ManTrelk
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KSP2 Release Notes
Everything posted by ManTrelk
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Congrats to the team at Squad! There was frankly a lot of doubt about this release in the community, but you pulled it off without a hitch. Spectacular!
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
ManTrelk replied to erendrake's topic in KSP1 Mod Releases
Okay. Well, I won't waste your time with that. I might post in the mod support forum later. I'm guessing the problem involved kOS in some way though, because it's only started appearing since I've installed the mod. Any advice on the "Tried to push infinity to stack" error? It doesn't seem to affect anything, it's just annoying. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
ManTrelk replied to erendrake's topic in KSP1 Mod Releases
Hmm, okay. Thanks for the advice. I don't think that's the issue though, because I put ROUND in there to try and fix it. The error was occurring before ROUND was in the code. Will this update add support for user defined functions? Because I cannot WAIT for that. Now that I've done a bit more testing. I'm not sure that the line I pointed to was actually the problem - it's hard to say. The error only occurs *most* of the time I run this script, so I'm not sure if it's just coincidence that it disappears when I remove that line. There's also the fact that when the error *doesn't* appear, reverting my ship seems to break KSP. I get a screen with no ship visible, only the skybox, and no velocity. And I can't revert. I'm 90% sure it's related to kOS. Maybe it's a problem elsewhere in my script which is only manifesting itself when it gets to that trigger? I could post my whole script if someone wants to spend their time and hunt for the bug (It's my first script though, so I'd rather not embarrass myself ). -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
ManTrelk replied to erendrake's topic in KSP1 Mod Releases
Small question, why does result in the error "Tried to push infinity to the stack?" The problem line is SET stagetime TO ROUND(TIME:SECONDS). -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
ManTrelk replied to erendrake's topic in KSP1 Mod Releases
:| Oh? I wasn't expecting that answer. That does sound like my problem though. Why isn't this a bigger deal? I'd have thought pretty much everyone would be using that command. It happens with any design I make. A Mk1 command pod as root, kOS core, a 1m tank and an LV-909. Or one of my heavy lifters. Any craft that locks steering as it accelerates off the launchpad (or just above the launchpad, or on the launchpad) has this problem. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
ManTrelk replied to erendrake's topic in KSP1 Mod Releases
Since I didn't get a clear answer last time: if I use a command to to change compass heading like LOCK STEERING TO HEADING(90,pitch) should my vessel tilt off axis when changing its compass heading to 90? Or should it roll smoothly along its longitudinal axis? Right now in my game giving any basic direction commands using LOCK causes the vehicle to pretty much lose control a few meters above the launchpad, making kOS unusable. Is it a bug on my end, or with kOS? -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
ManTrelk replied to erendrake's topic in KSP1 Mod Releases
Thanks for the reply. I don't really mind changing the roll if the ship does it smoothly without deviating off its roll axis. Just to clarify, is that an artefact of UnityEngine or were you referring to the 360 degree roll I experience? That first bit of code you posted keeps the roll steady, but locks the ship to UP. Is there a way to get one without the other? Also, is gt0 an undefined variable in the until loop? -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
ManTrelk replied to erendrake's topic in KSP1 Mod Releases
I'm so confused... New to kOS here. The command LOCK STEERING TO R(0,0,0) should keep the ship pointing in whatever direction it's currently facing, right? No rotation about its axis or anything as a result of that command? The command LOCK STEERING TO HEADING (SHIP:FACING:ROLL,90) should also result in no change to roll, right? Why does it make my ship do a 360 degree roll? How can I avoid this and lock steering without changing my ship's roll?? More to the point though, is something wrong with how kOS handles changes to a ship's roll value? My vessels seem to shift on other axes when I give it a command to change its roll (which is why I'm trying get it to maintain its current roll...). -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
ManTrelk replied to erendrake's topic in KSP1 Mod Releases
I'm having the same problem as Evi - LOCK STEERING causes the craft to oscillate around the target orientation. I don't have mechjeb installed, though. -
Okay, thanks. I'm glad I don't need to go bughunting.
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So I guess some are left in there because they unlock further nodes? I have pretty much all of your mods, big fan will that lead to some empty nodes, like (off the top of my head) Improved Nuclear Propulsion?
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Are there supposed to be empty nodes in my career tech tree? Sorry if this has been answered before, I looked but can't find any reference to it.
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Is this the right place to put this? It's my first thread here. Anyway, I done screwed up. My game crashed while my favourite pilot was soaring over the Mun's surface in EVA mode, and when I reloaded the game, by the time i could get back to flight mode he was missing from the tracking station. I loaded up the lander thinking it hadn't saved for a while, and naturally the first thing I did after that was press f5 (stupid). Obviously the game had saved over Bobvin's death and I'd just erased my last backup. So my question is this: Is there a way to resurrect my poor pilot with his skills intact, and preferably to put him back in the lander that's now sitting cold and dead on the mun? I'm no stranger to save file editing, so if it can be done, please let me know. I'm the kind of person who will throw out my entire save file over this kind of screwup, so any help would be appreciated.
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0.90 Contracts, Mun, where be ye?
ManTrelk replied to T.A.P.O.R.'s topic in KSP1 Gameplay Questions and Tutorials
I had exactly the same problem. I even got ike contracts before mun. I solved it by completing all my accepted contracts (this is important) and then going into the debug menu and finding the 'clear all contracts' button. This refreshes the explore contracts that are offered, as well as refreshing all the others. I kept doing this until the mun explore mission appeared. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
ManTrelk replied to stupid_chris's topic in KSP1 Mod Releases
1) I think we owe him an apology for the community's crazy, frothing-at-the-mouth reaction. That is what's caused this whole issue. People coming here to rabidly defend their favorite developer. Why would we apologise to him for his actions? Makes no sense whatsoever. 2) You're blaming Cerebrate for stupid_chris deciding to spit the dummy? I'm sorry, in my world, adults are responsible for their own actions. 3) I don't know exactly what the circumstances behind Cerebrate's fork were, but in the software development community, it's agreed upon that a) you have no right to be upset if someone uses your code within the bounds set by your license, and you can't update your license and expect it to be retroactive. What stupid_chris did was taken as a spit in the face by many, and I imagine that includes Cerebrate. There's no justification for arbitrarily restricting how people use your code, and if it has an open license the of course people are going to compile their own versions to remove said spit-in-the-face. As a software developer you have to get used to the fact that 90% of bug reports will be bogus. That's just how it works, and these guys should be happy they're lucky enough to have a community which will take the time to help them with development. Implementing arbitrary restrictions is not the way to combat this issue. All it achieved in this case was to alienate a significant portion of fans of this mod. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
ManTrelk replied to stupid_chris's topic in KSP1 Mod Releases
I think the community owes Cerebrate an apology. He's not responsible for the developer spitting the dummy and abandoning the mod, that unfortunate decision is on stupid_chris' shoulders. When you release open-source code, and then embed arbitrary restrictions in it, other people are going to fork it. If your ego, or misconceptions about the nature of open-source, prevent you from being okay with that, don't release open source code. Period. There's no other side to this story. Cerebrate certainly isn't 'scum,' or any of the other words that have been thrown at them, for following the rules set in place by the license.