hraban Posted June 24, 2017 Author Share Posted June 24, 2017 44 minutes ago, Drakenex said: Sunday release? Contare is waiting for @Cheesecake and the adjustments regarding RT and Techtree Quote Link to comment Share on other sites More sharing options...
hraban Posted June 24, 2017 Author Share Posted June 24, 2017 It has fallen from the workbench: Asteroid Interceptor Older draft to Adeline Quote Link to comment Share on other sites More sharing options...
Well Posted June 25, 2017 Share Posted June 25, 2017 Never see this "Asteroid Interceptor" old concept, inspiration or real project ? Adeline could be verry useful for KSP Quote Link to comment Share on other sites More sharing options...
hraban Posted June 25, 2017 Author Share Posted June 25, 2017 1 hour ago, Well said: Never see this "Asteroid Interceptor" old concept, inspiration or real project ? Adeline could be verry useful for KSP The Asteroid interceptor is inspirde by 'Lightweight Exo-Atmospheric Projectile' LEAP 3 but bigger, heavier and equipped with a long range com. dish in the back. Quote Link to comment Share on other sites More sharing options...
hraban Posted June 25, 2017 Author Share Posted June 25, 2017 Contares 1.8.8 'shaken and not stirred' is released Quote Link to comment Share on other sites More sharing options...
Drakenex Posted June 25, 2017 Share Posted June 25, 2017 26 minutes ago, hraban said: Contares 1.8.8 'shaken and not stirred' is released Danke! Quote Link to comment Share on other sites More sharing options...
Well Posted June 26, 2017 Share Posted June 26, 2017 Awesome ! Thanks for your work @hraban Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted June 26, 2017 Share Posted June 26, 2017 @hraban I have to say, I'm lost with the name for this release (shaken not stirred) what joke am I missing? Quote Link to comment Share on other sites More sharing options...
Deltac Posted June 26, 2017 Share Posted June 26, 2017 1 minute ago, CobaltWolf said: @hraban I have to say, I'm lost with the name for this release (shaken not stirred) what joke am I missing? He has a license to kill! Quote Link to comment Share on other sites More sharing options...
hraban Posted June 26, 2017 Author Share Posted June 26, 2017 (edited) "Shaken, not stirred" is a catchphrase of Ian Fleming's fictional British Secret Service agent James Bond and describes his preference for the preparation of his martini cocktails. This very well describes the combustion characteristics of solid rockets and the X-15 flight characteristics. Edited June 26, 2017 by hraban Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted June 27, 2017 Share Posted June 27, 2017 (edited) Just installed the first time to test. On MM patching two errors occured: PartLoader: Compiling Part 'Contares/Parts/FENIKS/RK-Z-0124m_1500/RK-Z-0124m_1500' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) PartLoader: Encountered exception during compilation. System.FormatException: Input string was not in the correct format at System.Int32.Parse (System.String s) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+<CompileParts>c__Iterator66.MoveNext () [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) PartCompiler: Cannot compile part and PartLoader: Compiling Part 'Contares/Parts/FENIKS/RK-Z-0124_1250/RK-Z-0124_1250' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) SmartRename.OnAwake 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) FloatCurve: Invalid line. Requires two values, 'time' and 'value' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) SmartRename.OnAwake 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) PartLoader: Part 'Contares/Parts/FENIKS/RK-Z-0124_1250/RK-Z-0124_1250' has no database record. Creating. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) SmartRename.OnAwake 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) DragCubeSystem: Creating drag cubes for part 'RK-Z-0124.1250' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException: Object reference not set to an instance of an object at PartLoader.GetDatabaseConfig (.Part p) [0x00000] in <filename unknown>:0 at PartLoader.GetDatabaseConfig (.Part p, System.String nodeName) [0x00000] in <filename unknown>:0 at DragCubeSystem.LoadDragCubes (.Part p) [0x00000] in <filename unknown>:0 at Part+<Start>c__Iterator3A.MoveNext () [0x00000] in <filename unknown>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 Log:https://www.dropbox.com/s/xflvfnw8igjbd9d/2017-06-27-1 KSP.log.zip?dl=1 Edit: I just added the first pod to the VAB and recognized very inconsistent TAC-LS values: Edited June 27, 2017 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
hraban Posted June 27, 2017 Author Share Posted June 27, 2017 2 hours ago, Gordon Dry said: Just installed the first time to test. On MM patching two errors occured: (*snip*) Log:https://www.dropbox.com/s/xflvfnw8igjbd9d/2017-06-27-1 KSP.log.zip?dl=1 Edit: I just added the first pod to the VAB and recognized very inconsistent TAC-LS values: Hello Gordon Dry,the TAC configuration, which you describe as an inconsistent setting, is absolutely wanted. Why should water, food and oxygen be balanced? The part is a space-tug and not an expedition unit. Certainly, it would be easy to ensure a balance here, but suggest what attitude seems to you to be useful.Thank you for the message of the parts loading errors. Both errors have now been fixed. A small update in the form of an additional download can be offered here at the earliest tomorrow. Quote Link to comment Share on other sites More sharing options...
