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Some of the larger ones, such as the orbital telescope, would benefit from having stack attach nodes so they can be properly stacked.
Solar panel base on the E300 express panels is not rotating correctly
The omnidirectional antennas are not working for some reason when using the Remote Tech patch.
I checked the coatls RT patch but can't see why it wouldn't work.
Small typo in ca_fom_solar.cfg
Should be -- TechRequired = electrics
and not ------ TechRequired = Electrics
The A100, A200 and A300 antennas seem to me about 10x heavier than they should be. 40, 60 and 75 kg (or less!) would be more reasonable for these. The squad DTS-M1 is 30 kg.
Reported by KineticSloth:
Some parts have a soundfx error? Decouplers? impactTolerance use? Is it deprecated by Squad?
At:
It also breaks any part modules that follow the ModuleEngines when using Module Manager to patch them.
Don't forget, dummie
Models
Textures
In-game
Balancing
See #5
General Balancing pass on the antenna stats based on stock and RT configs. This should include consideration for the new antenna beings added.
y
Originally suggested by JSO:
the problem follows the model, even when transplanting it to a different engine .cfg.
Balance RCS progression once all parts are in:
Looks like some texture paths need to be adjusted...
[ERR 08:38:42.569] Texture 'Coatl Aerospace/ProbesPlus/Assets/Antenna/swis_mesh' not found!
...
[LOG 08:39:32.271] PartLoader: Compiling Part 'Coatl Aerospace/ProbesPlus/Parts/Antenna/dish_deploy_S2/dish_deploy_S2'
[ERR 08:39:32.272] PartCompiler: Cannot replace texture as cannot find texture 'swis_mesh' to replace
[ERR 08:39:32.275] PartLoader: Encountered exception during compilation. System.NullReferenceException: Object reference not set to an instance of an object
at PartLoader.ReplaceTextures (UnityEngine.GameObject model, System.Collections.Generic.List`1 textureNames, System.Collections.Generic.List`1 newTextures) [0x00000] in <filename unknown>:0
at PartLoader.CompileModel (.UrlConfig cfg, .ConfigNode partCfg, Single scaleFactor, .AvailablePart partInfo) [0x00000] in <filename unknown>:0
at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0
at PartLoader+<CompileParts>c__Iterator62.MoveNext () [0x00000] in <filename unknown>:0
[ERR 08:39:32.278] PartCompiler: Cannot compile part
it looks like swis_mesh.dds is needed by Assets\ca_SWIS.mu and also Assets\Antenna\dish_deploy_S2.mu, but the file is only in the upper folder.
Also
[LOG 08:46:25.994] Load(Model): Coatl Aerospace/ProbesPlus/Assets/ca_ESM
[ERR 08:46:26.000] Texture 'Coatl Aerospace/ProbesPlus/Assets/foil2_N' not found!
This one was probably supposed to be mat_foil2_N?
Test Firespitter texture switching for the following:
Test New RCS module with old parts, again.
To add support for the Solar Vanes as suggested in the Forums. Price/weight increase to compensate
Possible collider problem on the Fomalhaut lander heatshield. May be overlapping over the lander and causing violent separations.
Batch of scanner parts for SCANsat
.GameData/Coatl Aerospace/ProbesPlus/Compatibility/MKS.cfg
// by LouisCyfer
@PART[ca_vor_sar]:NEEDS[MKS]
{
MODULE
{
name = ModuleResourceSurveyor
allowHomeBody = true
lodePart = UsiExplorationRock2
lodeRange = 90
altModifier = 0.5
}
}
A few files appear to be invalid/corrupt.
\GameData\Coatl Aerospace\ProbesPlus\Assets\mat_cf_N.dds
\GameData\Coatl Aerospace\ProbesPlus\Assets\mat_foilEdge_N.dds
\GameData\Coatl Aerospace\ProbesPlus\Assets\mat_foil_N.dds
\GameData\Coatl Aerospace\ProbesPlus\Assets\mat_stock_N.dds
Reported by KineticSloth:
[LOG 13:20:13.400] Load(Model): Coatl Aerospace/ProbesPlus/Assets/ca_ESM
[ERR 13:20:13.406] Texture 'Coatl Aerospace/ProbesPlus/Assets/foil2_N' not found!
Why is this
Reported by Bombaatu:
Don't know if this is a known issue or not, but the barometer from this set doesn't like having the science transferred. It's ok if you transmit it immediately, but if you transfer it (say, to the science container), it can get into a stuck state - it doesn't show any experiment data to review, but you cannot take any more readings. So far it's only been the barometer.
Hi
Thanks for the mod.
I tried to build a Landvermesser probe and noticed that the soil scoop (ca_landv_soilScoop) and the survey camera (ca_landv_cam_s1) didn't have PhysicsSignificance = 1 while the other parts of this probe seem to have it. Makes it hard to balance the craft.
ninch in Reddit reported that a lot of bigger parts are physics-less and causing some balance issues.
Test puetzk's SAS fix
I was driving myself crazy trying to find the new Draco core, but finally found why I was failing when I looked at the log (and found that the Juno magnetometer solar panel had the same issue):
PartLoader: Compiling Part 'Coatl Aerospace/ProbesPlus/Parts/Electrical/sp_juno_mag/sp_juno_mag'
PartLoader: Encountered exception during compilation. System.NullReferenceException: Object reference not set to an instance of an object
at PartLoader.ReplaceTextures (UnityEngine.GameObject model, System.Collections.Generic.List`1 textureNames, System.Collections.Generic.List`1 newTextures) [0x00000] in <filename unknown>:0
at PartLoader.CompileModel (.UrlConfig cfg, .ConfigNode partCfg, Single scaleFactor, .AvailablePart partInfo) [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
PartCompiler: Cannot compile part
[...]
PartLoader: Compiling Part 'Coatl Aerospace/ProbesPlus/Parts/Meridiani/_Draco/ca_draco'
PartLoader: Encountered exception during compilation. System.NullReferenceException: Object reference not set to an instance of an object
at PartLoader.ReplaceTextures (UnityEngine.GameObject model, System.Collections.Generic.List`1 textureNames, System.Collections.Generic.List`1 newTextures) [0x00000] in <filename unknown>:0
at PartLoader.CompileModel (.UrlConfig cfg, .ConfigNode partCfg, Single scaleFactor, .AvailablePart partInfo) [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
PartCompiler: Cannot compile part
Nothing in the config files strike me as being obviously malformed, and unfortunately I don't have any background in KSP part modeling, so this is all I've got.
Tagging @jmrd98
The oscar tank (and maybe the Toroidal - I haven't done the math) is a noteable exception to the otherwise well balanced squad tanks in that it hold far more than it's size would suggest. It's up to you how you want to proceed here. Compared to the oscar the CL-LT80 looks good. Compared to any other tank it holds twice what it should (put it next to an FLT-100). Sometimes you have to take liberties with very small parts so do what feels right.
The MP tank looks good. Squad MP tank dry masses run in the 1/3 to 1/7 fuel mass range. Yours looks like it fits in.
Rodger on Forums: mass reduction isn't working properly. It seems to be adding the reduced mass to the base mass instead of replacing it. Same with the cost change, adding instead of replacing.
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