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civilwargeeky

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Everything posted by civilwargeeky

  1. So what you're saying is, that if KIS/KAS is enabled, that my mod could add a "spare wheel" and a "toolkit" part so that lower level engineers could fix wheels? Hmm... That could work. I feel that a "spare wheel" would be difficult to implement, as I wouldn't want to have just a generic "spare wheel", but I also am not skilled enough with modeling to extract the wheel textures and procedurally make a wheel... I think that the "toolkit" idea is a pretty good idea though. So if you have a rover and lower level engineers, you have to pack enough repair kits for your needs. I think I will try and work on that! Thanks for downloading! If I misunderstood, or you have any ideas for the spare wheel, let me know!
  2. Haha! Those pictures are great. I can see the influence. Well, you were right! I did some more digging and wheels can indeed break. Its just the limits are insanely high It took me a while to figure out how to set up the dev environment again, but once I did it was pretty simple to update the mod. Squad actually made it easier by unifying wheels and landing legs destruction. So I have gone ahead and updated the mod for KSP 1.2.2 then. Have fun out there with your rovers! Download from Spaceport, CKAN, or Github. All are updated.
  3. So, I was able to check into updating the mod today, and I am still unable to break wheels/landing legs. Can you show me some evidence (pictures, video, etc.) that wheels are still breaking? Like, I took some landing legs 100 m/s into the side of a mountain and they were fine. Similarly, wheels crashing 75 m/s into the Mun were the only parts of the ship still standing. I think I will still try to update the mod to practice C#, but if there is no reason for the mod to exist in 1.2, I don't think I will try and hurry very much
  4. Ah! So the 1.2 has breakable wheels again? No, I don't believe this mod will work with 1.2, as they completely overhauled wheels in 1.1, changing all the code. I will unfortunately not be able to code an update until friday at the earliest, but on Friday I will look into updating this if its needed Thanks for letting me know!
  5. Hello! I have used the old mod extensively, and got back into Kerbal Space Program with 1.1.3 and I just wanted to let you know that Contract Filter does not work Contract Configurator 1.15.5. I'm not sure why, but I hope you can find out why. Everything in the interface works, but when you hit "Start", nothing happens and no contracts are filtered. Edit: To test this further, I have gone into a completely stock 1.1.3 with only your mod installed, and it did nothing. I hit the button to bring up the configuration on the stock toolbar, went into admin building, said "edit all" and at least 20,000 advance. Then I hit close, save, run, and no contracts were removed, although it said "running". In the console the only messages were from your mod saving and going into various screens.
  6. Well, I'm finally back home and got around to testing out what had changed and what I needed to do to fix the mod for new versions and.... I couldn't break wheels. Like, I tried everything I could think of to break either wheels or landing gear, but everything I tried resulted in the wheels either exploding or deforming. I couldn't figure out *how* to get them to a "repairable" state. Like, I just landed a craft on its wheels at about 30m/s vertical, and more horizontal, and the wheels and craft were perfectly fine. Driving around at 80m/s on the Mun? No sweat. Landing legs landing at 25m/s just broke the engine they were supporting. Legs were fine... So in that case, I'm not sure this mod is really needed anymore. If you have some other use for which it is useful, let me know and I can go about fixing it, but otherwise I'm not sure its worth my time :\
  7. Ahh, yes this mod is indeed still alive. My finals end on Thursday, and then this mod will be my first coding project to work on this summer. Just be patient for a little while Also the wheel and gear system has changed in the new version of KSP, so it may take me a little while after that to figure out how to work with the new system. Thanks for the interest in my mod though!
  8. Hi! So I recently installed this mod with a minimal(ish) set of mods, and I noticed that the antenna range was much greater than what I was expecting. So I went into the config to change the values to match the pictrues shown in the OP. I read the README on github and it said to change the nominal range to what I wanted it to be in meters. At least for the small antenna, this produced a nominal range about 1000x what I wanted, so I figured maybe the nominal range is in km? So I took 3 zeroes off all the ranges. Now they make about 0 sense. In CFG: longAntenna nomialRange = 1500 mediumDishAntenna nomalRange = 30000 commDish nominalRange = 80000000 What resulted in my game: Communotron 16: Nominal Range to Kerbin: 32.6Mm Maximum Range to Kerbin: 92.1Mm Comms DTS-M1: Nominal Range to Kerbin: 146Mm Maximum Range to Kerbin: 346Mm Communotron 88-88: Nominal Range to Kerbin: 7521Mm Maximum Range to Kerbin: 25.3Gm I am very confused as to a) Where these numbers came from and b) What to do to get my desired ranges. Edit: Also, I am not using RemoteTech and am in a Science game Normal difficulty
  9. I second this question. How do you turn off cloud shadows?
  10. Hi! I've been using this mod for awhile now, and it has always been flawless (as far as I'm concerned ), but recently I downloaded the Kerbin on Fire Contract pack. Now, the first six targets were fine (though sometimes challenging), but the 7th target was in the mountains to the west of Kerbin. I figured I should go ahead and use some laser guided missiles, like I had for several other targets. However, these missiles refused to go to the designated target. They just went more or less straight ahead. I have no idea why they would suddenly stop working. Does the designator have some height limit? Was it aiming at the ground behind them? I'm not really sure. I have a video here to show exactly what had happened to me. If anyone knows whats going on, that would be great if you shared https://youtu.be/LY5hDfRWGBY
  11. Hey! I really love this pack and it makes me feel like I'm playing Ace Combat or something every time I load it up. A bug I noticed in the latest version is that, if you have targets you haven't visited yet, the log is spammed with "getObtAtUT result is NaN! and then the UT. If you can fix this spam it would be great! It would also be neat if you could add the features from the new BD Armory, but that's not as big of a deal.
