Neutrinovore Posted April 30, 2016 Share Posted April 30, 2016 Or you guys could try my solution: Delete the TweakableDockingNode .cfg and .dll files from TweakableEverything. Also got rid of the TweakableDockingNode .xml document in the Plugin Data folder of that mod... Wait, why are there TWO different config files for the same plugin? I looked at them both, and they're not the same, but I wonder if one is interfering with the other? I don't know. Anyway, I'll fire up the game again in a bit, hopefully this will be a temporary thing until TweakableEverything can be updated. Quote Link to comment Share on other sites More sharing options...
onlinegamesz Posted April 30, 2016 Share Posted April 30, 2016 (edited) Mod looks good, I will take a look at it later! Out of curiosity, what kind of engine it uses? I dont think just a liquid fuel engine? Edit: Nevermind I found here a lot of designs: http://www.projectrho.com/public_html/rocket/realdesigns.php# They look really awesome, I would really like to remake some in KSP if there are enough parts for doing it. Edited April 30, 2016 by onlinegamesz Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 1, 2016 Author Share Posted May 1, 2016 In case you missed it, DSEV 1.1.4 for KSP 1.1.2 is now available. You can download it here. Quote Link to comment Share on other sites More sharing options...
TheSaint Posted May 6, 2016 Share Posted May 6, 2016 Been working with this mod (specifically the spin habitat) to design a Sarnus mission. It works really well, thanks. But one thing I have noticed: I can't edit the mass of the Masscons. Used to be able to edit those fine in 1.0.5, but now when I click on the Edit Mass button, nothing happens. Thanks in advance. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 6, 2016 Author Share Posted May 6, 2016 1 hour ago, TheSaint said: Been working with this mod (specifically the spin habitat) to design a Sarnus mission. It works really well, thanks. But one thing I have noticed: I can't edit the mass of the Masscons. Used to be able to edit those fine in 1.0.5, but now when I click on the Edit Mass button, nothing happens. Thanks in advance. Sounds like a KSP 1.1 bug. I should have that fixed tomorrow. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 6, 2016 Author Share Posted May 6, 2016 Okies, here is 1.1.5. Fixes the masscon window issue. Quote Link to comment Share on other sites More sharing options...
TheSaint Posted May 6, 2016 Share Posted May 6, 2016 1 hour ago, Angel-125 said: Okies, here is 1.1.5. Fixes the masscon window issue. Thanks, I'll check it out when I get home from work tonight. Quote Link to comment Share on other sites More sharing options...
TheSaint Posted May 7, 2016 Share Posted May 7, 2016 Works great, thanks a million! Quote Link to comment Share on other sites More sharing options...
Padrone Posted May 7, 2016 Share Posted May 7, 2016 On 5/6/2016 at 9:24 AM, Angel-125 said: Okies, here is 1.1.5. Fixes the masscon window issue. Thank you! I use Masscons to make command modules to test new lifting bodies. I relied upon using two Masscon's, one to 'zero' the command modules weight, and the other to set the lift capacity of the lifting body being tested. I hadn't done the 'Squad and one mod' test yet. Now I don't have to! Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 7, 2016 Author Share Posted May 7, 2016 1 hour ago, Padrone said: Thank you! I use Masscons to make command modules to test new lifting bodies. I relied upon using two Masscon's, one to 'zero' the command modules weight, and the other to set the lift capacity of the lifting body being tested. I hadn't done the 'Squad and one mod' test yet. Now I don't have to! That sounds like a pretty neat way to use them. I hadn't thought of using them as mass simulators for launchers... Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 24, 2016 Share Posted May 24, 2016 (edited) The description of the Supernova confuses me. It says Quote Alternately, switch to pure fusion pellet pulsed plasma power for lower thrust and higher ISP. But this Spoiler MODULE { name = ModuleEnginesFXWBI engineID = Hydrogen runningEffectName = hydrogenFlame thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 900 heatProduction = 500 fxOffset = 0, 0, 0.0 PROPELLANT { name = LqdHydrogen ratio = 1.0 DrawGauge = True } atmosphereCurve { key = 0 35000 key = 1 210 } } MODULE { name = ModuleEnginesFXWBI engineID = Pulsed Plasma runningEffectName = plasmaFlame thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 650 heatProduction = 700 fxOffset = 0, 0, 0.0 PROPELLANT { name = FusionPellets ratio = 1.0 DrawGauge = True } atmosphereCurve { key = 0 25000 key = 1 144 } } and this Spoiler tells a different story: the thrust and the ISP are both lower. Perhaps just switch ISP of the both modes. Edited May 24, 2016 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
p1t1o Posted May 24, 2016 Share Posted May 24, 2016 Did you read what "NAUTILUS-X" stands for? Yes apparently they shoehorned it into an acronym. With a diamond reinforced titanium shoehorn. "Non-Atmospheric Universal Transport Intended for Lengthy United States Exploration" Ugh. I hate that. Quote Link to comment Share on other sites More sharing options...
