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Idleness

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Everything posted by Idleness

  1. I haven't tried it yet but I'm looking at adding Sound Track Editor to my game as well. Would you anticipate they act well together? https://forum.kerbalspaceprogram.com/index.php?/topic/191467-173-18x-19x-110x-soundtrack-editor-forked/
  2. Duh... sorry, brain fart there. I also just started using Waterfall and it has a button/editor in game that I was playing with. I changed to Attack = 25 and it still seemed to occur. Confirmed it's still happening even when thrust layer was inactive. Seemed to follow a specific pattern too; as if there was a transition or loop that it kept going back to when the crackles happen.
  3. I started a new game with the debug window. I was asking because I cannot see the RSE options from within a current game - I only see them while setting up the game. There's no toolbar button, and if a key combo invokes it I don't know what it would be. Further, I turned off the muffling and limiters and still heard it. Seemed to be when SoundLayer = Thrust_Low was active. It's 1 sound and I think it ticks/crackles at the end of the track maybe? I'll test more with adjustments to attack time (higher).
  4. I'll try this out - silly question, how am I invoking the options from within the game or will I need to start a new game with the options as you describe?
  5. I am really enjoying this mod. I wanted to mention that, in testing with several of the smaller engines (stock and Restock + NF) as the sounds fade softer with rising altitudes, there are many crackling instances. Not the 'good crackle' of the SRBs, but the bad sort you encounter with bad/low quality recordings. I am not sure if this is an artefact of the new release / configs, or if it is a product of my own hardware but it certainly does not crackle badly in any other applications that I use. Maybe there is a setting I can adjust?
  6. I don't think this does experiments during time warp - but it will pull you out of time warp so it can perform any experiments it finds. Hey SpaceTiger - I see that automagically doing EVA reports is on the 'future' list, according to the OP. Is there a timeline for that? It would be glorious. If not, I wonder if alternatively you could cause the mod to drop warp when EVA report is possible. I think a couple other mods may do this - but I really like your mod and right now, from my limited usage, EVA reports are the only lack. Working great in decently modded 1.10.1 so far; thanks!
  7. Just to clarify, this adds functionality for additional resources other than what Space Dust already provides? I'm trying to figure out what mods are best for utilizing ISRU in a new save game where Nertea's mods are central focus. Will this enhance that?
  8. This article may help: https://code-maze.com/differences-between-net-framework-net-core-and-net-standard/
  9. If you haven't already - when you begin a new game, if you go into settings (as you would to create "custom" difficulty) all the options for HETTN are there. Note of caution - I've had weird experiences with it in my 1.10.1 game and found that I can only switch whether or not it hides empty nodes and how it handles unlocks (no req, any, or all). Messing around with anything else, including trying to compress vertical/horizontal space, makes it buggy. Trying to spread out science values from nodes that are no longer used actually made it so I couldn't even load into the game properly. YMMV
  10. Correct. CKAN will also detect your KSP version and not list mods it figures are not compatible. You can change what CKAN considers "compatible" by altering the settings within the app.
  11. Oh, okay. Must have been patched in either manually, or by .cfg then as the OP says "only includes stock command pods". As in, I believe the mod works as a positive list only - it has to been in this mod's configuration to be included. For SPXR modules to be included means someone made an additional change. Or I completely misunderstand.
  12. I don't think it will solve any problem between this mod and Kerbalism, no. If you look at the OP for this thread it says: "The pods that are 'valid' are configurable via a simple config file, the default configuration file only includes stock command pods." So, if you're using a mod that changes one of those stock parts to not have a hatch, you're out of luck. Or, again as the OP states: "Other 'valid' pods can be added by end-users through module manager (recommended) or manual edits (not recommended). See the included .cfg file for details / node names / etc." You should be able to fix your problem on a go-forward basis with a little light reading... this current mission, if the rescue is already created and in a part without a hatch, you should probably abandon it.
  13. The latest versions of MechJeb and this mod will definitely load/work together in 1.10.1 - you might try deleting and reinstalling each of these mods if you're 100% certain something else isn't the problem. edit - double post
  14. The hype train has lost steam. Please come back in 2022 when we'll have renewed some hype.
  15. Do the auto-staging features in the ascent module not work for you? They are customizable.
  16. This is the correct answer. There are cupola parts from SSPX that have Visual Observation.
  17. Yes. I believe that the science animate was installed via CKAN as a suggestion (I don't think it is a dependency) when I installed the DMagic science mod itself.
  18. It was totally me. When I loaded up the save and ran the scenario again I realized I had forgotten that I had transmitted part of the experiment before. Both mods working exactly as they should; my memory still imperfect.
  19. So that script adds MechJeb to every command part (incl probe core) and sets all the Mechjeb unlocks to be available from the beginning of the game - without actually using the MechJeb part?
  20. Thank you very much for that bit of investigation. I'll take a closer look at things after work today and figure out the culprit.
  21. I don't think that is exactly accurate - PBC doesn't always give full reward, though it does give many experiments full transmit value. I'll have to dig a little deeper to find out exactly where the problem is I think.
  22. Probes Before Crew modifies science for many parts I believe. It's the only thing I've installed recently. Previous to PBC this mod was working fine with all mods that added parts.
  23. The thread title and the OP seems to indicate this is available for 1.8.x and is on CKAN. The latest version on CKAN says 1.7.3 - perhaps there is a .version update that was missed?
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