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Posts posted by mateusviccari
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How do I get rid of this "ring" that forms when flying low over planets, or at least attenuate it somehow? It's the effect of the scatters disappearing instantaneously when reaching a certain distance. I think it would be less noticeable if they slowly changed their opacity as we approach/get farther. Can we do this?
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Since there's no official EVE support I'm almost buying that volumetric clouds mod just for playing KSS2, even though I despise that patreon thing. But the site says there are versions up to 4. Should I just pay the patreon price and get the latest version?
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On 3/22/2024 at 12:54 PM, JadeOfMaar said:
@mateusviccari The one standalone logistics mod I knew and tried is:
But there's also the recently created Wild Blue Core and its fuel pump part, by @Angelo Kerman
That's it! I swear I've looked on every page on the releases forum, thank you.
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I think I saw a mod that allowed us that enables transferring of EC between undocked vessels, I just can't remember its name. I want to make a planetary base with a nuclear reactor, but I want to deploy the reactor on a rover to keep it at a safe distance from the base so I need it to be connected with the base somehow. I think kerbal attachment system allows this using cables but I want to deploy it remotely if possible.
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I didn't know such things were possible in KSP. Looks fantastic, can't wait for the release
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On 8/11/2023 at 3:46 PM, CalvonVulcan said:
i see there are configs for parallax 2.0, but the scatterers dont work, so i dont get rocks on the moon surface and other places, any idea whats happening
It doesn't have parallax 2.0 compatibility yet. Only ground textures. I'm not sure sure anyone's working on it.
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54 minutes ago, pinwheel said:
It seems to come from mods like "Near Future Launch Vehicles", all mods that modify fuel tanks don't work on them
I think this will solve itself when you install CryoTanks.
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13 hours ago, Voculus said:
Does anyone have any examples of working submarines? I followed the guidance on the Wiki page as best I could. I've tried massive amounts of ballast, massive amounts of trim, on all sides, fore and aft, and everything in between, with varying levels of flow control. Nothing seems to get to get the boat to rest level at neutral buoyancy underwater. It either sinks to the sea floor, or bobs at the top, and never level.
Could it be related to Scatterer? I think it changes the water physics, at least when on the surface.
Are you using ferram aerospace research? It is known to mess with underwater physics
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How do you guys plan maneuvers with ion engines? Since the thrust is so mediocre and it takes months to do a burn, we can't reliably plan and execute a maneuver since ksp computes the burn as an instant impulse. I know Principia helps in this matter but my setup can't handle that mod.
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@Astra Infinitum You don't necessarily have to wait for the whole game to load. You can open ModuleManager.configCache from GameData as soon as the patches finish applying, then alt+f4 and look for one of the parts you are modifying. Even with heavy modded installs it shouldn't take than long to save the cache. Still not ideal but way less time consuming than waiting for the whole game to load.
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17 hours ago, jediKatana said:
Minor problem here, but I don't have the mental energy to search 304 pages for the answer.
How do you edit all instances of a node? I'm trying to alter multiple copies of RCS modules (Bluedog Design Bureau often has more than one RCS per part) but the handbook just doesn't seem to explain it, or maybe I'm just too oblivious to comprehend.
I think this is what you need:
@PART[*]:HAS[@MODULE[ModuleRCS*]:HAS[@PROPELLANT[MonoPropellant]]]:FOR[YourModName] {
@MODULE[ModuleRCS*],* {
//DoSomething
}
}The * after the comma targets all modules. You could also target by module order, like @MODULE[ModuleRCS*],0 or @MODULE[ModuleRCS*],1
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10 hours ago, linuxgurugamer said:
Really? When you post the issue, can you please ask them to contact me about it?
They closed the issue, apparently it already has a fix, to be release in the next version: https://github.com/KSP-RO/RP-1/issues/2061#event-9627585894
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On 6/19/2023 at 9:45 PM, linuxgurugamer said:
Try 3.4.4.1 before you do anything else
Hi, sorry for the delay. I've tried it, also did not fix it. But I found the culprit. As I suspected, since I was apparently the only one having the problem every time entering VAB, it was another mod causing a conflict. More specifically, the RP0.dll from Realistic Progression One. I guess I'll open an issue on their GitHub.
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On 6/18/2023 at 11:13 AM, linuxgurugamer said:
New release, 3.4.4
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Moved initiation of cached values for the toggles from being initted at class instantiation to in the Start
I think this might fix the problem of the key toggles for Symmetry mode and Angle snap of being set to null. Please let me know if it happens after you install this version
LGG
It didn't work unfortunately, but I didn't try reverting to VAB as @Krazy1 did, which was also causing the unexpected behavior for me. I'll try isolating all my mods to see if I can find an inconsistency with one of them.
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Moved initiation of cached values for the toggles from being initted at class instantiation to in the Start
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3 hours ago, linuxgurugamer said:
Is it really every time, or just most? It's something that I may look into, but need to be able to replicate it.
It only happens occasionally for me with my JNSQ.
