linuxgurugamer Posted June 6, 2018 Share Posted June 6, 2018 (edited) @Angel-125 Just got my first start with this. Got a tiny little bug: I unlocked all technologies as a test. In the R&D building, the icon for "Saucer Technologies" is missing Let me know if you need anything else, IMHO I don't think you need a log file for this edit: See followup post below Edited June 6, 2018 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 6, 2018 Share Posted June 6, 2018 (edited) 13 hours ago, Angel-125 said: It's looking for something called "TodicusTools" from what I see in the logs. Maybe that's another download? ToadicusTools is used by the following mods: AntennaRange IR-Model-Rework-Utility TweakableEverything VOID and of course, I forgot the download link. Here it is: https://spacedock.info/mod/1069/ToadicusToolsContinued Also in CKAN Edited June 6, 2018 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 6, 2018 Share Posted June 6, 2018 (edited) 47 minutes ago, linuxgurugamer said: @Angel-125 Just got my first start with this. Got a tiny little bug: I unlocked all technologies as a test. In the R&D building, the icon for "Saucer Technologies" is missing Let me know if you need anything else, IMHO I don't think you need a log file for this Correction The icon is there, it's just all white The icon in question is: saucerTech.dds Edited June 6, 2018 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 6, 2018 Share Posted June 6, 2018 (edited) On 5/23/2018 at 12:33 AM, Angel-125 said: Last image of the night: Closeup of the kitchenette. You need to add an instruction manual : Flying Saucer Flight Operations to the scene. Maybe even clicking on it would bring up the Kspepedia (?) page? Edited June 6, 2018 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted June 6, 2018 Author Share Posted June 6, 2018 3 hours ago, linuxgurugamer said: Correction The icon is there, it's just all white The icon in question is: saucerTech.dds That seems to be an artifact of using DDS for the texture. I'll switch it back to png in the next release. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted June 6, 2018 Author Share Posted June 6, 2018 Working on ground collision detection, hoping to have Crazy Mode hit the stop button if it detects that you'll collide with the ground... Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 6, 2018 Share Posted June 6, 2018 Take a look at the landing height display mod for some good code to do that, may be helpful Quote Link to comment Share on other sites More sharing options...
shdwlrd Posted June 7, 2018 Share Posted June 7, 2018 19 hours ago, Angel-125 said: Maybe a safety feature prevents Crazy Mode from operating below 500 meters but can be overriden. I think 100 meters should be fine. That should allow you to use crazy mode in most biomes on the planets. The only really exception would be mountainous or crater biomes. But this is KSP, people are kind of reckless. 5 hours ago, Angel-125 said: Working on ground collision detection, hoping to have Crazy Mode hit the stop button if it detects that you'll collide with the ground... 4 hours ago, linuxgurugamer said: Take a look at the landing height display mod for some good code to do that, may be helpful throttle controlled avionics has good surface and object detection too. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted June 7, 2018 Author Share Posted June 7, 2018 (edited) Gravitic engine now has a terrain avoidance and warning system. If you try to warp into the ground, the engine will deactivate Crazy Mode. Edited June 7, 2018 by Angel-125 Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted June 7, 2018 Author Share Posted June 7, 2018 KFS 0.2.4 is now available: - The gravitic engine now consumes GravityWaves while in Hover Mode. - The gravitic engine now has a built-in Terrain Awareness and Warning System (TAWS) for Crazy Mode. TAWS will halt the craft if using Crazy Mode will result in a crash. - GravityWaves produced in the gravitic generator will fade away if the generator is turned off. They weren't intended to stick around indefinitely... - Fixed missing tech tree node icons. - Fixed issue where resources were consumed while reconfiguring a disassembled part. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted June 7, 2018 Author Share Posted June 7, 2018 Question: Does anybody get a NRE when they switch play modes between Classic Stock and CRP? If so, want to test some stuff so I can resolve that issue? I can't reproduce it on my system. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted June 8, 2018 Share Posted June 8, 2018 (edited) Codename "Magneton" Station. A completely random and concept build featuring the Graviolium exo harvester. It's not properly outfitted for any mission but has lots of cargo space and is promising if someone wants to... maybe... rescue a kerbal from within OPM planets' SOI, maybe with life support, and win a million style points while doing it. (Please ignore the obvious OCD-triggering misaligned docking lanes. I really did not see that coming) Edited June 8, 2018 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted June 8, 2018 Author Share Posted June 8, 2018 Wow! Quote Link to comment Share on other sites More sharing options...
