Morgan
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Posts posted by Morgan
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Could you describe where that goes?
create a text file, copy and paste the code into it, rename the file to "whateveryoulike.cfg" and place it the KSP folder.
And you need the Module Manager.
So, Are you saying this is a patch to update the Mk4 to 1.0.2?yep! But just the attach nodes. Just tested it and it looks good so far.
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Ok, I solved my problem with the MM Patch (filename was to long).
This fixes the attach nodes:
@PART[mk4nose]
{
@node_stack_bottom = 0.0, -0.1029968, 0.0, 0.0, -1.0, 0.0, 1
}
@PART[mk4cockpit]
{
@TechRequired = heavyAerodynamics
@node_stack_bottom = 0.0, -1.655971, 0.00, 0.0, -1.0, 0.0, 3
}
@PART[mk4crew-1]
{
@node_stack_bottom = 0.0, -1.070255, 0.00, 0.0, -1.0, 0.0, 3
}
@PART[mk4drone-1]
{
@node_stack_bottom = 0.0, -0.1362425, 0.00, 0.0, -1.0, 0.0, 3
}
@PART[mk4cargo-1]
{
@node_stack_bottom = 0.0, -1.070835, 0.00, 0.0, -1.0, 0.0, 3
}
@PART[mk4cargo-2]
{
@node_stack_bottom = 0.0, -3.236155, 0.00, 0.0, -1.0, 0.0, 3
@node_stack_bottom2 = 0.0, -3.236155, 0.00, 0.0, -1.0, 0.0, 3
}
@PART[mk4cargo-tail-1]
{
@node_stack_bottom = 0.0, -1.057139, 0.00, 0.0, -1.0, 0.0, 3
}
@PART[mk4scimitar]
{
@node_stack_bottom = 0.0,-0.8541491, 0.0, 0.0, -1.0, 0.0, 1
}
@PART[mk4adapter-1]
{
@node_stack_bottom = 0.0, -1.071142, 0.00, 0.0, -1.0, 0.0, 3
}
@PART[mk4adapter-2]
{
@node_stack_bottom = 0.0, -1.071142, 0.00, 0.0, -1.0, 0.0, 3
}
@PART[mk4fuselage-1]
{
@node_stack_bottom = 0.0, -1.070255, 0.00, 0.0, -1.0, 0.0, 3
}
@PART[mk4fuselage-lfo-1]
{
@node_stack_bottom = 0.0, -1.071142, 0.00, 0.0, -1.0, 0.0, 3
}
@PART[mk4fuselage-2]
{
@node_stack_bottom = 0.0, -3.224699, 0.00, 0.0, -1.0, 0.0, 3
}
@PART[mk4fuselage-lfo-2]
{
@node_stack_bottom = 0.0, -3.224699, 0.00, 0.0, -1.0, 0.0, 3
}
@PART[mk4mono-1]
{
@node_stack_bottom = 0.0, -0.5355678, 0.00, 0.0, -1.0, 0.0, 3
}
@PART[mk4tail-1]
{
@node_stack_bottom = 0.0, -1.071142, 0.00, 0.0, -1.0, 0.0, 3
}
@PART[mk4tail-2]
{
@node_stack_bottom = 0.0, -1.655971, 0.00, 0.0, -1.0, 0.0, 3
}
@PART[mk4pod-1]
{
@node_stack_bottom01 = 0.6215577, -2.638397, 0.00, 0.0, -1.0, 0.0, 1
@node_stack_bottom02 = -0.6215577, -2.638397, 0.00, 0.0, -1.0, 0.0, 1
}
@PART[mk4pod-2]
{
@node_stack_bottom01 = 0.0, -2.638397, 0.00, 0.0, -1.0, 0.0, 1
@node_stack_bottom02 = 1.234182, -2.638397, 0.00, 0.0, -1.0, 0.0, 1
@node_stack_bottom03 = -1.234182, -2.638397, 0.00, 0.0, -1.0, 0.0, 1
}
@PART[mk4nose-docking]
{
@node_stack_bottom = 0.0, 0.0828281, 0.0, 0.0, -1.0, 0.0, 1
}
@PART[mk4intake-radial-2]
{
@node_stack_bottom01 = 0.0, -1.462815, 0.2439967, 0.0, -1.0, 0.0,1
} -
I tried making my own MM compatibilty patch to get it working but somethings wrong with the attachnode of the docking nosecone and the cockpit.
Anyone got it working?
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The game freezes during loading (I have KIS installed)
v1.1.4? Had the same problem while loading "KAS_CPort1", cuz my KIS wasnt up to date.
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It works in 1.01 and the cores haven't changed in 1.0.2 so it should work fine.
Morgan, what version do you have and where did you download it?
Ah sorry, 1.0.90.2 sneaked in somehow.
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Does anybody know if this works in 1.0.2?
Nope, the attachnodes of the cores are twisted (at least for me)
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its LLLs, Thank you!
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Hi!
I used to have mod with such parts but I cant remember its name. It was possible to turn on/off the lights in the window.
Anyone know this mod?
Thx
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Several grab, release, grab, release, grab, release, grab, release, grab, release, grab, release, grab, release, grab, release, grab
NICE!
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Edit3: I successfully grabbed a large tank several times and released it. The pivot functionality was broken and did crash the module. After a release, the crashed module was unable to dock again. I'll rekease teh update soon.