rasta013 Posted May 24, 2016 Share Posted May 24, 2016 2 hours ago, p1t1o said: Did you read what "NAUTILUS-X" stands for? Yes apparently they shoehorned it into an acronym. With a diamond reinforced titanium shoehorn. "Non-Atmospheric Universal Transport Intended for Lengthy United States Exploration" Ugh. I hate that. I've had a problem with that name too...why couldn't it have been "Non-Atmospheric Universal Transport Intended for Lengthy Universal Science Exploration"? It didn't take but 2 seconds to think of the change... Quote Link to comment Share on other sites More sharing options...
p1t1o Posted May 24, 2016 Share Posted May 24, 2016 3 minutes ago, rasta013 said: I've had a problem with that name too...why couldn't it have been "Non-Atmospheric Universal Transport Intended for Lengthy Universal Science Exploration"? It didn't take but 2 seconds to think of the change... Only marginally better. I'd prefer this: Nautilus. Whats wrong with that? Are people gonna forget what it is?: Engineer #1 - "Waitwaitwait. Guys. Does anybody remember where this thing goes?" Engineer #2 - "Er. Good point, Im gonna say....the atmosphere?" NO Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 24, 2016 Share Posted May 24, 2016 (edited) Why is the Supernova Fusion Engine already using the pellets up before the engine is started the first time? It says "Reactor: Idling" and the engine is already active, but was never fired. Is it kinda "low heat fire"? Edited May 24, 2016 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
jordanjay29 Posted May 24, 2016 Share Posted May 24, 2016 (edited) I'm having a problem with the Half hex truss and Connected Living Space. Even with a crew tube setting, CLS doesn't want to recognize the part as passable. Even with CLS' optional passable parts setting turned on. This seems to be exclusive to the hex half truss, all the others work just fine with crew tubes. For some reason, the half truss, launched, thinks that it should have fuel even though the model is the crew tube. It shows me a fuel status indicator on right click, which is, of course, empty. Edited May 24, 2016 by jordanjay29 Quote Link to comment Share on other sites More sharing options...
rasta013 Posted May 24, 2016 Share Posted May 24, 2016 3 minutes ago, jordanjay29 said: I'm having a problem with the Half hex truss and Connected Living Space. Even with a crew tube setting, CLS doesn't want to recognize the part as passable. Even with CLS' optional passable parts setting turned on. This seems to be exclusive to the hex half truss, all the others work just fine with crew tubes. For some reason, the half truss, launched, thinks that it should have fuel even though the model is the crew tube. It shows me a fuel status indicator on right click, which is, of course, empty. Nertea is having the exact same problem with his NF Construction trusses as well. IIRC there was some sort of fix possible through a combination of a config file change and/or MM config but I'd have to dig around to find it. Just remember that being mentioned in the last day or two... Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 24, 2016 Share Posted May 24, 2016 btw the description of the Supernova lacks heat generation and startup power values - by purpose? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 24, 2016 Author Share Posted May 24, 2016 Probably an oversight on my part. Sounds like I need to edit the description to help make more sense of things. As for the half-hex truss, I may have missed that one when adding CLS support. I'll create a bug fix in the next few days. While I don't give out timetables, my current plan is to get MOLE and Pathfinder to 1.0 before returning to DSEV to update it with the.... Knautilus. I have things in the planning stages but there is a lot in my backlog to get through first. Quote Link to comment Share on other sites More sharing options...
jordanjay29 Posted May 24, 2016 Share Posted May 24, 2016 1 hour ago, Angel-125 said: As for the half-hex truss, I may have missed that one when adding CLS support. I'll create a bug fix in the next few days. Bingo, it just got missed. Easy fix, though, just a comma and a part name copied in. Easy enough to do while I wait for the next version. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 24, 2016 Share Posted May 24, 2016 (edited) Did you just delete my post? It appeared as first post of page 8 and now it's gone... Edit: (thank you, "Form History Controller" addon) I got a CTD - the 2nd since I started with KSP a month ago. Spoiler NullReferenceException: Object reference not set to an instance of an object at WildBlueIndustries.SupernovaController.