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Nertea

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Everything posted by Nertea

  1. Not quite. In GameData there should be a file called ModuleManager.ConfigCache that I am interested in.
  2. Hmm. Something is breaking stuff. ModuleManager cache file please? This shows the state of the configs after all the patching is done.
  3. There is likely an incompatibility with this mod and the latest Kopernicus release (1.8.1). Please be patient - I have tested a fix, but need to verify it works with the latest release version.
  4. Probably need a log file to look into it further. Maybe also an indication of exactly what antenna you're using to test! Nah. Not to me, and I work with spacecraft ;).
  5. I don't have test results for anything larger than stock scale, so I don't know. Stock balance is garbage, can't do much. Does it make sense for the RGUs to have better properties than practically every probe in stock? For probe colours, there's a comprehensive album in the OP - check to see if they're like that. I'll check out the RND thing. Nuclear RCS is pretty silly. The throttle response rate would be low unless you had an entire support system to keep the reactor running for when you needed it. There's a reason that most prospective future ships still use chemical RCS.
  6. You can try dropping the module into the part config, and see what happens.
  7. NF eXploration 1.0.3 Fixed another localization issue with the VAB info display for ModuleDeployableReflector Changed the way antenna feeds are patched Fixed a localization error in the PLTO core description Fixed a typo in the RFL-2000 description Excluded all antenna patching when either RemoteTech or RealAntennas are installed Some adjustments to more gracefully handle failing feed things Antenna feed line 'good' color is now cyan Antenna feed lines are now not turned on by default in the VAB Rotated most probe cores by 180 degrees to match initial convention Rotated PLTO cores and bus by -150 degrees, this will affect craft but obeys the above convention
  8. https://github.com/PorktoberRevolution/ReStocked/issues/581 is a good start for the first issue. If RM64 = Rockomax 64, we have not tracked any issues with this part, you'll need to provide more information (log, mod list, screenshot of the issue,etc). A good place to start is the New Issue button on github, it will give you a template of useful information.
  9. You might, but then you'd have 4 different deploy modules on the part... it'd be awkward. Yes, depending on how long ago it was, some parts have been improved since you last played. Changes to the parts' attach parameters and colliders resulted in new parts, and after a few months i hard-remove them so as to save player RAM. You'll have to go get the parts from a pre-deprecation update to use those. To be honest I'm likely going to remove RPM support from the main distribution soon. It's getting stale and it was user-contributed (I don't have the bandwidth or interest to update it) - if it is actually broken it would be better to keep it out of the distribution
  10. Ahhh. Yeah that would fully do it! No worries though, this mod has had a lot of teething pains with compatibility so I need to be aware of this.
  11. Oh sorry I got J1- and M1 confused. The J-1 is from RS+ and I do touch it! You could try going into your GameData and delete NearFutureExploration/Patches/NFExplorationAntennaFeedsReStockPlus.cfg and seeing if that changes anything.
  12. Maybe a bit more clarification: DTS-J1 is on the craft that has no control, which is connected to a.... HG-5 which is on the relay? If this is the case I kinda think we can rule out NFX because I don't touch either of those antennae (as they are stock and deploy which I don't have great support for at the moment)
  13. What antennae are involved in the two vessels ? Are there any feeder/reflector combinations? Are you using any other mods that might interact with commnet?
  14. The post above yours is a key one because it tells you that this mod is not responsible for part locations. It would be great to ask that in the MKS thread, someone can likely help you there better. Alternately, the post above that one would be useful as it has a link to a mod that lets you search for this.
  15. It's kinda... some words that the forum will filter. In gameplay design, not in art even. Parachutes are the devil. Maybe second only to IVAs are huge deployable mesh antennae. Mmm, is there a particular reason why decoupler + chutes and one of the many probe cores won't work here? I'm usually not a huge proponent of multiple part roles pushed into a single part - if I understand right, you're asking for a combination decoupler-probe-parachute stack item. I don't think I've ever taken requests :P.
  16. I've been meaning to investigate whether it's worth doing that at some point. I'm still not certain it is, but it's fair game for the next update. Glad you're enjoying the mod though. If I understand you right you probably have to modify the specular exponent, a material property. You can actually do this with restock's plugin with the ModuleRestockModifyMaterials module. Elsewise you need to do it on export from the model. I mean, for the drogue vs standard distinction, i'd say it's a different type of parachute rather than the same but with different area, but eh. If you tell me exactly what you think needs to be done (particular scaling factors for each canopy) I can look into doing it. It's not very high priority though and I would prefer to stay away from those horrid things if I can .
