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tony48

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Posts posted by tony48

  1. Bonjour les kerbonautes francophones !

    Avec l'aide de la communauté, j'ai créé un mod qui corrige la traduction française de KSP, qui n'est pas toujours géniale, avouons-le.

    Le mod est enfin sorti dans sa première version qui corrige les erreurs de traduction les plus visibles. Il y en a peut-être (sûrement) d'autres, si vous en voyez, vous pouvez nous les signaler en ouvrant une issue sur le GitHub ou en rejoignant le Discord.

    Ce mod ne traduit pas KSP en français, il ne fait que corriger la traduction existante. Vous devez donc avoir KSP en français avant d'installer le mod. Tout est expliqué dans le thread sur KSP Fr.

    Toutes les informations concernant ce "mod", incluant son installation, sont disponibles sur KSP Fr ici : https://forum.kerbalspaceprogram.fr/viewtopic.php?f=16&t=7571
    Si vous avez des questions, posez les sur KSP Fr ou sur le Discord.

    (si vous n'avez jamais installé de mod, ne laissez pas le terme vous effrayer, ça s'installe très facilement, et dans le cas du correctif, il ne fait que corriger la traduction, le reste du jeu n'est pas modifié, vos sauvegardes ne risquent rien)

     

  2. Bonjour,

    Le jeu est disponible en français sur Epic, mais c'est vrai qu'il ne l'était pas à sa sortie. Pour savoir si le jeu est installé en français, regarde dans le dossier C:\Program Files (ou Fichiers de programme)\Epic Games\KerbalSpaceProgram\ si tu as un dossier "French". Si oui, tu as le jeu en français. Si ce n'est pas le cas, je pense qu'il suffit d'aller dans Options sur le jeu dans Epic Games et d'ajouter Français en langue supplémentaire.

    Une fois que le dossier French est bien présent, il semble que le launcher Private Division refuse de lancer le jeu en français, ce qui est un peu embêtant. Pour ça, je recommande de ne pas utiliser le launcher PD (qui ne sert à rien de toute façon) ni Epic Games pour lancer KSP. Tu as le choix entre lancer le jeu directement via l'exe (C:\Program Files (ou Fichiers de programme)\Epic Games\KerbalSpaceProgram\French\KSP_x64.exe) ou te créer un raccourci (clic droit sur l'exe, copier, clic droit sur le bureau, coller le raccourci, pas coller tout court), puis lancer le jeu à partir de ce raccourci sur ton bureau.

     

  3. 15 hours ago, Lenin Stimpy said:

     

    Howdy,

    I seem to be having the same problem, also using the 64k textures.  Here's my log:

    https://drive.google.com/file/d/1nEdGyfFsprFqQ4rBx2qiCSn5kPTPBajm/view?usp=sharing

    The CloudsManager errors are at the end and seem related to the 64k textures.  This is a new install with a bunch of mods, one of which is likely the culprit.  Let me know if I can provide any more details.

    To install the 64k textures, copy the KSRSS-64k folder and paste it into your GameData. You shouldn't merge it with the KSRSS folder.

     

    On 11/8/2022 at 11:30 AM, Tundra said:

     

    Any time line on when that might be?  Thinking of starting a new save but if its almost ready for release I'll wait.

    I'd say not earlier than one month from now.

  4. 22 hours ago, TaintedLion said:

    Will KSRSS Reborn be made available on CKAN any time soon?

    Yes, when the mod is released.

    3 hours ago, AlSlea said:

    Is anyone else having the issue where Katniss Cape Canveral seems to be entirely liquid? Even on the launch pad, I sink into the ground a bit, and right next to the runway looks like land, but then the game treats it as water. I know I saw someone asking about this earlier, but having no luck finding it in the thread. Thanks!

      Reveal hidden contents

    JAMsDKb.png

    B5YV0vB.png

     

      Reveal hidden contents

    My modlist, which does not include KSRSS itself and KatnissCapeCanaveral bc those aren't in CKAN.

    rewCYEw.png



     

    I think that's intended? But you should ask on the KCC thread.

     

  5. 10 minutes ago, CosmicHound said:

    Yes, I have done all of this. I think that the game recognizes that KSRSS is installed, but just doesn't load the stock system? Like the option at the beginning to change the resolution and all of that is there, just when I go into the game it is still the stock system.

    You installed KSRSS megapack, which is the old KSRSS. Use the link I put in the instructions to download the new KSRSS.

  6. 8 hours ago, CosmicHound said:

    I have been trying to get this mod installed for a few hours now. The lack of instructions on the page here (or my stupidly absurd ignorance to reading things lol) has made me scour the internet to find how I actually can install this thing. I have gotten the megapack KSRSS folder and kopernicus in there, and everything works, except for the fact it loads the stock system and not the solar system. I feel like I have been going in circles and it is starting to frustrate me a little bit. How can I get this to work?

    The installation instructions have been removed because the mod isn't in a stable state. However, if you still want to play it:

    1. Install Kopernicus
    2. Install Kronometer
    3. Install Custom Barn Kit
    4. Download the reborn branch of KSRSS. Place the KSRSS folder in your GameData.
    5. Please note that KSRSS is now 2.7 times bigger than stock size (same size as JNSQ). If you prefer to play at a smaller size, change the SystemScale to Stock in KSRSS/Configuration.cfg.
  7. 1 hour ago, biohazard15 said:

    However, there are mods that add probes to the start node (BDB, for example), which makes it possible to complete KSRSS contracts without custom tech tree.

    I didn't know that. I will add a patch to enable the KSRSS contracts without an uncrewed tech tree.