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Input is null at System.Environment.get_StackTrace() at ConfigNode.CleanupInput(System.String value) at ConfigNode.AddValue(System.String name, System.String value) at BaseFieldList.Save(.ConfigNode node) at PartModule.Save(.ConfigNode node) at ShipConstruct.SaveShip() at ShipConstruction.CreateBackup(.ShipConstruct ship) at EditorLogic.SetBackup() at EditorLogic.onOffsetGizmoUpdated(Vector3 dPos) at EditorGizmos.GizmoOffset.OnHandleMoveEnd(EditorGizmos.GizmoOffsetHandle h, Vector3 axis, Single deltaAngle) at EditorGizmos.GizmoOffsetHandle.On_MouseUp() at EditorGizmos.GizmoHandle.OnMouseUp() at MouseEventsHandler.OnMouseUp() at UnityEngine.GameObject.SendMessage(System.String , System.Object , SendMessageOptions ) at UnityEngine.SendMouseEvents+HitInfo.SendMessage(System.String name) at UnityEngine.SendMouseEvents.SendEvents(Int32 i, HitInfo hit) at UnityEngine.SendMouseEvents.DoSendMouseEvents(Int32 skipRTCameras) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Log: https://www.dropbox.com/s/qssj603bzqr7ggs/2016-05-24-2%20NRE%20with%20SupernovaController.7z?dl=0 I was fiddling with heat radiators that I attached radially at the Supernova for some time, last action before CTD was moving them downwards and rotating them some degrees to fit to the lining of the Supernova. Edited May 24, 2016 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 24, 2016 Author Share Posted May 24, 2016 8 minutes ago, Gordon Dry said: Did you just delete my post? It appeared as first post of page 8 and now it's gone... Edit: (thank you, "Form History Controller" addon) I got a CTD - the 2nd since I started with KSP a month ago. Hide contents NullReferenceException: Object reference not set to an instance of an object at WildBlueIndustries.SupernovaController.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Input is null at System.Environment.get_StackTrace() at ConfigNode.CleanupInput(System.String value) at ConfigNode.AddValue(System.String name, System.String value) at BaseFieldList.Save(.ConfigNode node) at PartModule.Save(.ConfigNode node) at ShipConstruct.SaveShip() at ShipConstruction.CreateBackup(.ShipConstruct ship) at EditorLogic.SetBackup() at EditorLogic.onOffsetGizmoUpdated(Vector3 dPos) at EditorGizmos.GizmoOffset.OnHandleMoveEnd(EditorGizmos.GizmoOffsetHandle h, Vector3 axis, Single deltaAngle) at EditorGizmos.GizmoOffsetHandle.On_MouseUp() at EditorGizmos.GizmoHandle.OnMouseUp() at MouseEventsHandler.OnMouseUp() at UnityEngine.GameObject.SendMessage(System.String , System.Object , SendMessageOptions ) at UnityEngine.SendMouseEvents+HitInfo.SendMessage(System.String name) at UnityEngine.SendMouseEvents.SendEvents(Int32 i, HitInfo hit) at UnityEngine.SendMouseEvents.DoSendMouseEvents(Int32 skipRTCameras) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Log: https://www.dropbox.com/s/qssj603bzqr7ggs/2016-05-24-2%20NRE%20with%20SupernovaController.7z?dl=0 I was fiddling with heat radiators that I attached radially at the Supernova for some time, last action before CTD was moving them downwards and rotating them some degrees to fit to the lining of the Supernova. I don't have the ability to delete posts, so no. I will look into the NRE and hopefully have a fix in the next update. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 24, 2016 Share Posted May 24, 2016 Interesting additional fact: After loading again and then first action deleting radiators, second action deleting Supernova I still got a couple of the same NRE messages, but then a handful of those until the log spamming stopped: Spoiler Input is null at System.Environment.get_StackTrace() at ConfigNode.CleanupInput(System.String value) at ConfigNode.AddValue(System.String name, System.String value) at BaseFieldList.Save(.ConfigNode node) at PartModule.Save(.ConfigNode node) at ShipConstruct.SaveShip() at ShipConstruction.CreateBackup(.ShipConstruct ship) at EditorLogic.onSaveConfirm() at EditorLogic.saveShip(.Callback afterSave) at EditorLogic.saveShip() at UnityEngine.Events.InvokableCall.Invoke(System.Object[] args) at UnityEngine.Events.InvokableCallList.Invoke(System.Object[] parameters) at UnityEngine.Events.UnityEventBase.Invoke(System.Object[] parameters) at UnityEngine.Events.UnityEvent.Invoke() at UnityEngine.UI.Button.Press() at UnityEngine.UI.Button.OnPointerClick(UnityEngine.EventSystems.PointerEventData eventData) at UnityEngine.EventSystems.ExecuteEvents.Execute(IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) at UnityEngine.EventSystems.ExecuteEvents.Execute(UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress(UnityEngine.EventSystems.MouseButtonEventData data) at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent(Int32 id) at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent() at UnityEngine.EventSystems.StandaloneInputModule.Process() at UnityEngine.EventSystems.EventSystem.Update() (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 25, 2016 Share Posted May 25, 2016 btw the folder GameData\WildBlueIndustries\DSEV\Parts\Extras\ is empty. Something missing? Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 25, 2016 Share Posted May 25, 2016 To get rid off the NRE spamming I temporarily commented out the Spoiler // MODULE // { // name = SupernovaController // primaryEngineID = Hydrogen // reactorFuel = FusionPellets // fuelConsumption = 0.01 // ecNeededToStart = 48000 // ecChargePerSec = 800 // upgradeResources = RocketParts,5000;Science,600 // } Now I can toggle freely between the modes AND the issue is gone Quote Link to comment Share on other sites More sharing options...
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