  17. Srsly competing with your part quality is the only thing keeping me modding.
  18. Well, in the background I will continue to work towards that rotational fix. Maybe this weekend. I'll keep socializing the changes that are happening with NFLV for its next update. In discussions with stakeholders I have decided that this will be one of those 100% breaking, new-part-names-required changes. 5 Metre Parts There will be a complex ballet of MM patches to deal with 5m parts. Specifically this is because MH, Restock, Restock+ and NFLV have similar scope here. The appropriate scenarios when you install NFLV in your installation are You have none of these mods: NFLV provides many 5m parts for you and you are happy, but confused as to why these beautiful new tanks don't match stock. And you wonder why the Mainsail is shiny. You have Restock/Restock+ but no MH: NFLV will append itself to the Restock+ 5m parts (adding additional variants, for example) and add non-conflicting new 5m parts. NFLV's overlapping 5m parts are hidden. You are an upstanding citizen and you are happy about it. You have MH but no Restock: your MH 5m parts get repainted as NFLV 5m parts, and NFLV adds its non-conflicting new 5m parts. NFLV's overlapping parts are hidden. You are happy, but there is a nagging thought in the back of your mind that something is missing. You place a Wolfhound on an NFLV tank and you black out and wake up alone in an empty, harvested corn field. There is nothing visible for miles. You have MH and Restock/Restock+: your MH 5m parts get repainted by Restock, NFLV adds non-conflicting new 5m parts. NFLV's overlapping parts are hidden. Everything is fine, but you carefully avoid the MH service modules in the part list. They give you the shivers. This should all be transparent to the user, with the end goal of having only 1 set of 5m parts show up in the VAB, and a prioritized, logical way of selecting what base part is selected. What this does mean is that NFLV will only be updated after the Restock 5m parts update (which is logical because there is a lot of work left before an NFLV release happens). In apology there will be a number of new and improved parts for the 5m set in future NFLV versions, particularly better engine adapters. Also all the new stuff will not look like raw sewage. 7.5 Metre Parts There should be nothing fancy going on here. Again going to be all artistically redone, probably with new adapters, and I'll probably finally get to those cargo parts. New Engines Currently NFLV adds some engines. These are 'kinda better' LFO engines that are based on methalox engines. There is an optional patch which enables the me. Current thinking is that this will no longer be the case - all methalox engines will be purged from the mod and not really replaced. Current thinking is that they'll move over to CryoEngines and get first class LCH4/O support. And maybe more engines. Bit up in the air but be warned that this move is coming. There will be soft deprecation, so it'll be okay. The new LFO engines that I showed earlier will come into play. These are mostly booster type engines so fit well with the Launch Vehicles theme. There are currently. 1.25m, based on the AR-1 1.875m, based on the RS-84 2.5m, based on the Space Transportation Booster Engine 3.75m, based on a cluster of AR-1 engines There may also be 1 or two more. They'll have like... cool effects. I dunno man. BUT MAYBE THERE SHOULD BE PICTURES. And maybe less coffee. ix nay on the latter In order to keep up with high quality new Squad engines I will also be shipping emissive textures That's all for now folks. Stay tuned for next time when I haven't had a multi-espresso-pot-day. Please note, all of this will of course be derailed by dealing with the 1.9 release, a process similar to undergoing a colonoscopy (yayyyyyyy) so there's that.
  19. I'm not sure it's worth doing the legacy thing as the mod is so new. In most cases it won't be too bad as the probes are symmetric, it's just one or two that will be a mess. Seems like democracy says I should reorient them anyways. Thanks for the compliments too .
  20. You'd have to ask RT2 dev about that. I'll do some deconflicting to make them fight less but that is out of scope. Another item: please vote in this poll: apparently its important to have the probe tag facing the way as stock? This can be changed but will break all existing craft due to rotations. https://strawpoll.com/8f986524
  21. General reminder that this mod does not touch locations of any parts and only provides nodes.
  22. Not us for sure! Well yes I can, but there's some complications I hate, hate hate MH with a fiery passion that rivals a thousand suns so content for that is limited to stuff that either works well with my other mods or that I feel particularly charitable about. Creating a RS+ command pod like this would require an IVA (can't redistribute the MH one) and I don't like that See 1 I'm not entirely sure what you mean.
  23. I just tried to reproduce this in 1.8 and couldn't. I tried, as steps: Make a probe with the smallest reflector and the relayfeeder Teleport probe to Eve, deploy reflector Scale the antenna range to 1.0x, check that it's not connected (not connected) scale the antenna range to 100x, check that it's connected (should be connected) This was successful. I also tested teleporting a second, basic probe with a single tiny antenna to near eve to test relaying and things were also ok at 100x range. Can anyone else reproduce this?
  24. Please submit a compatibility patch and I will integrate it. It's a bug - it will be fixed in the next version. 1. Probably not. Wait for the next version (eta unknown) and see if the changes fix it. 2. I'll look at it
  25. Changing this will break all existing vehicles though. People won't like that. Meh, maybe. I don't really want to work on this mod now so... we'll see.
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