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OldMold

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Posts posted by OldMold

  1. I have a little refueling refinery setup on Minmus - some drills, ore tanks, fuel tanks, and a convert-o-tron. Unfortunately, the conver-o-tron does not process when the vessel is running in the background unfocused.

    I have enough power, and the drills work as expected, filling up the ore tanks while the vessel is unfocused. Trying to turn ore into LFO via convert-o-tron does not work as expected, however.

    I also have ~130 mods, but hoping there is a better way to debug this than removing the mods one by one. Anyone know if there is anything in the logs I can search for? 

    Any pointers appreciated!

  2. 1 hour ago, sjsharks39 said:

    Hi Friends, what's the status of the discussions back in June? I would be curious about using this mod for an upcoming playthrough but having a hard time understanding the impact of the persistentID issue. Regardless of it being fixed or not, what did that actually cause to the player?

    Lots and lots of logspam - game starts slowing to a crawl because of all the errors.

    edit: +1 to patiently waiting and hoping this mod gets fixed someday. It made playing with the construction time mod interesting because saving stages helped reduce build times and re-use them. Also was great for reusing recovered spaceplanes in quick turnarounds. 

  3. On 8/19/2023 at 12:04 PM, DanBMan said:

    Is there a way to get the IVAs to use RPM / MoarDV? Maybe I am getting confused with a different one, but I remember this mod used to be compatible with it?

    As far as I know, nobody has actually created custom IVAs for these parts to use RPM/MoarDV props. Nertea put some basic IVAs together that are bundled with the main release, but left any fancy ones to people who want to spend the time creating them.

  4. 17 hours ago, kerbalcrasher13 said:

    How would you heal kerbals away from the KSC if you are doing something like a long interstellar mission

    Recuperation (cupolas & any other parts that provide R&R). You will never get back to 100% health as in KSC, but you can get to a stable point where health does not decrease unless sickness/injury.

  5. Speaking of extras - one additional complexity I'd love to add to the game is heat generated from living space, but my MM kung fu is not strong enough.

    I'm guessing adding some proportional heat generation (even if small) to all parts that have crew > 0 is probably straight forward, but not sure how to set up a mm patch. A more complex implementation may be to have ONLY parts that are currently populated generate heat (so an empty station/craft generates no heat), but an abstracted approach may work fine as well. Anyone have suggestions? 

  6. On 12/28/2022 at 2:38 AM, Morphisor said:

    Any idea what would be causing this logspam? It's continuous during flight, I tried with versions 4.0.0.8 and 4.0.0.7, both were the same. KSP 1.12.3, JNSQ.

     

    aqKZggn.png

    Seeing the same logspam in VAB version 4.0.0.8 

    Tried 4.0.0.6 and this logspam doesnt appear.

  7. On 5/11/2022 at 1:54 AM, Sheppard said:

    Does Parallax conflict maybe in some way with Stock Visual Enhancements? I'm getting a slight flicker on the surface of the Mun now and Minmus (new career, haven't gotten further for now).

    And for some reason my map view is shaking, with all icons and orbits (but I think that is just an old bug with no solution).

    That is new TAA anti aliasing from the latest scaterrer release. Check that thread for how to disable it.

  8. 12 hours ago, UnanimousCoward said:

    To keep the Parallax textures for Kerbin and ditch the city lights: delete the folder GameData\AstronomersVisualPack\AVP_Configs.

    Wouldn't this blow away all of AVP's environmental effects on all bodies? I think the flickering is just with city lights on Kerbin, so you can just delete (or rename) this file: GameData\AstronomersVisualPack\AVP_Configs\Stock\CityLights.cfg

  9. 15 minutes ago, FasterThanFlourite said:

    Oh, have I misunderstood it? I thought no collision meant not colliding with rocks on the surface.

    I presume the floating / sinking into the parallax ground was a bug?

    Its a bit confusing - surface scatter (rocks) that comes with stock KSP has it's own collision settings you can enable/disable in the options. This is independent from Parallax, though surface scatters are not recommended with Parallax installed as far as I know.

    Parallax terrain collisions that previously allowed the craft to interact with the newly "bumpy" ground textures have been disabled in the latest Parallax version, and sometimes that does result in crafts sinking below the surface or floating above the surface.

  10. On 3/25/2022 at 3:55 PM, FasterThanFlourite said:

    Houston, we have a problem! The Mun is definitely not made out of cheese, but out of soft pudding!

    kOr7qXH.jpg

    @RyGuy_McFly

    If you mean "no terrain deformation" to mean things like rovers sinking into the ground like in the above screenshot - that's due to terrain collision having been disabled in the latest version due to bugs. For now its just nice textures.

    If you're referring to the mushroom things as the "scatter in the OP images" - those are all work in progress and has not been released yet, but look really neat in the last few of Gameslinx' update posts!

