Jump to content

Kerbrud

Members
  • Posts

    68
  • Joined

  • Last visited

Everything posted by Kerbrud

  1. This looks great, Ven! I think I'll leave out many of your modifications, but I'm sure going to install all tanks, some of the smaller bits, and pods - they look great! Speaking of the pods - I see that you've changed the hatch placement on the MK1-2. I actually really liked the asymmetry, but I can live without it. My only concern is the compatibility with RPM. RPM adds a few props on the inside of the hatch, if I remember correctly. How do you think this will work out? Also, regarding the MK1-2 pod, would it be possible to install all your modifications except for the actual model? In other words, I only want to use your textures and the window glow/reflectivity for it. Cheers mate, keep up the good work!
  2. I've applied this, and currently waiting for the game to start up! What you've done, is essentially just altering the path in which Hyomoto is looking for the JSI files, right? In any case, thanks a lot! I've spent many hours customizing the Hyomoto MFDs into something I can use, and to let go of that would've been a huge loss for me! Actually, I'll notify Hyomoto and ask him to review my customization - I think it's pretty good, so if he's interested, other people can enjoy it as well!
  3. I think I found the culprit! As it alters things that has to do with upgrades, I suspected that Better Than Starting Manned was the reason why the buildings start off being fully developed. First, I got rid of everything in GameData, except for the Squad and NASA folder. I then installed BTSM, MM and Toolbar only. In the first test, I started a new career, and everything worked as it's supposed to. In the second test, it broke again. The error COULD be due to MM as well, I might add. I noticed a few other things as well (here, "modded" means that BTSM and MM ONLY are installed) 1: Difficulty settings in vanilla had more options, such as starting funds etc - when modded, these were not present. 2: The gizmos worked in vanilla - not when modded 3: With ALL mods in the OP installed, RemoteTech worked, but the Stayputnik had no omni antenna capabilities. I hate upgrading KSP.
  4. The first suggestion seems to be a good way to do it - I didn't see those two files, actually. Cache-files can make a lot of fuss when one is facing config-trouble! What's weird, is that although I installed KSP via Steam, I don't run it through it - I use ksp.exe manually. Also, in case 0.90 was borked altogether, I moved all the 0.24.2 to a different folder, making it playable still. Therefore, there's no conversion, as this install of 0.90 was practically a clean install. I may try reinstalling it, and from there install one mod at a time (which is hell, I imagine) until it breaks, if applicable. Thanks for your suggestions!
  5. Hi, thanks for replying! Like I said at the top, I'm running 32-bit (x86).
  6. Hi, all! I'm on KSP 0.90, x86, Windooze Well, this is seriously annoying; I've just started a new career, and all buildings are fully upgraded! I've tried the fix where you edit the persistent-file as to set all values in ScenarioUpgradeableFacilities to 0. What happens, is that after first saving the persistent-file, closing the document, and loading the career, buildings are still fully upgraded, and all values are re-set to 1 in the persistent-file. 0.90 offers wonderful new features for me, coming directly from 0.24.2, but this really ruins the game for me. Here's the content of my GameData-folder: 000_Toolbar AnimatedDecouplers BackgroundProcessing-0.4.0.1.BTSM.dll BoulderCo BTSM Chatterer CoherentContracts ContractConfigurator ContractPacks Contracts Window CustomAsteroids DeadlyReentry Diazo DistantObject FinalFrontier.dat Hyomoto JSI KerbalEngineer KerbQuake KittopiaSpace ksp-advanced-flybywire KSP-AVC KWRocketry MechJeb2 mods.txt ModuleManager.2.5.9.dll ModuleManager.ConfigCache ModuleManager.ConfigSHA NASAmission Nereid RCSBuildAid RcsSounds RealChute RemoteTech SCANsat SDHI Squad StageRecovery SurfaceLights TextureReplacer toolbar-settings.dat TweakScale VesselView Upon startup, no erroneous versions show up. Please help!=)
  7. Well, as acceleration in orbit is simply g_orbit(TWR-1), so I do think knowing TWR in orbit is useful. Less values to keep track of! =P Anyways, you do have a point. Though, if I remember correctly, you can choose what you want FE to show - doesn't BE work the same way? Forgive my ignorance, I don't even know how to open DLL-files=P You see, I tried looking at the code to implement it myself.
  8. Hi, Cybutek! Thanks for maintaining and developing! I have an idea for something that could be implemented. While surface TWR is key data, I sometime find myself wanting to know what the orbital TWR is. Vessels with a TWR<1 have an awful acceleration, and makes for too long burns. If we assume that 100km is a good parking orbit (at least for when departing from Kerbin), Build Engineer could show this info while in VAB/SPH. It shouldn't be an impossible task, seeing that "Current TWR" is already a function in Flight Engineer. This way we'd have much more knowledge about our vessels prior to orbit, and we wouldn't have to calculate it ourselves. Disclaimer: I still run ksp 0.24.2, and I don't know if what I'm suggesting is already implemented. For those interested in the formulas, they are: g_orbit=(g_surface*(body_radius/(orbital_altitude+body_radius))² TWR_orbit=Thrust_force/(vehicle_mass*g_orbit) Cheers!
