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AzraelZephyrian

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Posts posted by AzraelZephyrian

  1. Welp, I installed the correct version of KSP to no avail.  Still getting the darned pink boxes and I don't think it's a matter of shaders...I've tried with and without planetshine.  At this point, I'm considering uninstalling EVE, scatterer, planetshine and all the planet packs that depend on them and hoping that works.  If it does, I'll start back with EVE and add things until it breaks.  I hope it's that simple.  I've been pulling my hair out over this for days now.

  2. 42 minutes ago, Gargamel said:

    We pretty much ignore the thread ratings on this forum, since every time I mouse over it, it gives me a different value until I pick one.    I think they default to one star until somebody actually rates one, but nobody ever seems to do so.   We just ignore them on principle.

     

    So.... what was your question again?  :D

    Ahhh that makes sense.  I had a mod request for what I thought was an issue with certain legacy shaders (may still be one, I've only been updated from 1.7.3 for a few days due to reluctance to deal with mod conflicts from a big update) but may have been an issue with steam somehow installing the wrong version of KSP and bricking one of the shader mods I have.  Will report back when I have checked it out. 

  3. Well, I have something like 70 mods installed.  Dropbox would have a conniption if I tried to upload it.  I'll attach the logs and craft file, though.  I ought to note that temps do not appear for any craft at all.

    I should note that I'm still running 1.7.3 because I came back after a long break, don't feel like rebuilding my mods folder, and would have to adapt  my own mods to run on later version.   

    It's probably one of the mods... I'm too lazy to clean them and reload>VAB>Launchpad 70 times.  Game takes 15  minutes to load as it is.

    Sorry for probably wasting your time.  Nice work on your mods, by the way. 

  4. Hello, all.  I had a parachute in a very bad position--it should have burned up--but it didn't burn up, so I right-clicked it and noticed that there were no per-temperature readouts.  It also looks, obviously, like something is interfering with reentry heating.

    If it's a result of a mod I installed, well... I doubt it's worth the trouble of sorting through them all.  I'm asking in the hope that I just messed up the settings a bit.  I looked through settings.  Re-entry heating is enabled, temperature gauges are enabled.  

    It is very early in career mode, so maybe it's a function of one of the buildings I've not yet upgraded, but I doubt it.

    If anyone has encountered a similar issue, let me know.

    Well, I'm installing deadly reentry.  I've played with it in years past, and it wasn't available for this game version when I last tried to add it.  This will probably help satisfy my techno-masochism. 

  5. On 9/1/2017 at 2:58 AM, bewing said:

    I disagree. I don't think you get it.

    The game used to have secrets. Secrets make the game more interesting. Keep players interested well beyond the time it takes to play the game once through. Modders and others have published all the secrets. Publishing secrets may be satisfying in the short term, but it has taken the mystery out of the game. It's not the best path.

     

     

    That's a very one-sided view of things.  Some people like playing the game for reasons aside from easter-egg hunting.  It is, frankly, elitist.

  6. 37 minutes ago, Stone Blue said:

    you can still have your mod *use* them, by specifying the file URLs in the configs, using the path to the *existing* Squad files... That way your parts will *use* the Squad assets, but you dont have to have them included or distributed in *your* mods' .zip package.... vOv

    Yeah, I realize that.  Planning to do so, but I'm too busy at the minute (got dinner planned) to patch it right now.  I'll revert the forum post when I do.  I was lazy about it because I made the mod primarily for my own use, and decided to release it on a whim; didn't realize redistribution of squad resources was against rules.  Unexpected, at least for those resources not contained in expansions. 

  7. 3 hours ago, Stone Blue said:

    Yes it certainly is... Along with some from at least the ReStock mod...oops...

    Oh...woops.  I'll take it down and fix that in a little while.  Forgot I had restock installed.  Weird thing is, I never copied anything from any folder outside the squad folder.

  8. On 9/9/2019 at 6:05 PM, WLLP said:

    Hello Fellow Exploers,

    I am returning after a few years and could use some advise on how compile an up-to-date mod pack. I have lots of questions first off, is Ckan still somewhat unsupported? I've been doing a little testing and some mods seem either missing or out of date. Is manual install still your go to method or not?

    Next my first real big mod choice seems to be life support. Back when I started playing TAC was THE life support and that was it now it looks like two others have grown up the USI LS and Kerblism. I have to admit that less resources put me off somewhat of USI but after some more reading it seems like its not less per say just its all grouped together under supplies. It also seems to work really well with Roverdudes other mods witch are always a treat so it is very tempting.

    So on the other hand we have Kerblism witch seems to be TAC plus other good stuff. I really like that there seems to be a robust wiki for it and a compatibility list is quite helpful, but if I want to use it I would need some other base/station builder as USI's seems to not be compatible.

    So if you have anything thoughts on witch life support mod you preffer let me know, or if you would strongly recommend hand making the pack over ckan. I'll probably have more questions base off witch life support pack I want to go with, so stay tuned.

    Edit: I also am going to make it based around Unkerballed start mod.

    I've played with USI and Snacks.  Snacks was insane in terms of mass required for interstellar/long-duration interplanetary.  I much prefer USI.  I can't say I have played with TAC or Kerbalism--here's why:

    IRL, you can fit life support in a capsule.  The Apollo fit the air recyclers and supplies all in the CSM, which was 2 modules.  Adding a water recycler (takes uh...emissions...and distill+reverse osmosis or something to that effect) would add negligible space.  Forcing separate recyclers and so forth on every craft with decent duration is a bit excessive, and not terribly realistic.  It only makes sense for very long missions, with a large crew and no per-pod recyclers.    