    EDIT : Done! It is now in the Extras folder

  8. 9 minutes ago, biohazard15 said:

    I've noticed that the latest Gitlab update disables KSRSS contracts if no "unkerballed" tech tree is installed.

    Can you please provide an optional patch that reverts this? Contracts work fine on stock tech tree, and installing one of "unkerballed" trees is a no-no for me, since none of these provide full support for all my part mods.

    The issue is the contracts don't work fine. You can't complete the first KSRSS contracts with the first node of the stock tech tree. The solution is to play with the stock contracts. But if you installed Contract Configurator (to add a contract pack such as Tourism Plus or others), KSRSS will remove the stock contracts (because it assumes you want to play with the KSRSS contracts). And this is quite bad because it creates a hard dependency on an uncrewed tech tree to play KSRSS in career. What the latest commit does is to enable the KSRSS contracts and remove the stock contracts only if an uncrewed tech tree is installed. That way, you can play with other contract packs with the stock tech tree.

  9. 1 hour ago, OrbitalManeuvers said:

    I've done a comparison between JNSQ, KSRSS 0.7, and KSRSS Reborn. I did this because as you'll see in the pictures, KSRSS Reborn has a difference that seems odd (i.e. problematic for me), and I'm wondering if this is expected performance.

    What you'll see below are 3 pictures of a flight that is duplicated on each planet pack as closely as possible. The .craft file is literally the same file between all 3 installs. JNSQ is launching from the KSC (so ~5 degrees), KSRSS 0.7 is launching from Kourou, and the Reborn launch was from Florida. So there's an inclination difference, but I don't think that explains anything seen below. I've kept the UI fully visible so you can see how close the situation is between all 3 shots. But as you can see, Reborn has significant atmospheric heating (and it's been going for a while at the point of the picture), yet the flight situation is almost identical to the other flights that do not have this effect happening - and in my opinion, should not have this effect happening. This is a very standard PVG ascent that has worked for years on both KSRSS and JNSQ.

    Because I super-nerded out over this, I also measured the atmospheric pressure at altitudes in increments of 5000m. The curve of all 3 planet packs, in practice, is nearly identical, and small differences are probably just measurement inaccuracies. So, I can't explain why this is happening, but I kinda hate it. I realize it's a very KSP-ish thing to cook your payload on ascent but a) I don't do that, and b) it shouldn't be happening with this profile, and indeed, doesn't happen in other environments.

    The images are in the following spoiler. Any thoughts?

      Hide contents

    JNSQ:

    UMJrZGJ.png

    KSRSS 0.7:

    MM69I5m.png

    Reborn:

    oKrc7wc.png

     

     

     

    Thanks for the detailed report! This is now fixed on the gitlab.

  10. 3 hours ago, Adventures said:

    This? Where in the folder do I change it, and were is the value located in the data once I find it?

    KSRSS is by default 2.7 scaled. You have nothing to change. 

     

    1 hour ago, Cruesoe said:

    How long is a day in the 2.5 size?

    Is it 12 hours a day, 365 a year like JNSQ?

    12 hours and 365 day yes

     

    2 hours ago, biohazard15 said:

    None so far. I've completed the first set of unmanned contracts, did polar orbit and unmanned return with one craft - seems to work as intended.

    Also, can you please check Earth atmosphere? Many ascents in Reborn are kinda too "fiery" (in term of effects, not actual heat-up). Same crafts flying same ascent profiles in 2.5x show little to no aerodynamic FX.

    Will do

  11. 3 hours ago, zw_45 said:

    Since the resource configs for Kerbin has been removed. We need to define resource bands for Earth instead of modify Kerbin config. Could you revert all definitions for Earth to original, Thanks.

    That was true before we made changes to support parallax 2. Now, Earth's name for KSP (and the mods) is Kerbin, so all the configs (EVE, Scatterer, SpaceDust, etc.) should target Kerbin. That's why I removed the Kerbin definitions from the delete patch, so we can edit them.

  12. 18 hours ago, OrbitalManeuvers said:

    Unfortunately, syncing with gitlab just now didn't change any of the behavior and it still hangs at startup.  I've updated the log file here in this folder, but also, if I'm the only one getting startup hangs then I'm happy to just wait and try again at a later date.

    https://drive.google.com/drive/folders/1GbPJ5qEHi32ypmwNpMl9XYvHB2ikq_mh?usp=sharing

    Fixed in the latest commit

  13. 16 hours ago, kerbalboi said:

    after i installed reborn again kk started not working, any idea on a fix?

    KK is working. The configs aren't, because Earth name is now Kerbin. Change CelestialBody = Earth to CelestialBody = Kerbin in all your configs, or remake them.

    24 minutes ago, AstroKerbal1B said:

    Do I have to use the KSRSS-64k? And what exacly it adds?

    64K textures for Earth land.

    25 minutes ago, AstroKerbal1B said:

    (will it impact fps significantly?)

    Yes

    25 minutes ago, AstroKerbal1B said:

    Will you add 32k, 16k 8k etc. options in the future?

    If you don't install it, Earth land will be in 16k. We will provide a 8k option in the future.

  14. 4 hours ago, Rutabaga22 said:

    Pls help it broked
    Log: https://drive.google.com/file/d/1lBXStQfaT8xQlB9Ake1ptcGY0NfKbpiX/view?usp=sharing
    I should probably elaborate, it won't load, after the loading bar the planet wheel just spins and spins

    You're using the old KSRSS ("megapack"). It isn't supported anymore AND not compatible with parallax. Wait for the next release or download the reborn beta here https://gitlab.com/ksrss/KSRSS/-/archive/reborn/KSRSS-reborn.zip

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