I hope thats it! Cuz after more testing, my debug log shows nothing.
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The problem may be very simple "under the hood". It feels like a "dirty flag" being set when contact is first made, but not being "cleaned up" when contact is broken.
Sense, it makes.
Please keep me posted. The grabbers seem to be problematic in general. I wonder what it takes to make my own grabber plugin.OK, I tried several things now after I gave up last night.
- Launched a new ship, same config etc., NO Kraken this time.
- Grabbed a roid, success.
- Quicksave
- Released, repositioned and grab attemp again. Only bumping.
- Restart of computer.
- Released, repositioned and grab attemp again. Only bumping.
- Quickload
- Release
- Quicksave
- Restart of computer.
- Repositioned and grab attemp again. Only bumping.
- Back to VAB
- Swapped 2.5m Claw for NASA Grabber
- Arm, approach, grab, success.
- Release, disarm, arm, approach, grab, success.
- Release, approach, grab, success.
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Does quicksaving and reloading help?
No but constantly pushing into the roid made it. It took 4-5 seconds for the grabber to attach.
I dont know if its of interest but now I got repeadtly attacked by the "Ghost Kraken" when launching the same construction from KSC.
I will try to replicate the Kraken attack tomorrow and also try it without the 25m Grabber attached.
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got bugged
The 2.5m Claw isnt grabbing after releasing and repositioning. It just bumps on the roid and nothing happens.
Looks like its not properly resetting after release.
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@PART[sensorGammaRaySpectrometer]
{
MODULE
{
name = SCANsat
sensorType = 64
resourceType = 21
fov = 10
min_alt = 5000
max_alt = 500000
best_alt = 100000
scanName = Uranium Scan
power = 0.4
}
MODULE
{
name = SCANsat
sensorType = 64
resourceType = 22
fov = 10
min_alt = 5000
max_alt = 500000
best_alt = 100000
scanName = Thorium Scan
power = 0.4
}
MODULE
{
name = SCANsat
sensorType = 64
resourceType = 23
fov = 10
min_alt = 5000
max_alt = 500000
best_alt = 100000
scanName = Alumina Scan
power = 0.4
}
}And how does the Kethane one look like?
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Are the people who are seeing this using both Kethane and ORS resources? Does it happen right away when opening the big map, or only after changing things in the settings menu?
BigMap Bug right after install and yes, Kethane! And I can reproduce it, clicking Kethane is the fix (not "reset window position" as I mentioned before)
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Yes. I ran into this bug today. This is a pretty serious one, but it's intermittent. Restarting KSP seems to sometimes get rid of it.
It seems the 'big map' button in the toolbar will open/close a variety of windows. Earlier, my game was such that clicking the Big Map button opened/closed two BOSS (Screenshot) windows AND the SCANsat Instruments window.
The problem seems to be in SCANui.gui_show(). I'll take a look. DMagic: can you also take a look?
In my output_log.txt, I am seeing lots and lots of this:
[MechJeb2] Adding button for Vessel_Info
(Filename: /BuildAgent/work/d3d49558e4d408f4/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)
Unpacking Scanner 3
(Filename: /BuildAgent/work/d3d49558e4d408f4/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)
ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1[System.String].get_Item (Int32 index) [0x00000] in <filename unknown>:0
at SCANsat.SCANui.gui_show () [0x00000] in <filename unknown>:0
at (wrapper delegate-invoke) Callback:invoke_void__this__ ()
at RenderingManager.OnGUI () [0x00000] in <filename unknown>:0
(Filename: Line: 4294967295)
ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1[System.String].get_Item (Int32 index) [0x00000] in <filename unknown>:0
at SCANsat.SCANui.gui_show () [0x00000] in <filename unknown>:0
at (wrapper delegate-invoke) Callback:invoke_void__this__ ()
at RenderingManager.OnGUI () [0x00000] in <filename unknown>:0
(Filename: Line: 4294967295)I talked to blizzy78 and he suggests that it really is in gui_show and is probably not toolbar related.
Resetting Window Positions fixed it in my career savegame, but not in my sandbox one.
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Hi techi, great job!
But sadly I ran into 2 bugs with 7.0.
1st: No BigMap
(No idea why)
2nd:
(maybe a problem with one of the visual mods, testing it now)
Edit1:
Ok, these bugs belong together. The navball thingy reappears if I "close" the invisible Big Map.
Edit2:
Same goes for Settings and Instrument Windows of the Small Map. They disappear if I try to open the Big Map.
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holy cow! This mod is gettting better and better!
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Yup, got MCE installed.
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Hi!
Title says all and ForumSearch/Google couldnt help. I created a part and this happend.
Any ideas?
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omg and I thought it was just "scale", "rescaleFactor" works.
Thank you!
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Probably a dumb question but "scale = x.xx" has no effect, what am I doing wrong?
I did it before (older KSP version) and it worked. Added "scale = 0.25" under asset parameters, ingame old size.
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scrolling through the first post..... ********
(compliment to this mod, busted by language filter)
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wow! just wow!
What top 10 (or less) mods couldn't you do without?
in KSP1 Mods Discussions
Posted
KIS+KAS
TAC LS
ScanSat
InfernalRobotics
Kerbal Alarm Clock
Universal Storage
MechJeb
Adjustable Landiggear
DMagic Orbital Science