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SpacedInvader

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Posts posted by SpacedInvader

  1. I'm kinda surprised this doesn't exist already, but searching the thread produced no results. Does anyone have a cfg they'd be willing to share that would convert the fuel outputs of the resource converters to be real fuels instead of vanilla? I'm guessing its possible, but I haven't modded something for myself in years so if there's something already out there floating around, I'd prefer to use that if possible.

    Thanks

  2. 9 hours ago, Murdabenne said:

    I have a feeling that if it comes to it, I'll end up losing KCT, because the USI Constellation brings so much more to the table - Ive had to part ways with build systems before, EPL, GC, and a number of one that simply died off (I go back to beta, so Its been a while).  I like Nertea's stuff, and Kopernicus+OPM, USI, and a few others (mostly from linuxgurugamer's ever expanding orphanage for abandoned mods).  I consider the game not worth the bother unless I can run those; I get bored in a hurry without them.  Maybe I can find another complexity mod to take its place :cool: 

    Just be assured your work for the mod as well as your KSP contributions are very appreciated - as a former lead software engineer for an aerospace company who started out as an online multiplayer game coder at a company long gone (Kesmai),  I have an idea just how much this takes in terms of brain cycles and time. Glad to see you still love your work.

    One thing you can do is "simulate" the KCT delay by using the KCT timeframe for the craft you want to build to set a KAC alarm for the correct date, then when the alarm goes off, construct the vessel at that time. IMO KCT brings too much to the table to completely remove it as you'll likely still use primarily the KSC to construct the majority of your vessels and only use Konstruction to build a relatively small number of craft offworld.

  3. 1 hour ago, Snark said:

    Just out of curiosity, have you actually tried the mods and verified that they don't work anymore in 1.11?  Just because KSP updated doesn't automatically mean that all mods need to release an update, too.

    1.11 added some new features to the game, but it wasn't especially "disruptive"-- didn't really dink around with the existing features, so I would expect most mods that work in 1.10 to just continue working fine in 1.11.  I'm the author of a couple dozen mods myself, and all of them continued working without a hiccup when KSP 1.11 arrived.  I went to SpaceDock and marked them all as 1.11 compatible, but I didn't need to release any actual updates to make them keep working.

    RealChute is automatically disabled until Chris updates it for 1.11 which hasn't happened yet. That alone would be enough as its a must-have for me. I'll admit I haven't bothered to check the other major warning mod which is Real Fuels as it wouldn't make much difference at this point if it did work since Real Chute isn't available yet. There are quite a few others that aren't updated, but "seem" to work for others such as Kerbal Construction Time, but again, without the core must-haves available, it doesn't make much sense to spend time testing others.

  4. The problem I end up having is that I always seem to land back on KSP after an update, but before the hotfixes are in place and before some of my "must have" mods are updated. I've thought about rolling back to 1.10.1 for this time around, but my situation is actually a little worse because one of my "must have" mods is actually not going to be compatible with 1.10.1 thanks to RoverDude moving his mods to the new inventory system and having not released a 1.10.1 version of his MKS system. He's said that the current version "should" work with 1.10.1, but its not supported and won't be supported going forward due to the change. So I'm stuck once again waiting between patches and hotfixes and what usually happens here, and the main reason its been so long since I've actually played the game, is that I'll get distracted playing another game that consumes hundreds of hours of my time and I'll forget about KSP for another 6-12 months...

  5. 12 hours ago, RoverDude said:

    tbh, 1.11 of KSP is fine.   1.4.1 *should* work, but anything beyond that (even pre-releases) are going to break because we're moving to stock inventory, which is a 1.11 thing.

    Hmm, I guess I was led to believe that 1.11 was bad enough that a decent amount of people rolled back to it after the update. That said, it doesn't really do much about the fact that some of my "must have" mods aren't updated yet (specifically Real Fuels and Real Chute) so I guess I'll either have to wait until they are updated to start or make do with 1.10.1. Thanks for the response though.

