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Everything posted by SpinkAkron
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[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
SpinkAkron replied to SpinkAkron's topic in KSP1 Mod Releases
Yep. Each mod that changes the stock engines generally needs an adjustment to the nodes. Big downside to rescaling stock engines. I'll add a fix for Restock. Hmm... I'm seeing the new Restock models/textures on the T10, T15, and RT-1. This is without AT. I'm not using DX11 or opengl either. I'll have to do some experimenting and see if I can recreate the issues you're seeing. -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
SpinkAkron replied to SpinkAkron's topic in KSP1 Mod Releases
Do the T30 and T45 engines have the same issue with Advanced Textures installed? I tried AT some time ago but uninstalled it due to issues. I don't recall the exact reason but I don't think it was related to UKS . @theonegalensent me a bunch of new mod configs that I need to get integrated (including Restock+). I'm hoping to get v1.0.1 released today. -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
SpinkAkron replied to SpinkAkron's topic in KSP1 Mod Releases
I'm not seeing any black parts. Are you using any other texture mods or using dx11 maybe? -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
SpinkAkron replied to SpinkAkron's topic in KSP1 Mod Releases
I took a closer look and Restock looks to be comparable out of the box. I didn't see any issues, in any case. I'm just re-scaling stock parts, so if some mod changes the stock parts, I think those changes are reflected in my new ones. Restock+ definitely needs addressed. @theonegalen told me he's working on a config, so I'm going to hold off til I see what he's got. I was going to release an update this weekend, but I think I'll hold off a bit with this new development. Sure. If anyone comes up with a better way of doing something, I'd be happy to incorporate it. I consider my parts to be just crude placeholders until something better comes along. -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
SpinkAkron replied to SpinkAkron's topic in KSP1 Mod Releases
I hear you. I have little interest in planes myself. But they're aerodynamic tech, not rocket tech. I don't want to give myself what I see as an unfair advantage by making them something they are not. I use Janitor's Closet to restrict them to the SPH or, in some cases, hiding parts entirely. -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
SpinkAkron replied to SpinkAkron's topic in KSP1 Mod Releases
I thought it appropriate to make them part of the aerodynamics line, which starts with aviation. -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
SpinkAkron replied to SpinkAkron's topic in KSP1 Mod Releases
I've been gawking at them myself. We'll definitely be making them compatible. -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
SpinkAkron replied to SpinkAkron's topic in KSP1 Mod Releases
Sounds good. -
[1.12.x] MemGraph Updated with Stutter Reduction
SpinkAkron replied to linuxgurugamer's topic in KSP1 Mod Releases
My understanding is you can increase the intervals between garbage collections by increasing the final value in MemGraph\Plugins\PluginData\MemGraph\padheap.cfg. Compare memory used by KSP in task manager vs installed system RAM. Once you find a value you're happy with, go into MemGraph\Plugins\PluginData\MemGraph\settings.cfg and change "visible = false" and "applyPadding = true". -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
SpinkAkron replied to SpinkAkron's topic in KSP1 Mod Releases
Black is basic stock, green is Making History, red is the new parts added by this mod. -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
SpinkAkron replied to SpinkAkron's topic in KSP1 Mod Releases
I updated the spreadsheet showing what parts are in what node. It's only stock parts for now. I'll start adding mods once I settle on a method that is clear and aesthetically appealing. UnKerballed Start Tech Tree Spreadsheet (google docs link) -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
SpinkAkron replied to SpinkAkron's topic in KSP1 Mod Releases
Yep. That's what I was thinking when I added them. I also was influenced by how Yemo did the structural parts, but I split them up by size. Janitor's Closet is one of my favorite mods. It's very handy for segregating parts to the VAB or SPH. Also useful when needing to see only parts that belong to a particular mod. -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
SpinkAkron replied to SpinkAkron's topic in KSP1 Mod Releases