  9. I found out what the error was: {0,-6:"[#ff0000ff][GEAR ]";;"[#00ff00ff][GEAR ]"} and the syntax is {VARIABLENUMBER,TEXT-ALIGN:"STRING_FOR_RECIEVAL_OF_TRUE";;"STRING_FOR_RECIEVAL_OF_FALSE"} ^"for" ^"switch" ...or something in that manner. Still, how do you guys figure this syntax? {1:;"";""}{0:"[#FF0000FF]OVERSPEED";"";""} $&$ DOCKINGSPEEDALARM TARGETEXISTS Specifically, what's the deal with the second set of ' ";"" ' ? {1:;"";""} in sudo is "if variable 1 returns 1, print whatever is inside the first pair of " " but what is the second? {0:"[#FF0000FF]OVERSPEED";"";""} in sudo is "if unplanned disassembly is imminent due to variable 0 returning 1, print whatever is inside the first pair of " " but what is the two other pairs supposed to do?
  10. Hello, Mihara! I'm trying to reverse-engineer some of the code that Hyomoto used for his MFD, but I'm actually having a hard time understanding C#. Apart from the "string.format" site you've linked to on Github, could you, or someone else, please provide a syntax-explanation as to how the code works? An example is this: {0,-6:"[#00ff00ff][GEAR][#ff5050ff]";0;[GEAR]} $&$ GEARALARM In sudo-code, I would say this piece of code says: "FOR variable zero print "[#00ff00ff][GEAR]" IF variable zero is 0 OR print "[#ff5050ff][GEAR]" IF variable zero is 1" That's all fine and dandy, but an example of which bit puzzles me, is the "-6" and the syntax in general. Thanks in advance!
  11. Oh yeah, I didn't concider the feature that shows torque. In any case, this is excellent, thank you! I think I'm gonna overhaul my Orion-ship as well, its RCS thrusters are throwing it off a bit. Cheers!
  12. Hi! Excellent mod which I'll try the next time I have a chance of playing me some KSP! I have a question, though. I see that it's possible to change the size of the CoM-ball (genious feature, btw) - but while in engine/thrust-mode, is it possible to change the length of the direction indicators? More specifically, I'm trying to build a space shuttle, and from what I gather, to be able to steer it when you drop the boosters, your thrust vector needs to pass through CoM, like this: . To be able to see this visually, the indicator for the opposing force will most probably have to be quite long.
  13. Sorry to revive this old thread, but to OP and/or anyone else who sees this - have anyone actually made this? I think that having longer lines for lift and thrust is crucial. Alternatively, does anyone know how that plugin could be tweaked to show longer lines? Cheers!
  14. Hello!=) I'm wondering, does KAS 0.4.9 work with KSP 0.24.2? If not, where can I find KAS 0.4.8? Cheers!
  15. WOW, man. I think you've perfectly captured the looks of a near-future pod. I can't wait to use it! The cockpit looks great with all the monitors, and I like the idea with the sunscreen for the pilots. It's a shame that KSP doesn't allow for IVA movement, because this pod looks big enough to actually move around in. Please keep up the work! I realize it must be hard, but seeing what you're able to make makes it worth it. Cheers, man!
  16. Do you mean that the Lazor mod can be implemented within rasterpropmonitor? I don't wish to use separate windows, I want to use its functions in a MFD, or camera=)
  17. Hi all! While I love RPM and how one can integrate cameras to the MFD's, I would love to add an ability to go black/white and have nightvision (as in, a screen with enchanced gamma, for instance). Is there any way to do that? EDIT: I would also like to know if it's possible to change how the bodies in JSIOrbitDisplay.cs are drawn - I'd like to see the bodies drawn in solid colors. This, to me, implies having to draw the orbital features in thicker lines as well. Looking at the code, I'm not really sure how to change anything other than the colors themselves. Cheers!
  18. Hi all! (Og for oss nordmenn imellom, hallais) I see that the Lazor cams has an ability to use black/white and nightvision. I'm not actually using the Lazor mods, as I'm more into doing things IVA with Rasterpropmonitor. I'm wondering, is it possible to somehow use the camera-plugin codes for RPM? A nightvision black/white monitor would be particulary awesome. Cheers!
  19. Thanks for the reply! Oh well, as long as all connected parties agree upon the Gamedata-setup, and start off with a new save, then I guess I'll manage! Cheers!
  20. Harro! If I understood the readme correctly, in order to join a game, the list of my installed mods should match that of the server. If there's a mismatch, either the server doesn't use mods which I use or the other way around, the list of mods should be modified. My question is, what is the easiest way to do that? Having to take a backup of my actual Gamedata and Saves folder and placing those somewhere else each time seems like a hassle. Looking forward to any good tricks!
  21. I fixed it! 1 Install newest version of RPM 2 Install older version of RPM, merging folders, but not overwriting new files with the old ones 3 Install Hyomoto MFD 4 Enjoy IVA I found that Hyomoto was looking for information in paths that no longer exist in the newest version of RPM, so by installing an old (what was the newest for 0.23.5 for me) version, I fixed it. I kept all modulemanager-files as they were (4 of them now...)
  22. Yeah, the paths could be wrong, if Majjir changed those since a previous version. I'll check that out later! I've written my own version of Hyomoto's MFD, you see - and I'd be very glad if I could use those;) But first, I need to get Hyomoto's to work. Are you able to use RPM+Hyomoto in 0.24.2, by the way? I haven't tried that yet, no. I'll make sure to test later!
  23. Without knowing how to do it myself, you could download the ALCOR pod, which has lights in its windows. Then you could try looking in the configs or the model-files for clues on how to implement that in the stock pods. I would love that too! EDIT: Here! http://forum.kerbalspaceprogram.com/threads/35778-SOLVED-Lighted-windows
  24. Ah, a bit too unclear again, sorry. What I'm seeing is the stock RPM - as in, everything works, but I'm unable to use the configs made by Hyomoto for a custom MFD-set.
×
×
  • Create New...