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Corax

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Everything posted by Corax

  1. Just my two cents, but considering other mods store entire hangars full of .craft data, in addition to KSP's own, in persistent.sfs, I wouldn't worry *too* much about including a few Kerbals' names.
  2. error: invalid compressed data to inflate file #6: bad zipfile offset (local header sig): 9942212 Gentoo GNU/Linux 5.6.7, xarchiver 0.5.4.14 EDIT: Re-posting the rest of it... sorry for not putting it into spoiler tags, Invision seems hungry today. $ md5sum 20200521-MoviesCollin-Original_Score_Project-1-spacedock.2433.zip 38fb14b6d633346ac88039f0b2955345 20200521-MoviesCollin-Original_Score_Project-1-spacedock.2433.zip $ unzip -t 20200521-MoviesCollin-Original_Score_Project-1-spacedock.2433.zip Archive: 20200521-MoviesCollin-Original_Score_Project-1-spacedock.2433.zip testing: KSPOST_v1/Music/ OK testing: KSPOST_v1/Music/Bodies/ OK testing: KSPOST_v1/Music/Bodies/1 Moho/ OK testing: KSPOST_v1/Music/Bodies/2 Eve/ OK testing: KSPOST_v1/Music/Bodies/2 Eve/Eve 1.ogg error: invalid compressed data to inflate file #6: bad zipfile offset (local header sig): 9942212 testing: KSPOST_v1/Music/Bodies/2 Eve/Eve Space.ogg OK testing: KSPOST_v1/Music/Bodies/3 Kerbin/ OK testing: KSPOST_v1/Music/Bodies/3 Kerbin/Minmus/ OK testing: KSPOST_v1/Music/Bodies/3 Kerbin/Minmus/Minmus 1.ogg OK testing: KSPOST_v1/Music/Bodies/3 Kerbin/Minmus/Minmus 2.ogg OK testing: KSPOST_v1/Music/Bodies/3 Kerbin/Mun/ OK testing: KSPOST_v1/Music/Bodies/3 Kerbin/Mun/Mun.ogg OK testing: KSPOST_v1/Music/Bodies/4 Duna/ OK testing: KSPOST_v1/Music/Bodies/4 Duna/Duna 1.ogg OK testing: KSPOST_v1/Music/Bodies/4 Duna/Duna 2.ogg OK testing: KSPOST_v1/Music/Bodies/4 Duna/Duna 3.ogg OK testing: KSPOST_v1/Music/Bodies/4 Duna/Duna Space.ogg OK testing: KSPOST_v1/Music/Bodies/5 Dres/ OK testing: KSPOST_v1/Music/Bodies/6 Jool/ OK testing: KSPOST_v1/Music/Bodies/6 Jool/Jool 1.ogg OK testing: KSPOST_v1/Music/Bodies/6 Jool/Jool 2.ogg OK testing: KSPOST_v1/Music/Bodies/6 Jool/Jool 3.ogg OK testing: KSPOST_v1/Music/Bodies/6 Jool/Jool Moons 1.ogg OK testing: KSPOST_v1/Music/Bodies/6 Jool/Jool Moons 2.ogg OK testing: KSPOST_v1/Music/Bodies/6 Jool/Laythe/ OK testing: KSPOST_v1/Music/Bodies/6 Jool/Laythe/Laythe 1.ogg OK testing: KSPOST_v1/Music/Bodies/6 Jool/Laythe/Laythe 2.ogg OK testing: KSPOST_v1/Music/Bodies/7 Eeloo/ OK testing: KSPOST_v1/Music/Bodies/7 Eeloo/Eeloo 1.ogg OK testing: KSPOST_v1/Music/Bodies/7 Eeloo/Eeloo 2.ogg OK testing: KSPOST_v1/Music/Main/ OK testing: KSPOST_v1/Music/Main/Construction/ OK testing: KSPOST_v1/Music/Main/Construction/Construction 1.ogg OK testing: KSPOST_v1/Music/Main/Construction/Construction 2.ogg OK testing: KSPOST_v1/Music/Main/Construction/Construction 3.ogg OK testing: KSPOST_v1/Music/Main/Construction/Construction 4.ogg OK testing: KSPOST_v1/Music/Main/Construction/Construction 5.ogg OK testing: KSPOST_v1/Music/Main/Main Theme.ogg OK testing: KSPOST_v1/Music/Main/Menu Ambience.ogg OK testing: KSPOST_v1/Music/Main/Tracking Station.ogg OK testing: KSPOST_v1/Music/Space/ OK testing: KSPOST_v1/Music/Space/Space 1.ogg OK testing: KSPOST_v1/Music/Space/Space 2.ogg OK testing: KSPOST_v1/Music/Space/Space 3.ogg OK testing: KSPOST_v1/Music/Space/Space 4.ogg OK testing: KSPOST_v1/Music/Space/Space 5.ogg OK testing: KSPOST_v1/OST graphic.png OK testing: KSPOST_v1/Playlists/ OK testing: KSPOST_v1/Playlists/playlists.cfg OK testing: KSPOST_v1/README.txt OK At least one error was detected in 20200521-MoviesCollin-Original_Score_Project-1-spacedock.2433.zip. $ unzip -v UnZip 6.00 of 20 April 2009, by Info-ZIP. Maintained by C. Spieler. Send bug reports using http://www.info-zip.org/zip-bug.html; see README for details. Latest sources and executables are at ftp://ftp.info-zip.org/pub/infozip/ ; see ftp://ftp.info-zip.org/pub/infozip/UnZip.html for other sites. Compiled with gcc 9.2.0 for Unix (Linux ELF).
