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Everything posted by Galacticat
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The Name Change Thread (WARNING! ONE TIME ONLY!)
Galacticat replied to Souper's topic in Kerbal Network
Could I get a name change to Galacticat please? -
Thanks for the response!
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- life support
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Thought I'd get back into KSP after a long time, glad to see how so many brilliant mods like Kerbalism have grown so much, however, it's not all without problems. There's this rather obnoxious game freeze when I transmit science. Every time a bit of science is uploaded, the game freezes for a second. Wondering if this is a known problem or incompatibility between mods. The only mods I have that touch science and uploading is Kerbalism and [x] Science!.
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Would it be possible to make this work with CRP and its hydrogen fuels rather than 'liquid fuel'?
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My thinking is that it may be due to the x64 bit limit. TBG would never be possible in x32, but if you have SO many stars with so many planets around them and so many moons around those, you may be hitting the x64 bit limit, causing inaccuracies in the lower end of float variables which will cause truncated decimals. Those truncated decimals will be misplaced meshes/collisions, not dissimilar to what RSS had back when KSP was x32.
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- procedural galaxy
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
Galacticat replied to nightingale's topic in KSP1 Mod Releases
Tried doing the Kick Off Space Tourism contract, and it refuses to realize that my periapsis above 75,000m, or even that I'm in orbit... Don't know what to do. EDIT: Well nevermind then... seems doing a quick save and reload fixed it...- 692 replies
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Wormholes may be a bit ambitious for someone who has yet to even get their feet wet in KSP modding, but it'll eventually be feasible. And as for billboards and distance fog - I am curious how Unity handles volumetric fog. If it can handle it, it might be possible to put in a non-physical nebula that people can fly through. Though I'm going to be honest here and think that neither are within my reach right now. For now, I'm just going to work my way up and familiarize myself with the program you've made.
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Yea, I know C++, and self-taught quite a few others from that knowledge, and I know scraps of C#, though it's pretty easy to learn the syntax. What did you have in mind?
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Staying up way too late here, but looking through all the posts and seeing everything going on, it kinda makes me want to dust off my programming skills and contribute.
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I'm so excited for this mod, it can't come soon enough! Though that doesn't mean I want you to rush. Anywho, been watching this thread closely ever since Kottabos made that video and am waiting patiently for more complexity!
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Went through all my mods, and if you have Cryogenic Tanks, that's what's doing it for me. Problem disappeared when I uninstalled it as well as when I had a clean install except for Cryogenic tanks and the problem popped back up. EDIT: though despite google not showing any results about it, it seems Nertea already knows about this problem.
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Same thing here. It happened before I installed Contract Configurator (was hoping that would fix it, but it doesn't). Rather than posting a log and load order, I'm going to just push through each mod I have and find out which one is doing it then report to that mod's thread. I'll report back here with the suspected mod.
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[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
Galacticat replied to JPLRepo's topic in KSP1 Mod Releases
Nice job! Always loved TAC-LS! -
IIRC from the 1.1 KSP release, Nertea said that it is technically compatible with future updates, but it won't have all the features he wants in it until the mod is officially updated. So you can install it, but it won't do much on its own without other mods populating the tech nodes.
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[WIP] Radioactivity - test release 0.1.1 (Sept 7, 2016)
Galacticat replied to Nertea's topic in KSP1 Mod Development
I know it's been a while since anyone's been on this thread, but I was just wondering when you return to this, maybe you could add functionality with Kerbalism's radiation mechanics. -
All the packs that are compatible (on the OP) can all go in the game at once and not break anything - though it is recommended to use the 64 bit version since it doesn't have an upper limit to ram usage. And as for existing saves, I don't know if all your probes and ships will translate to the new location Kerbin is in, but if you start a new game, Remote Tech should work just fine. If you're looking for new solar systems to play with in your existing save, you could install both Other_Worlds and Extrasolar without Galactic Neighborhood, and they'll just be orbiting Kerbol on the closer side of a lightyear away. How Galactic Neighborhood works is by turning Kerbol into a black hole as the Galactic Core, and assigns Kerbin to a new Kerbol that orbits the core alongside several other stars. Then each new planet pack is assigned a new star at some random orbit. Since Kerbol is at the universe's center in stock KSP, Kerbin is at a new location lightyears away with the new Kerbol, hence why existing ships probably won't translate to the new location.
