags less than the back of the craft and the craft will stay orientated 'up' easier. There's no actual increased efficiency in 'penetrating' the soupy atmosphere, but the ship will fly a little easier. [/conjecture] And I'm happy about that. I'm playing with FAR at the moment, and it's a challenge. It's placing restrictions on my building that weren't there before. This is fine for me, 1000 hours of gameplay into KSP, but I don't think a newbie should have to worry so much about it.
  20. That would be ideal, but Squad have said they won't have tight Steam integration - no workshop, no cloud, no achievements. For whatever reason. Squad are supposedly redeveloping SpacePort but they've been saying that since last summer. Perhaps the new one will come with a mod manager. In the mean time, some of the mods are using callhomes to check if there are updates from their 'home' server.
  21. Read what the message tells you. You have to unlock the new parts in the Tech Tree, even if you've already researched the tech. You go to the tech tree, see the node that is already green ('bought'), and notice the little number on it similar to unresearched nodes. This means there are new parts to get in that tech tree. Click it, then click each individual part. It's unintuitive, but there is a message about it, and I assume Squad have a plan for it to do something later.
  22. The status thing seems to assume the worst, but won't kill the Kerbals, AFAIK. When you refocus the craft, it seems to do a quick check and recalculates the electricity (and everything else). I can't test this at the moment as I'm playing with Permadeath.
  23. Be careful, the game sometimes 'recovers' things from KSC. Certainly flags.
  24. AT 50-60 m/s you stand a good chance of not-dying. At 70m/s, there is a very good chance things will break. What happens is the physics dictate that even if the bags themselves survive, they aren't quite as bouncy as they should be (that would require a new model with 'suspension' points from the "lander leg", i.e. the ball squishing on impact.) As such, things inside still get quite a shock and many things will simply fall or break. This means you need to provision at least some RCS breaking for larger mun landings, or drogue parachutes on atmospheric parachutes. Obviously there's not much point in using them if you're sticking parachutes on them anyway, unless the atmosphere is really thin, or you're using Deadly Reentry and the parachutes aren't safe. Bottom line: these are useful, but only to a point, and you might kill someone. Yeah, this is some changes that took me at most an hour of testing (the hardest part being finding the non-standard wheelcollider in the horribly unreadable .mu model definition file), but the point is that it is out there now. It's not perfect, but it serves me, and might as well help other people. The part is very old, lacks a thread, and most people are probably not aware of its existence. I'm kind of hoping it provides a proof-of-interest for either Squad or the legends that are stupid_chris and sumghai to make newer, better, bouncier parts.
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