  3. In case there is any uncertainty, Milka≠Milka, and Cadbury≠Cadbury, but Milka=Cadbury. Both were bought by Kraft Foods and now are just shadows of their former selves, or so I'm told...
  4. I hope they don't. I'd hate to have to wait another year or two for KSP 1.10... Disregard, didn't realize you were talking about v2.0. Also not too keen on the sneaky Snacks product placement. I hope you have your legal bases covered on this. I could see objections from both a certain manufacturer–or their competitors for that matter–as well as consumer protection agencies...
  5. Pretty sure that Spectra does add them, at least I have it installed and do get "city" lights, I wouldn't know (ie. couldn't be bothered to look) where else they would come from. That said, I personally have never been a big fan of that particular effect, it always feels wrong that something should seem to be there at night, with no indication during daytime. But then again, I'm just not bothered enough to patch them out, so I just tell myself they are from bioluminescent microbes or somesuch ;)
  6. Right off the top of my head, there is Nils' Planetary Bases Systems that has TACLS support and greenhouses (intended for surface use, obviously, but no reason why they shouldn't work in space as well). There are definitely others that I just don't remember right now; Nertea's collection might be worth looking into for example.
  7. "Firespitter Core" is just the CKAN's way of extracting only the library for other mods that depend on it, it's not a separate bundle. Same as manually extracting only the dll, or unpacking Firespitter and deleting everything except.
  8. GameData/RealPlume-Stock/Global\ Patches.cfg has @PART[*]:HAS[#PhysicsSignificance[*],@MODULE[ModuleEngines*]]:FOR[zzzRealPlumeStock] { !PhysicsSignificance = NULL } I don't know which, if any, engines are initially physicsless and get changed by this patch, but this might be part of why some people experience reductions in frame rate. Worth noting is that the patch explicitly states // Make sure that none of the engine parts have their // physics disabled (breaks the plumes). My suggestion would be to simply not use RealPlumes, or any of the other cosmetics mods, if somebody experiences intolerable frame rate drops. Kind of a no-brainer, really. Moar shiny always translates to more processing...
  9. The corresponding property is PhysicsSignificance. If not present in a part's configuration, it defaults to zero, so deleting it or explicitly setting it to zero reverts the behaviour, with all consequences: the part's mass is treated as you might expect it, as are forces acting upon the part. This increases the amount of calculations necessary, and that's the main reason why it was introduced–to simplify physics calculations for parts deemed too insignificant to require accurate physical simulation, and in turn speed up the game. It's trivial to edit directly or (preferably) modify with a ModuleManager patch. Just don't be surprised when you experience FPS drops ;)
  10. The Custom Barn Kit patch contains ':FOR[zzzUnKerballedStart]'; that is where zzzUnKerballedStart gets defined.
  11. https://github.com/Kopernicus/Kopernicus/releases/ has past releases. 88 of them at the time of writing.