  11. 3 hours ago, TheDicko said:

    Hi, thanks for the reply

    I have installed kopernicus again from here https://github.com/Kopernicus/Kopernicus/releases/download/release-87/Kopernicus-1.12.1-87.zip

    My terrain shader quality is set to ultra in the main menu

    Here is my KSP.log https://www.dropbox.com/s/uyn80uwqtc3euro/KSP.log?dl=0

    Here also is my parallax config. https://www.dropbox.com/s/g6q0hmw93e2jomz/ParallaxGlobal.cfg?dl=0

    Note that i have previously installed parallax correctly about a year ago. This is a brand new installation with minimal mods, but i cant seem to get it working. Non of the planet surfaces look changed.

    Looks like you're missing some files:

    [ERR 20:31:48.606] Unable to open archive file: C:/Program Files (x86)/Steam/steamapps/common/Kerbal Space Program/KSP_x64_Data/../GameData/Parallax/Shaders/Wireframe-windows.unity3d
    [ERR 20:31:48.606] Failed to read data for the AssetBundle 'Wireframe-windows.unity3d'.
    

    Delete the Parallax folder and try to do a clean install again?

  12. Added some radiation shielding to the SSPX crew tubes - figured that as part of stations/ships they would be shielded, and would help contribute to the rad shielding for the craft. 

        // 1.25m rigid parts (PAS)
        // ---------------------
    
    	@PART[sspx-tube-125-3,sspx-adapter-125-25-2,sspx-hub-125-1]:NEEDS[StationPartsExpansionRedux]:AFTER[KerbalHealth]
    	{
    		RESOURCE
    		{
    			name = RadiationShielding
    			amount = 0
    			maxAmount = 0.5
    		}
    	}
    	@PART[sspx-tube-125-2]:NEEDS[StationPartsExpansionRedux]:AFTER[KerbalHealth]
    	{
    		RESOURCE
    		{
    			name = RadiationShielding
    			amount = 0
    			maxAmount = 1
    		}
    	}
    	@PART[sspx-tube-125-1]:NEEDS[StationPartsExpansionRedux]:AFTER[KerbalHealth]
    	{
    		RESOURCE
    		{
    			name = RadiationShielding
    			amount = 0
    			maxAmount = 2
    		}
    	}
    
        // 1.875m rigid parts (PMA)
        // ------------------
    
    	@PART[sspx-tube-1875-3,sspx-adapter-1875-125-2]:NEEDS[StationPartsExpansionRedux]:AFTER[KerbalHealth]
    	{
    		RESOURCE
    		{
    			name = RadiationShielding
    			amount = 0
    			maxAmount = 0.75
    		}
    	}
    	@PART[sspx-tube-1875-2]:NEEDS[StationPartsExpansionRedux]:AFTER[KerbalHealth]
    	{
    		RESOURCE
    		{
    			name = RadiationShielding
    			amount = 0
    			maxAmount = 1.5
    		}
    	}
    	@PART[sspx-tube-1875-1]:NEEDS[StationPartsExpansionRedux]:AFTER[KerbalHealth]
    	{
    		RESOURCE
    		{
    			name = RadiationShielding
    			amount = 0
    			maxAmount = 3
    		}
    	}
    
        // 2.5m rigid parts (PPD)
        // ------------------
    
    	@PART[sspx-tube-25-3,sspx-adapter-25-375-1,sspx-adapter-25-1875-1]:NEEDS[StationPartsExpansionRedux]:AFTER[KerbalHealth]
    	{
    		RESOURCE
    		{
    			name = RadiationShielding
    			amount = 0
    			maxAmount = 1
    		}
    	}
    	@PART[sspx-tube-25-2,sspx-hub-25-1]:NEEDS[StationPartsExpansionRedux]:AFTER[KerbalHealth]
    	{
    		RESOURCE
    		{
    			name = RadiationShielding
    			amount = 0
    			maxAmount = 2
    		}
    	}
    	@PART[sspx-tube-25-1]:NEEDS[StationPartsExpansionRedux]:AFTER[KerbalHealth]
    	{
    		RESOURCE
    		{
    			name = RadiationShielding
    			amount = 0
    			maxAmount = 4
    		}
    	}
    
        // 3.75m rigid parts (PXL)
        // ------------------
    
    	@PART[sspx-tube-375-3,sspx-adapter-375-5-1]:NEEDS[StationPartsExpansionRedux]:AFTER[KerbalHealth]
    	{
    		RESOURCE
    		{
    			name = RadiationShielding
    			amount = 0
    			maxAmount = 1.25
    		}
    	}
    	@PART[sspx-tube-375-2]:NEEDS[StationPartsExpansionRedux]:AFTER[KerbalHealth]
    	{
    		RESOURCE
    		{
    			name = RadiationShielding
    			amount = 0
    			maxAmount = 2.5
    		}
    	}
    	@PART[sspx-tube-375-1]:NEEDS[StationPartsExpansionRedux]:AFTER[KerbalHealth]
    	{
    		RESOURCE
    		{
    			name = RadiationShielding
    			amount = 0
    			maxAmount = 5
    		}
    	}

     

  13. 30 minutes ago, majNUN said:

    Yeah, sure. I was simply making an "FYI statement" to @Nerteathat his readme file doesn't mention anything about installing the IVAs. Maybe he'll update his file... 

    BTW if you know what needs to be done, the readme file is in the github code repository - you can submit a pull request with the changes you propose should be added so that Nertea can just accept it if it's good.

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