  12. Hey! Thanks for the reminder. It actually didn't need to be updated, but I updated the .version file, recompiled, and updated CKAN with a 0.3.1 that didn't really change anything. Cheers mate! Hope everything is still working out there. It all works well for me
  13. Hey! You said that you were having trouble with the ships disappearing if they defeat the player because they are unloaded, but I recently found this mod. Hopefully you can work together with him or look at his code or whatever and get your code to just lock the aircraft after the go to spacecenter event has been fired!
  14. Aww. I can't get it to work Does this mod still work? I had the same issue as the last guy on page 8. I'd been wanting to try this mod out for awhile, and when I finally got around to it I can't use it
  15. Yeah I know that it's quite possible to get your three-star Kerbals by butting them in solar orbit then bringing them back (and is in fact what I did before I made this), but I feel it's needlessly tedious and unrealistic to do for the sole purpose of getting level three Kerbals.
  16. Just posted a new update! Version 0.3.0. After a nearly-botched munar mining mission, I re-discovered that landing legs can be broken, and also that they require a level-3 engineer... So I decided to fix that as well! Changelog and new file are in KerbalStuff/Github.
  17. Thanks so much! After a bit of messing around, I got your messing about I got my code to work properly. I don't really understand the reflection very well, so I just copied your first two methods wholesale. They do work fine though I discovered that I couldn't just have an object field for "hasInitialized" because apparently the object is copied on symmetry (or something?) because I got NREs when I used symmetry on the parts. And I couldn't not check because the game added the fields twice more on ship launch. Instead I just checked if the field was null before adding it. Then I used my own logic for the repair leg I had a couple of questions though. First, how did you know what methods I needed to implement? Those methods weren't in the generated declaration in Visual Studio, nor were they in the error message I got originally. Second, how do you know what messages to call in "SendMessage"? Is there a list somewhere? Also along with this , what does RequireReceiver/DontRequireReceiver do in the SendMessage? Anyways, thanks for all the help!
  18. Hi! Basically I'm trying to replace the stock ModuleLandingLeg to be my "ModuleFixedLeg" with everything exactly the same, except that I replace the repair functionality with my own (where I can change the engineer level required to fix it). Basically, to start off I made public class ModuleFixedLeg: ModuleLandingLeg { } and in my module manager config, I have @PART[*]:HAS[@MODULE[ModuleLandingLeg]]:AFTER[EngineerLevelFixer] { @MODULE[ModuleLandingLeg] { @name=ModuleFixedLeg } } So when I load the code, I go into the VAB, and try to select a Landing Leg, I get the following error in the KSP.log [EXC 20:42:18.764] NullReferenceException: Object reference not set to an instance of an object ModuleLandingLeg.AnimationInitialState () ModuleLandingLeg.InitialSetup () ModuleLandingLeg.OnInitialize () Part.InitializeModules () EditorLogic.SpawnPart (.AvailablePart partInfo) EditorLogic.OnPartListIconTap (.AvailablePart p) EditorPartList.TapIcon (.AvailablePart part) EditorPartIcon.OnTap () EditorPartIcon.MouseInput (.POINTER_INFO& ptr) UIButton.OnInput (.POINTER_INFO& ptr) AutoSpriteControlBase.OnInput (POINTER_INFO ptr) UIManager.DispatchHelper (.POINTER_INFO& curPtr, Int32 camIndex) UIManager.DispatchInput () UIManager.Update () UIManager.DidAnyPointerHitUI () VABCamera.Update () And that's it... I didn't change anything else. This method worked fine when I tried it with wheels. What do I need to change to make my code work/where can I look for an example of this working properly?
  19. Hi! This mod looks awesome, but I was wondering why it is not on CKAN. If there is a reason for this, then I understand that some developers don't want their mod on CKAN. Otherwise, I would be happy to write a pull request for you guys
  20. Ever wanted to play around with Rovers on the Mun or Minmus, but your broken rover wheels could only be fixed by a 3 Star Engineer? Well no longer! Now you don't have to go to Duna just to change a tire! Essentially, I made this mod because I hated that I couldn't play around on Rovers any time in the early game (I think they're fun, so I beeline to the wheels). So I went looking for a mod to fix this, and found none. So I decided to make Engineer Level Fixer! Basically I just made a fixed wheel module that can be manipulated by me (and through a config!) and then used ModuleManager to add the module to all existing wheels. Download (spacedock.info): http://spacedock.info/mod/205 Download (github): https://github.com/civilwargeeky/EngineerLevelFixer/releases Github: https://github.com/civilwargeeky/EngineerLevelFixer License: MIT
  21. Thanks so much! I figured out that one of the stored craft had the Kerbokatz AutoBalancing Landing Legs from before he integrated them with Module Manager. Thanks for letting me know what was up!
  22. Hi! I've been using this mod for awhile now and its been wonderful the whole time, until now. I've been updating some mods and now I can't open the "VAB" tab from the KSC to rollout or launch new crafts. I don't know why this is only happening now :\ When I click on the VAB tab, it just kind of collapses and then I have to click the KCT icon twice. Here is the output log of my ksp: https://drive.google.com/open?id=0B5KUW-DsarHXTVF6OE9xblA3MkE I took out about 1 MB of the message at the bottom. That message is what happens when I click the button.
  23. Hey just so you know, I think that the impact tolerance of the Mk3 Airliner Cockpit should be a little higher than 6m/s, considering the regular Mk3 is 60m/s. Awesome little mod though
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