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LuciferNZ

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  1. I'm also keen on a Beyond Home update to KSP 1.10.1+, as Im making a series on twitch/youtube thats combining RP-1 with your Beyond Home system! Its coming along great, but the FPS drop from having to use Parallax 1.0.1 is a killer to the quality =( Im available to do any config changes (with a template) if you need grunt work done to save you time. Thanks a HEAP for your game changing mod(s) btw, great work!
  2. If you are looking for a dedicated, experienced coder (In VS and Unity at least) for this mod, I might be able to look into taking this to a full mod in January if you haven't found someone (or taught yourself BT Industries!) by that time
  3. I can confirm what mostlikely has researched. Cant undock vessels after a save =( Looking at the .sfs files, and also used the KML editor confirms it - uids of 0 (And thus a big mess of dockUIDs also of 0) break undocking completely =(
  4. Personally, I use Notepad++, but any textfile editor should do the trick. Note: Backup your save before doing ANY editing. I am NOT responsible for you wreckin' yo' save ;p
  5. I edited the save file. First search for 'LIFE_SUPPORT_SETTINGS', then adjust the numbers within the kerbal in question on the 'LastAtHome' variable to one of the above 'last updated' variables (Just a hack really). However, I found a 'better' way to fudge it (editing them got very tedious) - I turned up the 'Homeworld Altitude' in the Life support settings to way above kerbin and any orbits I'll deploy to. This DOES mean that anything in orbit has an unlimited Hab counter though, but its the lesser of two evils at the moment. All -MM- needs to do, is update the LastAtHome variable above when a kerbal is launched into orbit, if its exposed.
  6. Theres another issue - Im not sure the extent of support for USI lifesupport, but kerbals sent to deployment do not have their 'LastAtHome' set in the 'LIFE_SUPPORT_SETTINGS' of the LifeSupportScenario scenario. A minor annoyance atm, as I just quick save, update last home, then done. There may be other issues regarding this, but thats all Ive found so far.
  7. Exactly the same as me. Ive checked modded parts, and stock parts. I have found, that I *CAN* deploy 2 kerbals, as long as both 'cabins' are 1 crew only. As soon as I use a multi crew part sending multi crew, it freezes. You can even have, say 6xMkI pods + a MkI-2(I think its called, 3 space) and deploy 7 kerbals, as long as the Mk1-2 is last on the node tree. So, quick work-around, only use 1 kerbal crew cabins for my deployments. What I am interested in, is if anyone has SUCCESSFULLY deployed more than 1 crew member, into a multi-crew part. (Note: I am using deployments exclusively, but I am assuming the code is shared for transport and deployments)
  8. I am having a similar, possibly exact problem as you. My issue happens when I attempt to send *2* kerbals (or more) - but not 1. Is this the same for you?
  9. Are you using the 'recompiled for 1.1.3' .dll that magico13 just posted? Its working for me too (with realchutes only, removed FARs RealChute Lite)
  10. Awesome, thanks for the quick response. I might look into modding KSP as I have a programming background =)
  11. When I looked through the persistance file, I could find no reference to deployedDiameter when Realchute was installed. Im not familiar with modding for KSP, is the deployedDiameter something thats a runtime module or something?
  12. So yeah, I confirmed that SR works with stock chutes. I had to remove both RealChute AND the RealChuteLite within the FAR directory to get back to stock. Be warned that I dont know how the game handles orphaned [Module] sections in your persistance.sfs and ship saves, it may be enough just to remove those two mods but I hold no responsibility if you wreck your save =p Good news is, that I can now gain back some much needed cash in my 20% fund/sci/rep 500% penalty save
  13. Well I just took a glance at the current code on Github, and it looks like SR is trying to access a RealChute parameter called 'deployedDiameter' - which on my test vehicle, doesnt seem to exist. Seems like a compatability issue between the two mods - but this is just after a quick glance at the code, you'll have to wait for a reply from the actual mod creator
  14. Source Code for the interested From what I remember of Treeloader (which was able to add nodes) - was that that overlay was a visual bug due to zoom. (and that lower node was deleted or gc'd when I was memory peeking back in .24, so its probable that its creating two nodes at once) Now I read my reply, its probably not that helpful. I'll take a look at your source in the weekend if you havent sorted it by then.
  15. Ah I see. Ive had this happen before. I use tbfh as 'To be frankly honest'. I forget that its not *quite* the normal usage
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