Wierd
Yes, every time. Just leaving VAB and entering again is enough for the keys to stop working. I also started experiencing this very recently. Since this mod hasn't been updated in a while, I suspect some other mod might be causing the issue. Here's my mod list:
Spoiler000_ClickThroughBlocker
000_Harmony
000_KSPBurst
000_TexturesUnlimited
000_Toolbar
001_ToolbarControl
999_Scale_Redist.dll
AJE
AtmosphereAutopilot
B9PartSwitch
B9_Aerospace_ProceduralWings
BahaSP
BetterLoadSaveGame
BetterTimeWarp
CareerManager
CommunityCategoryKit
CommunityResourcePack
ConformalDecals
ContractConfigurator
CryoEngines
CustomBarnKit
Custom_FARAeroData.cfg
DeployableEngines
DepthMask
DistantObject
EasyVesselSwitch
EditorExtensionsRedux
EngineGroupController
EnvironmentalVisualEnhancements
FarFutureTechnologies
FerramAerospaceResearch
Firespitter
FShangarExtender
HabTechProps
HaystackContinued
HeatControl
HideEmptyTechTreeNodes
HUDReplacer
HullCameraVDS
InternalRCS
JanitorsCloset
JSI
KerbalChangelog
KerbalImprovedSaveSystem
Kerbalism
KerbalismConfig
KerbalJointReinforcement
KerbalKonstructs
KerbalRenamer
Kopernicus
KSCSwitcher
KSPCommunityFixes
KSPWheel
LunarTransferPlanner
MagiCore
ManeuverNodeSplitter
MechJeb2
MemGraph
MeusMods
ModularFlightIntegrator
ModuleManager.4.2.2.dll
ModuleManager.ConfigCache
ModuleManager.ConfigSHA
ModuleManager.Physics
ModuleManager.TechTree
NavBallTextureChanger
NavHud
NavyFish
NearFutureConstruction
NearFutureElectrical
NearFutureProps
NearFuturePropulsion
NearFutureSolar
OfCourseIStillLoveYou
OSSNTR
Palette
PatchManager
PersistentRotation
PlanetShine
PreciseManeuver
ProbeControlRoom
ProceduralFairings
ProceduralParts
RCSBuildAid
RealAntennas
RealChute
RealExoplanets
RealFuels
RealHeat
RealismOverhaul
RealPlume
RealSolarSystem
REPOSoftTech
ReStock
ReStockPlus
RetractableLiftingSurface
REX-Textures
ROCapsules
ROEngines
ROHeatshields
ROLib
ROSolar
ROTanks
RP-1
RP-1-ExpressInstall
RP-1-ExpressInstall-Graphics
RSS-Textures
RSSDateTime
RSSVE
Scatterer
ScattererAtmosphereCache
Shabby
ShipManifest
SlingShotter
SmokeScreen
SolverEngines
SpaceDust
SpaceTuxLibrary
Squad
SquadExpansion
StagedAnimation
StationPartsExpansionRedux
StationPartsExpansionReduxIVAs
SXT
SystemHeat
SystemHeat_Extras
TestFlight
TextureReplacer
TimeControl
toolbar-settings.dat
TrackingStationEvolved
Trajectories
TriggerTech
TUFX
VenStockRevamp
VesselView
Waterfall
WaypointManager
zKerbalismSystemHeat
ZTheme -
Every time I enter VAB I have to press that "Reset mode and snap keys" for the keyboard shortcuts to work. What might be the cause of this?
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2 hours ago, eggrobin said:
The computation of the equipotentials has been improved to make the results more useful for the outer planets, and its performance has been improved.
Does this affect time warp speed?
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1 hour ago, UltraJohn said:
steamButton.
Probably not, although I haven't tried RP-1 so I don't know how it interacts with that. Try removing HUDReplacer and see if it's fixed, and post your logs.
Did that, the culprit was actually "Hide empty tech tree nodes". Should have tried it before posting, sorry for that. Amazing mod by the way, revamping the interface was something that made the game even more enjoyable.
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I'm seeing some missing buttons in the RP-1 tech tree, can this be the culprit (I'm using ZTheme)?
EDIT - Not the culprit. It was actually "Hide empty tech tree nodes" which was causing the issue.
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On 5/16/2023 at 5:24 PM, Mark L said:
Found the culprit, it seems to be a conflict between Time Control https://github.com/ntwest/TimeControl/ and RP0. Remove either and the issue is gone.
Shame, I use this mod a lot for long burn times and to speed up reentry.
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17 minutes ago, Nori said:
Is there a way to search for a specific module when a part has multiple of that part? For instance if there are two modules called configure. I can easily grab the first one or the second one, but I would like to make sire I grab the correct one. Can I use something like HAS[title[start xyz]] ?
Yes, you can. It would look something like this:
@MODULE[configure]:HAS[#title[xyz*]]
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Can we have limited ignition time without TestFlight? I want to disable the random failures from TestFlight but keep the burn time limit.
[1.12.5] Kerbal Star Systems 2™ [1.0] - Reborn, Reimagined, Ready for the stars! [24 March 2024]
in KSP1 Mod Releases
Posted
Ok this mod convinced me to buy the volumetric clouds mod and now I don't know what I was doing before. The game looks amazing. Did a few cheats to get to some planets in aethera and they look very polished. It was a long time since I last played stock system. Just started a new career, finished the first minmus contract, didn't even unlock the first fission engine but already got an "explore aethera" contract. Seems to me that it escalated quickly but the mission briefing says it is "easy as pie" so let's see.