Yes. The Community Tech Tree, on which this is based, has empty nodes that are to be used by mods. The new wings nodes I added are there for @theonegalen to use for aero mods, if he deems it appropriate. At some point, I'll probably change them to be hidden when they are empty. You can also use the Hide Empty Tech Tree Nodes mod which usually recommended for modded tech trees. Which reminds me, I probably should come up with a list of recommended mods for use with this tech tree. -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
SpinkAkron replied to SpinkAkron's topic in KSP1 Mod Releases
I appreciate you trying the mod and providing feedback. -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
SpinkAkron replied to SpinkAkron's topic in KSP1 Mod Releases
Unfortunately, that's one of the downsides of releasing a pre 1.0 version. There can be some pretty substantial changes before v1.0. In this case, it was the engine standardization. I guess I just assumed people would know that and didn't think to give you a heads up. I apologise for not doing that. I restart so often I don't even think twice about it. That's another blind spot I need to keep in mind when I change things. I will do better going forward. The big systemic changes are done so there shouldn't be anything major changing going forward. There may still still be minor changes if a part is found to be in the wrong node. I will include information about save game impact for each release going forward. -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
SpinkAkron replied to SpinkAkron's topic in KSP1 Mod Releases
Yeah, that search mod is a lifesaver. I'll get that spreadsheet updated. -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
SpinkAkron replied to SpinkAkron's topic in KSP1 Mod Releases
I've never used RSS so I haven't given any thought to how it would play with this. I'll see what I can do about documenting the tech tree changes better. I was keeping a spreadsheet, but it got hopelessly out of date. Would something like that help? If so,. I can update it to the current version. -
Something to keep in mind that still burns me from time to time. Module manager config NEEDS looks for named dlls or folders. Sometimes another mod adds a folder with the same name as a mod, contract packs for instance. If you're not careful with installing/uninstalling, a folder can be left behind making it look like a mod is installed when it isn't. Drives me nuts til I do a search in the gamedata folder and find I got tripped up by it again.
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What is your favourite mod?
SpinkAkron replied to Cheif Operations Director's topic in KSP1 Mods Discussions
Kerbal Construction Time -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
SpinkAkron replied to SpinkAkron's topic in KSP1 Mod Releases
Version 1.0.0 uploaded to SpaceDock. See download on first post. Thanks to @theonegalen for his work on the aero mods and his suggestions and playtesting. 1.0.0 Added theonegalen's aero configs Adjustment of the starting parts suggested by MaltYebisu Standardized engine placement More mod configs added. Added Tier markers and wings nodes (for later use) The Custom Barn Kit config swapping the VAB/Launchpad upgrade costs has been made optional and disabled by default. If you want to use this feature, rename CustomBarnKit.cfg.disabled to CustomBarnKit.cfg. This file is located in the UnKerballedStart folder. If you are not using it, there is no need to install Custom Barn Kit although you should already have it to use the awesome Strategia mod. I'm still tweaking things here and there so if you see anything that looks out of place please let me know. Also I'd like hear any feedback on balance, pacing, etc. -
Help with making a tech tree
SpinkAkron replied to septemberWaves's topic in KSP1 General Mod Development Help and Support
I found a use for the third pos parameter. I was trying to add tier numbers to the top of my tech tree. It was causing apparently unrelated lines between other nodes to disappear. When I changed the new nodes to -1, it cleared it up. -
Tech Tree Co-ordinates
SpinkAkron replied to septemberWaves's topic in KSP1 General Mod Development Help and Support
I found a use for the third pos parameter. I was trying to add tier numbers to the top of my tech tree. It was causing apparently unrelated lines between other nodes to disappear. When I changed the new nodes to -1, it cleared it up. -
Help with making a tech tree
SpinkAkron replied to septemberWaves's topic in KSP1 General Mod Development Help and Support
I was wrong. I just learned that lineFrom and lineTo have defaults of RIGHT and LEFT respectively. If you leave them off, there will still be lines. -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
SpinkAkron replied to SpinkAkron's topic in KSP1 Mod Releases
Awesome! I'm really looking forward to seeing them. -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
SpinkAkron replied to SpinkAkron's topic in KSP1 Mod Releases
If I can figure out how to it I will.