  12. Is it possible to format text without using the WYSIWYGWhatsywiggle JS?
  13. I may be stating the obvious, but unless you specifically want to tackle the challenge, using a ground crane instead could be an alternative.
  14. Haven't looked into it, but my understanding is instead of ripping out and replacing the entire node that contains (among other things) the information which audio file to play, he's now only replacing that single piece of information with a new one.
  15. And another bit of input: I've been using stock spotlights for precision landings since about forever. Three or four radially attached, slightly angled inwards, spot on. For that use case I wouldn't be averse to a more tightly focused beam, but my guess is they could probably be tweaked by a simple config edit, without needing a special plugin.
  16. Short answer, I reckon it's possible, although I haven't tried myself. If you have to ask, I'm inclined to say "no". AFAICT from a quick glance, Final Frontier's data is all contained in each save's persistent.sfs file, in the HallOfFameScenarioModule scenario. Of course, you'd also need to copy the entire crew roster from FLIGHTSTATE for it to make sense, but would probably want to leave out most of the rest of it, except for FLIGHTSTATE{UT=numberofsecondssincegamestart} to manually adjust the game epoch forward to match the (past) history of your crew for any time stamps to make sense. Likely you'll also need the entire SCENARIO{name=ProgressTracking …} block to carry over any world first achievements that might otherwise possibly result in duplicate badge awards. FlightTrackerScenario and ScenarioAchievements also look as if they might be likely candidates, although I'm not certain whether those are stock or come from some mod or other. Speaking of mods, depending on which you have, had or have no longer installed, data between them might need to be transferred or invented as well to avoid inconsistencies... things like Kerbalism, KeepFit, USI MKS, EarnYourStripes etc., that in any way shape or form modify Kerbals, or otherwise record data about them. Like I said, should be possible, but whether it's simple or even sensible is another question entirely.
  17. You're not specifying a filter qualifier: @PART[*]:HAS[#category[Aero]]{…}; note the '#' hash mark, you'll want to look for all parts containing a KEY named CATEGORY with a value of AERO here.
  18. @MODULE{name = ModuleAblator …} You'll need to remove the '@', since that is the modifier operator and there's nothing there to modify yet. Same for @RESOURCE{…}.
  19. PSA: For files you want people to download from Dropbox, as opposed to be directed to another web page where you can then download the file, replace the ?dl=0 with ?dl=1, like so https://www.dropbox.com/s/seh1jn8srn48pk6/KerbKonstNewAssets.zip?dl=1 That way, the download starts immediately, without having to allow any cookies, JavaScript, or other shenanigans. hth
  20. IMO reducing risk of failure is incentive enough to encourage part testing; developing new ideas into reliable parts should not yield free money, quite the contrary; and if all of that is too tedious, maybe this mod is not the right one to use. There are others that introduce random failures, without the grind... just my two cents.
  21. If possible, you might want to adjust that in 0.2.1 as well. The latest release won't fix that particular issue, at least not on the CKAN, as long as 0.2.1 still claims 1.99.99 compatibility and remains available.
  22. I noticed you still announce compatibility with KSP up to 1.99, which at least on paper amounts to *ninety* releases, plus their respective hotfixes, into the future... are you certain about that? If so, why not also KSP-1.100 etc. ... Seeing how even the single step from 1.7 to 1.8 broke compatibility for many mods–this one included–I'd think mod authors ought to be more cautious about future KSP releases and their assumptions of compatibility.
  23. NP, I only hope you don't think I'm picking on you... I didn't even remember that I told you already, nor did I check at least a few posts back (as I should have) to see that I did. It's just something that triggers me whenever I see it...
  24. PSA: For files you want people to download from Dropbox, as opposed to be directed to another web page where you can then download the file, replace the ?dl=0 with ?dl=1, like so https://www.dropbox.com/s/m7c1pw83jqssmki/ETT20200504.zip?dl=1 That way, the download starts immediately, without having to allow any cookies, JavaScript, or other shenanigans. hth
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