vosskftw Posted June 28, 2017 Share Posted June 28, 2017 Interesting side note: "ALIYANA"is exactly how the Chinese people call the Ariane. Quote Link to comment Share on other sites More sharing options...
hraban Posted June 28, 2017 Author Share Posted June 28, 2017 Here the HotFix for Contares 1.8.8 Copy the Contares folder to ../GameData/Contares, include the folders and replace the files. - make the RK-Z-0125 1,25 and 1,5 m visible and stop the MM errors in the logfile. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted June 28, 2017 Share Posted June 28, 2017 (edited) Such a simple typo fix in RK-Z-0124m_1500.cfg But in RK-Z-0124_1250.cfg it's just two line breaks added for better readability? Can a missing line break or "carriage return" confuse the Module Manager? Edited June 28, 2017 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
hraban Posted June 28, 2017 Author Share Posted June 28, 2017 7 minutes ago, Gordon Dry said: Such a simple typo fix in RK-Z-0124m_1500.cfg But in RK-Z-0124_1250.cfg it's just two line breaks added for better readability? Can a missing line break or "carriage return" confuse the Module Manager? Both engines was recomplied so the engine heat shows up. Yes, a missing CR/LF can confuse the MM, also missing // on remarks. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted June 28, 2017 Share Posted June 28, 2017 All right, I always do file verification (Total Commander) and only the two mentioned .cfg files differed from the last downloaded release... Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted June 28, 2017 Share Posted June 28, 2017 (edited) Oh man, I thought I become crazy ... I found something. All Contares pod parts have MODULE { name = MechJebCore } added. And then there is the patch GameData\Contares\Patches\CONTARES_MechJeb_add.cfg: @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final { MODULE { name = MechJebCore } } This is a problem. And bad behavior. No other mod does that - neither with own pods nor with a general patch. Why? This patch does no more work because of this: GameData\MechJeb2 Embedded by Dennis6492\MechJebEmbedded.cfg @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final { MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = start } MechJebModuleSmartASS { unlockTechs = start } MechJebModuleManeuverPlanner { unlockTechs = start } MechJebModuleNodeEditor { unlockTechs = start } MechJebModuleTranslatron { unlockTechs = start } MechJebModuleWarpHelper { unlockTechs = start } MechJebModuleAttitudeAdjustment { unlockTechs = start } MechJebModuleThrustWindow { unlockTechs = start } MechJebModuleRCSBalancerWindow { unlockTechs = start } MechJebModuleRoverWindow { unlockTechs = start } MechJebModuleAscentGuidance { unlockTechs = start } MechJebModuleLandingGuidance { unlockTechs = start } MechJebModuleSpaceplaneGuidance { unlockTechs = start } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = start } MechJebModuleRendezvousGuidance { unlockTechs = start } } } } The symptoms are that MechJeb modules that worked before stopped working now. I will remove the module out of all .cfg files inside the Contares folder and remove the patch file now. Edited June 28, 2017 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
hraban Posted June 29, 2017 Author Share Posted June 29, 2017 8 hours ago, Gordon Dry said: Oh man, I thought I become crazy ... I found something. All Contares pod parts have MODULE { name = MechJebCore } added. And then there is the patch GameData\Contares\Patches\CONTARES_MechJeb_add.cfg: This is a problem. And bad behavior. No other mod does that - neither with own pods nor with a general patch. Why? I will remove the module out of all .cfg files inside the Contares folder and remove the patch file now. Calm down, you are the first to notice that the, for personal purposes intended, patch file [GameData\Contares\Patches\CONTARES_MechJeb_add.cfg] was not removed. Named patch file will no longer be delivered in the future. Obviously, only you see this as a problem because so far no one has disturbed that the MechJebCore functionality is assigned to all pods.In addition, the TANTARES_TACLS_extra.cfg will not be delivered in the future. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted June 29, 2017 Share Posted June 29, 2017 (edited) I didn't want to offend you. I just searched for all *.cfg files in my install and CONTARES is the only mod with this behaviour. Do you really want to remove TAC-LS support because of this? Consider that Mechjeb and TAC-LS are two totally different approaches: for TAC-LS it's common that other mods provide patches for MechJeb it's not common because the user should choose the way Mechjeb is embedded instead of being forced to a specific way Of course this is only an issue for ppl who use the MechJebEmbedded.cfg - there are three variants btw. "All techs enabled at start": @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final { MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = start } MechJebModuleSmartASS { unlockTechs = start } MechJebModuleManeuverPlanner { unlockTechs = start } MechJebModuleNodeEditor { unlockTechs = start } MechJebModuleTranslatron { unlockTechs = start } MechJebModuleWarpHelper { unlockTechs = start } MechJebModuleAttitudeAdjustment { unlockTechs = start } MechJebModuleThrustWindow { unlockTechs = start } MechJebModuleRCSBalancerWindow { unlockTechs = start } MechJebModuleRoverWindow { unlockTechs = start } MechJebModuleAscentGuidance { unlockTechs = start } MechJebModuleLandingGuidance { unlockTechs = start } MechJebModuleSpaceplaneGuidance { unlockTechs = start } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = start } MechJebModuleRendezvousGuidance { unlockTechs = start } } } } "Career mode": @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final { MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } } "It's Free!": @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final { MODULE { name = MechJebCore } } You added the third variant to the pods, which gives them the core without settings, which is likely nearly the same as adding the career mode variant. People who also use the career mode variant don't recognize it. Only ppl like me who use the "All techs enabled at start" variant see this as an issue. (btw the discussion why I chose this variant is something for another place. In short: I don't see a control center crew pressing WASD and some QE all the time...) Edited June 29, 2017 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
hraban Posted June 29, 2017 Author Share Posted June 29, 2017 3 minutes ago, Gordon Dry said: I didn't want to offend you. I just searched for all *.cfg files in my install and CONTARES is the only mod with this behaviour. Do you really want to remove TAC-LS support because of this? Consider that Mechjeb and TAC-LS are two totally different approaches: for TAC-LS it's common that other mods provide patches for MechJeb it's not common because the user should choose the way Mechjeb is embedded instead of being forced to a specific way Of course this is only an issue for ppl who use the MechJebEmbedded.cfg - there are three variants btw. *snip* You added the third variant to the pods, which gives them the core without settings, which is likely nearly the same as adding the career mode variant. People who also use the career mode variant don't recognize it. Only ppl like me who use the "All techs enabled at start" variant see this as an issue. You've misunderstood me. The TAC-LS support is not to be abolished. Contares had so far an MM-cfg in the employment to supply some of the "old" TANTARES parts with TAC-LS. Just this cfg file will not be delivered anymore in the future.Regarding MechJeb, I can say only one: If there is a variant with all functions in the sandbox mode unlocked and the other game modes are also supported can the change be followed with the next release. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted June 29, 2017 Share Posted June 29, 2017 (edited) Ah okay, I misunderstood. You mean the GameData\Contares\Patches\TANTARES_TACLS_extra.cfg - not the GameData\Contares\Patches\CONTARES_TACLS.cfg btw what is the difference of the embedded GameData\Contares\Patches\CONTARES_TweakScale.cfg to the extra file TweakScale_Settings_for_Contares\DefaultScales.cfg ? Edited June 29, 2017 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
hraban Posted June 29, 2017 Author Share Posted June 29, 2017 (edited) 57 minutes ago, Gordon Dry said: Ah okay, I misunderstood. You mean the GameData\Contares\Patches\TANTARES_TACLS_extra.cfg - not the GameData\Contares\Patches\CONTARES_TACLS.cfg btw what is the difference of the embedded GameData\Contares\Patches\CONTARES_TweakScale.cfg to the extra file TweakScale_Settings_for_Contares\DefaultScales.cfg ? The CONTARES_TweakScale.cfg includes the initial size for all tweakable parts. The TweakScale_Settings_for_Contares\DefaultScales.cfg replace the orignal DefaultScales.cfg of the TweakScale Plugin if the user want the Contares special diameters shown in kontext menu of the parts. So far I have not yet found a way to automate this. After the replacement, the slider allows the direct selection of the following stack sizes/diameters: 0.3125 / 0.625 / 0.9375 / 1.25 / 1.5 / 1.875 / 2.2 / 2.5 / 3.75 / 5.0 etc.All tweakable Contares parts have initial stack sizes. Percentage adjustment values are not used. Edited June 29, 2017 by hraban Quote Link to comment Share on other sites More sharing options...
NISSKEPCSIM Posted July 8, 2017 Share Posted July 8, 2017 On 6/25/2017 at 7:11 PM, hraban said: Contares 1.8.8 'shaken and not stirred' is released Quote Link to comment Share on other sites More sharing options...
hraban Posted July 8, 2017 Author Share Posted July 8, 2017 12 minutes ago, NISSKEPCSIM said: snip Always remakes ... remains with the original Quote Link to comment Share on other sites More sharing options...
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