shdwlrd Posted June 9, 2018 Share Posted June 9, 2018 (edited) Is the crazy mode disabled when you're in physics range of another craft? Or is it disabled when you have something targeted in physics range? I think there is something wrong with the resource values. Edited June 9, 2018 by shdwlrd Adding another issue. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted June 9, 2018 Author Share Posted June 9, 2018 2 hours ago, shdwlrd said: Is the crazy mode disabled when you're in physics range of another craft? Or is it disabled when you have something targeted in physics range? I think there is something wrong with the resource values. Crazy Mode isn't disabled when you're in physics range of another craft. The latest update checks for ground collisions and will disable Crazy Mode if it would offset the craft into the ground. Crazy Mode is also disabled when you go suborbital. How did you get the negative cost? How did you add the Graviolium? Quote Link to comment Share on other sites More sharing options...
shdwlrd Posted June 9, 2018 Share Posted June 9, 2018 2 minutes ago, Angel-125 said: Crazy Mode isn't disabled when you're in physics range of another craft. The latest update checks for ground collisions and will disable Crazy Mode if it would offset the craft into the ground. Crazy Mode is also disabled when you go suborbital. How did you get the negative cost? How did you add the Graviolium? I reconfigured the tank using omni storage included with KFS. I didn't add any to the tank since it doesn't leave the SPH/VAB and you have to fill up on the runway/pad. The reason I was asking about the crazy mode because I think there is a problem. I built a saucer with a probe attached to it. I dropped the probe to the ground and tried to crazy mode away to see what the distance is for the burst. I wasn't able to use crazy mode until I was outside of physics range of the probe. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted June 9, 2018 Author Share Posted June 9, 2018 9 hours ago, shdwlrd said: I reconfigured the tank using omni storage included with KFS. I didn't add any to the tank since it doesn't leave the SPH/VAB and you have to fill up on the runway/pad. The reason I was asking about the crazy mode because I think there is a problem. I built a saucer with a probe attached to it. I dropped the probe to the ground and tried to crazy mode away to see what the distance is for the burst. I wasn't able to use crazy mode until I was outside of physics range of the probe. Hm, can you show me a screenshot of the design with the probe? I'll look into the fuel tank issue as well, the game has some limitations that are tough to get around.. Quote Link to comment Share on other sites More sharing options...
Jhorriga Posted June 9, 2018 Share Posted June 9, 2018 (edited) when will the excalibur be ready? Edited June 9, 2018 by Jhorriga Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted June 9, 2018 Author Share Posted June 9, 2018 1 hour ago, Jhorriga said: when will the excalibur be ready? Wit luck, sometime this year. I'm focused on getting the bugs worked out of the engine first before tacking the mothership. That way the "sports model" Flapjack will be easier to fly... Quote Link to comment Share on other sites More sharing options...
Jhorriga Posted June 9, 2018 Share Posted June 9, 2018 BTW, whatever happened to the ISV venture star from DSEV? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted June 9, 2018 Author Share Posted June 9, 2018 (edited) 1 hour ago, Jhorriga said: BTW, whatever happened to the ISV venture star from DSEV? That was cancelled, but some parts did make it into the mod: Edited June 9, 2018 by Angel-125 Quote Link to comment Share on other sites More sharing options...
shdwlrd Posted June 9, 2018 Share Posted June 9, 2018 6 hours ago, Angel-125 said: Hm, can you show me a screenshot of the design with the probe? It's a quick simple probe used for something to target. Quote Link to comment Share on other sites More sharing options...
The Minmus Derp Posted June 10, 2018 Share Posted June 10, 2018 Me like. Quote Link to comment Share on other sites More sharing options...
DStaal Posted June 10, 2018 Share Posted June 10, 2018 Comment based on a quick test: The cargo bay's floor needs to be lowered, just slightly. (Helmets clip into the closed doors, even when right against the core.) Quote Link to comment Share on other sites More sharing options...
hms_warrior Posted June 10, 2018 Share Posted June 10, 2018 Hey just a quick suggestion: I installed your mod and had a little proplem: it's laggy as hell(but i don't have the best computer). So i deinstalled the mods that do all the little interior things and it runs much better. Of course now the internal view is basicly just grey. Would it be a lot of work to put simple textures of monitors etc. behind those props? This way people with bad PCs could just have simple interiors without extra functionality and people with good PCs could have your (awesome) interactive internal view. Quote Link to comment Share on other sites More sharing options...
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