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Everything posted by Starwaster
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In example #1 you're combining a , with a | which is the same as saying AND OR which isn't logically possible. Example #2, you can't chain HAS like that. There are some instances where you can do that kind of chaining where you're checking for a node using HAS and then checking if that node contains another node or field using HAS. Try this instead: @PART[…]:HAS[#author[foo]|#author[bar]]:AFTER[baz] { … }
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[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Starwaster replied to Nils277's topic in KSP1 Mod Releases
NP. And, just to explain this a little, I'm thinking that this might be because of something happening at runtime when you enter the editor OR when you try to place a part. An error at the wrong time there could prevent a PartModule from initializing part of its code or even smash the parts list of the editor itself.... -
Heat Pumps v1.3.0 for Real Fuels - May 1, 2017
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
It's not really affected by it to any appreciable degree.- 125 replies
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Starwaster replied to K.Yeon's topic in KSP1 Mod Releases
I do but I've been busy coding simultaneous changes to Heat Pumps and Real Fuels.... simultaneously. (interdependent changes) Haven't had a chance to do anything else. -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Starwaster replied to Nils277's topic in KSP1 Mod Releases
No, that NEEDS[Pathfinder] isn't going to do anything if Pathfinder isn't there, unless there's a config somewhere that says FOR[Pathfinder] (there isn't one in your installation) I have a suggestion. Please post another log AFTER running the game and loading up a save (or starting a new game, doesn't matter which) and take it all the way through to the editor. Place down the part you're having trouble with and then quit KSP. Then post the log. -
There are several factors involved with ignition limits; (self destruction shouldn't be a factor here) Resource replenishment on the engine/motor. (this would be replacement of spark plugs or replenishment of hypergolic ignitors) Resource replenishment in the tanks. (pressurants such as gaseous helium used to re-pressurize the tank) Refurbishment of the rocket motor itself. The first two require as much time as it takes to supply any other part with resources. The last one (refurbishment) would probably be months but could also be whatever KCT devs arbitrarily decide that it is. It should be however long any other engine is that they don't have to reset ignitions on.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
I'm not going to feel comfortable troubleshooting this until KJR has had an official (non-dev) update. Last update was five months ago for KSP 1.2. Sorry -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Starwaster replied to Raptor831's topic in KSP1 Mod Releases
Nope, found the problem and fixed it. It's a Real Fuels problem so the fix will be in the next update of RF. -
AFAIK the issue is fixed in the dev build but hasn't been released yet
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Heat Pumps v1.3.0 for Real Fuels - May 1, 2017
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
All releases are here: https://github.com/Starwaster/HeatPump/releases I haven't taken down any older ones.- 125 replies
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Heat Pumps v1.3.0 for Real Fuels - May 1, 2017
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
I haven't tested it with KSP 1.1.3 and can't guarantee that it would. Might if 1.1.3 supports Part.AddSkinThermalFlux but I don't remember when that function was added. And actually I think some fields were renamed in one of the KSP updates and that could also cause incompatibility.- 125 replies
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Starwaster replied to Raptor831's topic in KSP1 Mod Releases
@AeroGav Although I have seen this happen fairly often, now that I've stuck some debug code in I can't seem to find a craft that this happens reliably on. Do you have a craft file that you see this on a lot that you can share with me? Preferably with stock parts Edit: I see what overheat bar you're talking about now. sorry I thought you were talking about the stock one. Edit #2: Ok, so I found a craft where I can reproduce this reliably and it only happens if the engine/booster is decoupled while it is NOT firing. Even on a freshly spawned craft on the pad. If it is currently firing when decoupled it will not explode even after it runs out of fuel. Decoupled after firing and empty and it explodes... -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Starwaster replied to Raptor831's topic in KSP1 Mod Releases
The overheat bar is a stock only thing and is affected only by the stock KSP part temperature. SolverEngines (and its RF derivative, SolverRF) maintain a separate temperature which is what is spiking when the engine decouples. The two temperatures (stock part.temperature and modded engine temperature) are separate things and track separately. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Starwaster replied to Raptor831's topic in KSP1 Mod Releases
That's a SolverEngines bug. SolverEngines is used by ModuleEnginesRF. We're aware of it but the precise cause has not been found yet. All I can offer is the following workaround: Under the KSP cheats section, enable 'Ignore Max Temp'. SolverEngines checks for that cheat and will not destroy engines if it is enabled. The downside is that you will probably get your log spammed with NullRefs until the cheat is disabled so that the engine can go ahead and destroy itself. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
Ok, here it is: FAR Compatibility Update (Real Chute version 1.4.2) Changes: FAR compatibility update. Addresses changes to FARAeroUtil.GetCurrentDensity() Bring RC chutes in line with stock contract changes. (hopefully prevent impossible chute contracts from being generated by the contract system) I can't guarantee that that second item will prevent impossible chute contracts: That's the stock system at work. I used the values from the stock chutes so presumably it should work. Whatever contracts the stock ones are capable of having generated is what you'll get. https://github.com/StupidChris/RealChute/releases/tag/v1.4.2.0 @stupid_chris if you'd do the honors of updating the front page? -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
Yup sorry, had it fixed but got caught up in other mods that I'm involved in. I'm working on getting an update pushed out for RC today. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
Just having a larger sized stack part or being able to resize to 3.75 isn't going to let you have fewer chutes. If a dozen 2.5m parts is what it takes you to land that part then it'll still take you a dozen 3.75m parts.... there are limits as to how large the chute itself can be. If you reach that limit and still can't land it then more chutes is just what you have to do. -
Do you know if KCT defines any sort of game event for refurbishment / reconstruction?
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[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Starwaster replied to Nils277's topic in KSP1 Mod Releases
Aren't players going to be less likely to read the info than the description, rather than more? -
Or just the first post really... (KSC Switcher)
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[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Starwaster replied to Nils277's topic in KSP1 Mod Releases
I had that thought too. That gives it more visibility than if it were to be added into the info panel and that's the only other way you'd get that information conveyed to you as a player. At least in the editor. -
No, it is meant to be used as a heat shield. But if your aerodynamic center is too far forward of your center of mass then you're going to flip. And I'm not sure I adjusted either when I was rescaling it.