    EDIT: *Aren't updated and apparently disabled until updated

  6. I'm returning to the game after a couple of years away and have decided to play version 1.10.1 instead of 1.11 because several must-have mods for me are not yet updated to the newer version of the game and because apparently 1.11 is pretty buggy and I'm planning a loooooooooong career (my goal is to have a colony on every rocky body in the system, including OPM and possibly a binary star system if I can find a good one), so I'm trying to keep things running as smooth as possible. That said, it appears there was never a version of MKS specifically built to run on 1.10 so I'm not sure which version to install. Searching this thread has given some indication that the 1.3.0.0 version of MKS worked for the most part on KSP 1.10.1, but there were some issues apparently, and I can't find any reference at all to anyone using 1.4.1 with KSP 1.10.1. As a result, I figured I'd better ask if 1.4.1 is a better option for running on 1.10.1 or if neither is really great?

    Thanks

  7. 2 hours ago, VoidSquid said:

    Personally, for me, the question is, what weights more, the new features, or the newly introduced bugs?

    https://bugs.kerbalspaceprogram.com/projects/ksp/issues

    Some of the 1.10.1 bugs seem like they aren't so great either? For example, I just bought Breaking Ground so I expect to use surface science experiments, but apparently they're broken in 1.10.1...

  8. Lately I've gotten the bug to fire up a new career after a long time away (2-3 years), so naturally, I downloaded the most updated version of the game from squad and set about installing all of my favorite mods. The problem that I've noticed however, is that many of them haven't been updated to 1.11 and may not for several months since their authors don't really prioritize the updates anymore. Now I know better than to start pestering the modders about updates, but in lieu of that, I find myself wondering if the better course of action might not be just to roll back to the previous version of the game. The question is though, are the features introduced in 1.11 really worth the wait, or can they for the most part be found in other mods (KIS, KAS, Konstruction, etc) making the update less important?

    Thanks

  9. 14 hours ago, DaOPCreeper said:

    when are we getting 1.11?

    There is no more sure fire of a way to get a negative response on these forums than to impolitely demand information on a mod update. Even politely doing so is generally frowned upon. Mod makers are basically sharing something they made for themselves which just happens to be popular for other people and that they do it at all should be good enough for anyone. That said, a much better question for this situation would be:

    Has anyone tried this with 1.11 and have they found any issue with it?

  10. 2 hours ago, jimmymcgoochie said:

    BG is a lot more than just the robotics parts:

    • Propellers and rotors to make planes, helicopters, drones etc. which can be particularly useful for getting off Eve or for making electric aircraft which have nearly infinite range;
    • Deployable science experiments that gather science over time and can be expanded when you unlock the new experiments, it’s something else to do after landing and planting a flag which is good;
    • Surface features and scanning arms which can give you more science in stages as you unlock the better parts, or get a Kerbal to grab a sample and return it;
    • Cool spacesuits with coloured lights- who wouldn’t want underglow neon on their spacesuit?
    • Additional launch sites, the Des(s)ert launchpad and runway are good for reaching different biomes than you can easily reach from KSC.

    Plus you’re supporting the developers by giving them money to keep them employed and updating the game with new features and bug fixes.

    I did go ahead an purchase it, but the real selling point for me ended up being the points of interest that give science. I've always loved making rovers, but for the most part there's literally no reason to do it and this finally fills that gap.

  11. I'm returning to KSP after a long absence (2-3 years) and I'm debating whether or not to purchase the Breaking Ground DLC. In the past this might have been a no-brainer as its primary functions could only be found in Infernal Robotics and that mod had apparently been abandoned for a long time. Now however, it seems like IR has been updated quite a bit (though it still seems sporadic at best) and is functional with current versions of the game, so I find myself wondering if the other features available in BG are worth buying into. I'm hoping some here with experience on both sides would be willing to give me guidance on whether or not its worthwhile.

    Thanks

  12. On 3/19/2020 at 7:42 PM, Starwaster said:

    @dlrk @SpacedInvader 

    Any DeadlyReentry.dll file with a timestamp of earlier than 3/19/2020 6:48 PM is broken. Redownload if your file doesn't have that timestamp.

