Sarbian changed the topic of #kspmodding to: Welcome to #kspmodding - the channel for discussing, and learning about, modding Kerbal Space Program. Code of Conduct: https://git.io/vSQh6 | Always provide logs. | *** PSA: https://kerbalspaceprogram.com/api/index.htm | Someone is writting a Phd dissertation on KSP modding please fill out this survey https://goo.gl/forms/1vrkPYH4az8l32sb2 - I have met him and it s legit
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<Vas> Anyone know if Squad intends to update this? https://kerbal.curseforge.com/projects/asteroid-day
<Vas> Unless its core game now as I just read.
<Vas> Well this is a very unhelpful crash log file. "mono.dll caused an Access Violation (0xc0000005)"
<Vas> Uh... KSP still doesn't support 64 bit?
<Vas> It crashed the instant I hit 3.4GB RAM usage in the game.
<Vas> Yep... "DynamicHeapAllocator out of memory - Could not get memory for large allocation 22369624!"
<Vas> Oh I see, the game doesn't ask you which to launch, it just launches default 32 bit uselessly.
<Vas> So all mods 1.22 are incompatible with 1.3?
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<Vas> Sucks I can't use FAR< Deadly Reentry, Kerbal Construction Time, or several other important mods :/
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<xShadowx> mods from 1.2.2 is a dice roll for working in 1.3, entirely depends how much the mod touches
<Vas> Pretty much everything important broke.
<Vas> And I go back to find out other mods I used are also dead and gone for good :/ http://forum.kerbalspaceprogram.com/index.php?/topic/66190-105-kip-engineering-all-docking-ports-updated-for-105-11th-nov-2015/
<Vas> I used that structural hub set a lot, same with his docking ports cause they were way better than stock docking ports.
<xShadowx> parts from 1.1+ work fine, its just the partmodules on said parts / the plugin for said modules that breaks
<VanDisaster> hm, I was going to ask how much work 1.2-1.3 is
<VanDisaster> I just dug up some mod code from last year with the view of continuiing it on a newer version
<VanDisaster> but i don't want to use 1.3 thanks to the lack of important mods for it
<Vas> 1.3 seems to have been released within the last 2 months, so it may be some time before old mods catch up, seems the KSP community may be dwindling too so mods may have been abandoned by people who no longer play. I mean we can't all stay interested in KSP forever :P
<VanDisaster> this is why i don't even touch it for a year every now and then :p
<Vas> I'm trying to figure out how to design my ship in such a way that any ejected module will deorbit its self automatically without hitting my ship.
<Vas> Connecting shit is such a pain in the ass when no one makes their things standard sized.
<VanDisaster> I got round that by hardly ever building rockets
<Vas> Cause IRC sucks balls, I'll upload this to discord and then share that link here :P Trying to figure out how to deorbit this after I'm finished using it:
<Vas> Maybe I should attach an antenna to it, so I can remotely command it. But then I'd need to attach stuff like battries and other external tools. Hmm.
<VanDisaster> the probe core would have enough battery for a single burn
<Vas> Unlikely, this is a very large tank, and to deorbit it, it would be using the fuel it already has which is hydrogen and hydrogen takes a lot of electricity. :P I think I got it set up now though.
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<Vas> Pff, I put the docking port on backwards. Wasted a whole half million credits just to have to throw that station away, and apparently I cant auto deorbit stuff and salvage it, it all burns up in atmo.
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<Tivec> looking for someone who's ModuleManager savvy and able to help me out with a problem
<Tivec> I have this to modify the energy usage of RemoteTech antennas
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<Tivec> however, I only want it to apply to those that are dishes - I have DishAngle that isn't present on the omni ones, but I can't figure out how to filter for only those that have ModuleRTAntenna with the field DishAngle
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<xShadowx> Tivec: @PART[*]:HAS[@MODULE[ModuleRTAntenna]:HAS[#somefieldname]]:FINAL
<xShadowx> whats the line noting it as omni?
<Tivec> got help from the forum, and ended up with this: http://i.tivec.org/2017-07-23_20-16-55.txt
<xShadowx> Tivec: @PART[*]:HAS[@MODULE[ModuleRTAntenna]:HAS[#isomni[true]]]:FINAL
<xShadowx> fix isomni/true :P
<xShadowx> yours works too
<Tivec> isomni isn't a field, but yeah
<xShadowx> hense sayin fix, figured was a field to just set omni lol
<Tivec> ah right
<xShadowx> so allz good?
<Tivec> yup!
<Tivec> got it workin'
<xShadowx> i should work on my LS mod more ;\
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