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Right now you gotta work with the workaround that Sigma implemented. I've been doing quite a bit of testing on the subject and his implementation, though crude, works. @Sigma88 For the overheating bug, I've tried a host of different approaches short of making the galactic core a barycenter which I might do next time I'm looking at this mod, but that's not why I write. ShotgunNinja, the creator of Kerbalism, has a bit more of an elegant solution for solar panels than making them a flat RTG.
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I was laying awake at night, thinking about this mod and the problem with overheating, so I decided to dig through the Kopernicus code and this plugin's code: This is a clip from LightShifter.cs - this part in particular deals with the default properties of stars. Look near the bottom at prefab.solarLuminosity - my guess at what that means is PhysicsGlobals is a set of functions that deals with the actual physics of the universe and SolarLuminosityAtHome, being a function in the library PhysicsGlobals, is a function that takes the luminosity level that Kerbin is supposed to be at and then says what the star's luminosity level needs to be in order for Kerbin to be normal (most likely to make RSS easier). So, if you move Kerbol several lightyears away and rename it Black Hole, its default luminosity will be recalculated so it can still shine on Kerbin - incidentally, this means all the function's flaws are exacerbated and ends up burning up all ships. To confirm this, I see what you did to the original Kerbol, in the file GalacticCore.cfg and you turn off its visual lights, but you don't touch it's luminosity, so it's still calculating its luminosity based on its distance to Kerbin, and heating the galaxy appropriately so Kerbal kind can enjoy their lunches in the warmth. I bet you if you remove your hackish fixes, that is instead of turning off all luminosity, and redo the Core's luminosity - hell why not all the important sun properties of the Core for safe keeping - I bet you the problem will disappear. Then again, I'm severely sleep deprived and be making a complete fool of myself. Either way, good night and good luck. EDIT: Looking at all the other stars in your mod, I really don't know if the 'StarLuminosity' is a ratio based off of that contrived luminosity number that Kopernicus gives or the default KSP luminosity number. Hopefully the latter or else you'll have to do some math to reverse the large number Kopernicus will give.
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[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
Galacticat replied to Papa_Joe's topic in KSP1 Mod Releases
Wanted to try this out with Kerbalism, but I don't know how compatible it is with 1.1.2. Eagerly awaiting any news on this mod Anyway, congratz on the girlfriend. -
[1.1.2] Cacteye Telescopes Community Takeover (V 7.1.0)
Galacticat replied to Andem's topic in KSP1 Mod Development
Does this mod work with Research Bodies?- 71 replies
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- telescopes
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Hello, Earlier today, Steam updated my KSP install to 1.1.1. I did a few missions, all of which were probes as I have unmanned before manned installed, and I was just about to get into manned flights and I had zero issues. That was until I accepted a tour contract. In this contract, I have to ferry 3 Kerbals from point A to point B which they all waited on KSC grounds for me to pick them up. It was after I made my vehicle in the SPH and hit launch, that KSP shot from 30% cpu usage to 85% cpu usage on a 20-part plane. I'm fine going to my satellites, and I've tried going back to the launch pad, all 85% cpu usage with heavy stuttering and VERY low FPS. I believe it is most likely these loose kerbals that are causing the heavy CPU usage. Why would they? I don't know, but everything was working perfectly until those three kerbals showed up on my doorstep. Anyway, I tried to slog through the lag to get far enough away with my plane, but KSP crashed my computer with a BSOD before I could get off the runway. Gunna try to see if a clean install will help at all. KSP.log
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Wait, no Devnotes this week?
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Video Wednesday: Rocket SSTO to Kerbin's moons!
Galacticat replied to SQUAD's topic in KSP1 The Daily Kerbal
Anyone catch that single frame on 2:17? No idea what that's all about.