    (basically I horribly broke something in my attempt to refactoring to make it more resource and garbage collection friendly. Another change I made is to change when DRE runs certain code. So the point at which it might freeze has been shifted from the Main Menu to first loading of the SpaceCentre scene)

    Clarification: I shifted the code to run at SpaceCenter in hopes of avoiding the conditions that caused it to freeze in the first place.

    So I've re-downloaded it several times from the original link and I'm still getting a created timestamp of 03/18/2020 @ 3:57:24 PM. Not sure if I should be trying to pull from a different link, but it appears that I'm not getting the correct dll.

  13. On 2/6/2020 at 5:58 PM, Starwaster said:

    I haven't found it to be particularly crash prone but there is something that can cause it to freeze, and it doesn't seem to happen to everyone, and not necessarily all of the time. (although for some it seems to be consistent)

    And what causes that seems to be calling MonoBehaviour constructors before they've been initialized in Unity. The current release of Deadly Reentry seems to have that issue so there's going to be another release of that with the offending code reworked. Real Fuels had a few places that could potentially have triggered it (though I didn't experience that myself). LGG apparently had to go through quite a bit of code given the large number of mods he administers/maintains.

    Maybe the same thing was what caused your sources problems. But again, I only know of it causing the game to hang, not to crash outright.

    Hmm, ok, I can see how that might be an issue, though I'm by no means experienced with Unity. My limited programming experience would tell me that calling something before its been initialized would lead to problems, though. I'll keep an eye out for the new version of Deadly Reentry since that's also on my "must have" list. I can imagine LGG would have had a lot of work on his hands... he's taken on such a critical role in maintaining so many really great mods, I don't know what this community would have done without him. As for my sources, it was just a couple of people who responded on Reddit when I'd asked about which version of KSP I should take, so I can't really be sure what they actually experienced, but my guess is that this is the culprit as it sounds like a respectable collection of commonly used mods suffered from it.

    Whatever the case, thanks for the detailed info and I'll look forward to the updated RF when you release it.

  14. BTW, @Starwaster, I know this really has nothing to do with RF, but you've been around a long time and I trust your opinion, so I'm going to ask it anyway. A couple of sources have mentioned that 1.8.x is one of the most unstable builds they'd seen and recommended using 1.7.3 even if all my desired mods supported 1.8.x since my goal is to run a very long career mode playthrough (the goal is to have an MKS colony or research base on every planet not only in the stock system, but also OPM and Extrasolar... so something like 30+ colonies or bases). Their experiences were that you're rarely able to play for more than an hour before the game CTDs without warning, causing lots of lost progress, and as such, the recommendation is to use 1.7.3 because its far more stable, even if it doesn't have the performance improvements that came with 1.8.x. Anyway, I'd really like to know what your thoughts would be about this topic.

    Thanks

  15. 12 minutes ago, Starwaster said:

    Soon. I've been inactive for awhile due to holidays, cat sanctuary matters and PC hard drive problems prompting an emergency (and sloppily done) data migration. I've just this week gotten things back together again with GitHub and Visual Studios. I already have a functioning Real Fuels for KSP 1.8 and now I just have to get it packaged up. I've had it for awhile actually but I wanted to make sure it was free of certain issues that came to light over a month ago and then just today it was brought to my attention that there was a UI issue that can pop up with slider UIs. (where if the min and max values are the same for UI_FloatRange it can lock up multiple PAW elements - basically everything after the first afflicted element)

    So, expect it soon.

    That's really great to hear! I'll happily wait for the release then. Thanks!

  16. I'm returning to KSP once again and in the process of trying to decide if I want to run 1.8.1 or 1.7.3 based on the available mod compatibility. I'm curious what RF's current status in regards to 1.8.1 compatibility is as the last mention of this KSP version was several months ago. I consider this one of my must-have mods so its likely that if its not compatible and will remain that way for some time, I'll opt for the older KSP version.

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