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Gordon Dry

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Everything posted by Gordon Dry

  1. @Lisias And where does it store the settings? It's not DistantObject\Plugins\PluginData\Settings.cfg
  2. This mod bears fruits: https://github.com/mockingbirdnest/Principia/wiki/Change-Log#Ἵππασος
  3. @bungling which level is the Tracking Station?
  4. @NathanKell btw those 3 links in the signature still point to the oldish forum links methology.
  5. The issue occurs only when the PartInfo UI is open. So I post here.
  6. Nope. Yes. The bad search functionality of this board. Sorry. I forgot to always use Google to search within the board for better results.
  7. Links to http://restoremaxphysicsdt/ btw that patch is a good one.
  8. I see a config in GameData\RealismOverhaul\RO_SuggestedMods\DodoLabs\Electron_RO.cfg but none for RP-1. I assume this means technically it should be RO compatible but not appear ingame with RP-1. Anybody got any experience with it in RO / RP-1?
  9. It's a brand new file. It sits in RP-0 Parts Browser\Source\Tech Tree\Parts Browser\data\
  10. Good question; as for me it sometimes works as intended and sometimes totally not: Edit: Please type "hotstaging", not "Hot-Staging", as if someone searches for the word as it's written in MechJeb's UI it wouldn't fit.
  11. I'm not sure if this is also an issue without RO, so I ask: On launchpad, the ignition fails, so I use KCT to revert the vessel to VAB to edit it and "build" it again with a fresh / reconditioned engine. Kinda. I get all the money back by stock UI popup window for reverting after rollback and clicking on "Edit" I get into VAB, it of course shows "100% built" I just say "Save edits" because that's enough to do here in Space Center it's still 100% finished and I can roll it out again for a new launch attempt and now to the final issue: it does not cost that much to edit it, so it's kinda glitch to cheat money
  12. https://github.com/linuxgurugamer/EvaFollower/issues/12
  13. It works with KSP 1.12.3, but ... when used in flight scene with RSS/RO/RP-1 on an engine that engine stops burning as soon as the UI window is opened and proceeds burning after the UI window was closed - even with engine spool down and spool up times and without loosing ignition counts. The ProvAvi module from RO/RP-1 spams this (or likewise) to the log: [LOG 12:15:24.465] [ProcAvi] RefreshDisplays() Controllable mass: 20, mass: 435.3kg cost: 338, Utilization: 26.6% without the numbers being changed as long as the UI window is open. but no explicit NRE is logged at all.
  14. This mod's patch GameData\VenStockRevamp\Patches\Kerballoons.cfg which is still installed with the core variant of Ven's Stock Revamp which is installed with CKAN "RP-1 Express Install" breaks the animations of the Service Bays instead of fixing them.
  15. @Randomizer23 That's perhaps because Spacedock is migrating the servers from Germany to Finland afaik?
  16. I dared to create a JSON for the "RP-0 Parts Browser". I need to thoroughly test it. And I did not replace the resulting ECM-Parts.cfg and TREE-Parts.cfg completely - I just copied the 10 resulting entries into the existing files in my install GameData. Edit: Addition to fulfill some necessities:
  17. This is on a CKAN RP-1 ExpressInstall: I created a patch to also have TU textures and shinyness on the avionics parts inside GameData\RealismOverhaul\Parts\Avionics\ It just adds a module SSTURecolorGUI and a cloned block of KSPTextureSwitch, in which I intuitively changed "transformName = sides" to "transformName = 25mRW" which works. Please optimize and rount out the patch with more textureSets as you wish. No pic, no click: @PART[RP0probeSounding0-3m|RP0aerobeeSounding|RP0probeAvionics0-81m|RP0probeAvionics1-5m|RP0probeAvionics3-05m|RP0probeAvionics1-4m|RP0probeAvionics66m|GuidanceStart1m|GuidanceStart4m|GuidanceEarly1m|GuidanceEarly2m|GuidanceEarly3m|GuidanceLate1m]:NEEDS[RealismOverhaul,TexturesUnlimited]:FINAL { %MODULE[SSTURecolorGUI] { } MODULE { name = KSPTextureSwitch transformName = 25mRW sectionName = Sides currentTextureSet = Metal textureSet = Metal textureSet = Foil-Default textureSet = Metal-Default textureSet = Metal-Tricolor textureSet = Metal-Stripes textureSet = Metal-Stripes-Long textureSet = Metal-Stripes-Half textureSet = Metal-Stripes-Twisted textureSet = Metal-Checkers textureSet = Metal-Checkers2 textureSet = Metal-Checkers-Double textureSet = Metal-Slats textureSet = Metal-Narrow textureSet = Metal-Fancy textureSet = Metal-Fancy2 textureSet = Metal-Fancy3 textureSet = Metal-Fancy4 textureSet = Metal-Fancy5 textureSet = Metal-Fancy6 textureSet = Metal-Fancy7 textureSet = Metal-Fancy8 textureSet = Metal-Fancy9 textureSet = Metal-Able textureSet = Metal-Able-USAF textureSet = Metal-Agena textureSet = Metal-BlackArrow textureSet = Metal-BlackArrow2 textureSet = Metal-Bumper textureSet = Metal-Corestar textureSet = Metal-DeltaIV textureSet = Metal-Europa textureSet = Metal-Hermes textureSet = Metal-Juno textureSet = Metal-Juno-L textureSet = Metal-LongMarch textureSet = Metal-LongMarch2 textureSet = Metal-Mu textureSet = Metal-Redstone textureSet = Metal-Redstone-L textureSet = Metal-Redstone-USA textureSet = Metal-SLV textureSet = Metal-Skylab textureSet = Metal-ThorAble textureSet = Metal-Titan textureSet = Metal-Titan2 textureSet = Metal-Vanguard } }
  18. @Zorg @CAPFlyer KSP Community Fixes is so good it even lists potential candidates for memory leakage in the KSP.log - eventually some mod devs stumble upon those lines and dodge those memory leaks if possible. Hope dies last.
  19. I just had an occurance of bad hotstaging. As it always worked before with other vessels I have no clue what the reason was. The 2nd stage engine already started to fire just after launch - it should have been started 1s before the 1st stage flames out and gets decoupled. I used the "Truss Interstage" that comes with ROTanks and set it up to be the BDB "LDC Titan Interstage Decoupler". Edit: Perhaps the hot staging does not like it if a "normal, non-procedural" interstage part is used at a mount interstage node of a ROTank?
  20. https://github.com/linuxgurugamer/ShowFPS/issues/2
  21. KSP 1.12.3 In main settings.lua it says LANGUAGE = en-us and every stock UI element is english, but some mods show german localization. I have no clue where that could come from.
  22. Is there a way to stop RP0KCT to already offer still-to-be-unlocked parts from the R&D tech progress in VAB/SPH? This behaviour forces the player to always know which parts are not-yet-unlocked which can become annoying when building a new vessel, expecially in early career.
  23. On KSP 1.12.3 there is no text after the icon in Toolbar's settings menu for available icons.
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