    That's just my opinion, anyhow. 

    If someone made a plugin with B9Partswitch to switch pods to all recyclers in the VAB, adding a bit of mass and cost, I'd say those mods would be absolutely perfect, though.  Maybe I ought to do that... I need to take a look at B9's implementation.  

    Might also be a good idea to add "recycler materials" as a resource that is slowly consumed.  That way you could load up your pods with integrated recyclers, and have a realistic penalty.  Recyclers do wear down--the chemical process of CO2-->O2+carbon compounds requires a catalyst, reverse osmosis membranes can clog and so forth.  No need for a lot of parts: just integrated ones and a few small radial "recycler materials" tanks, plus supplies to compensate for imperfect recycling.

  9. Here's an idea for a drastically different game:

    Stock KSP system, but all the planets (that can fit) go in Kerbin's sphere of influence, maybe with Jool as a body in a synchronous orbit.  To accommodate all the planets, I'd increase Kerbin's mass/gravity and decrease those of the other planets, and tighten up the orbits of satellite bodies (muns).  Of course, I'd also increase thrust, ablator and Isp to keep a vaguely stockalike reentry and ascent profile.  Would also increase the cost of propulsive parts, to scale nicely to the vastly smaller system.  

    Makes for fast travel, makes life support easier, and would look stunning.  

  10. 31 minutes ago, Zorg said:

    Make sure you are using the most up to date version of CryoEngines (there are some fixes to the custom realplumes since they were introduced) and the latest version of RealPlume. I just checked and there are no errors when both mods are up to date.

    Ah, I must have screwed up.  Thanks for the tip. Version management can be confusing, what with clipped and continued versioning. 

  11. I'm getting an error on the realplume patch for 1.875m lower stage engines.  

    :AFTER[ZREALPLUME] pass
    [LOG 04:28:32.107] Applying update CryoEngines/Patches/RealPlume/CryoEngines1875Lower/@PART[*]:HAS[@PLUME[CryoEngines1875Lower]]:AFTER[zRealPlume]:NEEDS[SmokeScreen] to CryoEngines/Parts/Engine/0625/cryoengine-stromboli-1.cfg/PART[cryoengine-stromboli-1]
    [WRN 04:28:32.111] Cannot find key plumeIdentifier in PLUME
    [ERR 04:28:32.111] Error - Cannot parse variable search when inserting new key name = #$/PLUME[CryoEngines1875Lower]/plumeIdentifier$-plume2
    [LOG 04:28:32.113] Applying update CryoEngines/Patches/RealPlume/CryoEngines1875Lower/@PART[*]:HAS[@PLUME[CryoEngines1875Lower]]:AFTER[zRealPlume]:NEEDS[SmokeScreen] to CryoEngines/Parts/Engine/125/cryoengine-vesuvius-1.cfg/PART[cryoengine-vesuvius-1]
    [WRN 04:28:32.116] Cannot find key plumeIdentifier in PLUME
    [ERR 04:28:32.116] Error - Cannot parse variable search when inserting new key name = #$/PLUME[CryoEngines1875Lower]/plumeIdentifier$-plume2
    [LOG 04:28:32.117] Applying update CryoEngines/Patches/RealPlume/CryoEngines1875Lower/@PART[*]:HAS[@PLUME[CryoEngines1875Lower]]:AFTER[zRealPlume]:NEEDS[SmokeScreen] to CryoEngines/Parts/Engine/1875/cryoengine-erebus-1.cfg/PART[cryoengine-erebus-1]
    [WRN 04:28:32.121] Cannot find key plumeIdentifier in PLUME
    [ERR 04:28:32.121] Error - Cannot parse variable search when inserting new key name = #$/PLUME[CryoEngines1875Lower]/plumeIdentifier$-plume2
    [LOG 04:28:32.125] Applying update CryoEngines/Patches/RealPlume/CryoEngines1875Lower/@PART[*]:HAS[@PLUME[CryoEngines1875Lower]]:AFTER[zRealPlume]:NEEDS[SmokeScreen] to CryoEngines/Parts/Engine/25/cryoengine-fuji-1.cfg/PART[cryoengine-fuji-1]
    [WRN 04:28:32.129] Cannot find key plumeIdentifier in PLUME
    [ERR 04:28:32.129] Error - Cannot parse variable search when inserting new key name = #$/PLUME[CryoEngines1875Lower]/plumeIdentifier$-plume2

    I may simply have the wrong RP installed, as it was already installed and I didn't merge them... I'll try that.

  12. On 9/7/2019 at 6:05 AM, Rezza Goan said:

    I'm already in love.... It looks neat. I wish you the best for this mod. You have my attention.

    :) Thanks 

    I've recently rediscovered career mode, so I'm momentarily stalled on development, but will get back to it soon.  I just added an update that cleans up duplicate/test parts and requires community resource pack as a dependency (to allow resource mining to refuel on DT fuel).  Also working on integrated labs/science packs for my career save.

  13. 6 hours ago, wasml said:

    Nice models - look forward to seeing where this goes. I notice you add the resources Deuterium  and Tritium - be aware these collide with the same def's from CommunityResourcePack - not sure what will happen but would guess one or the other would get overwritten and you may find the balance way off if both are installed (CRP has significantly different values).

    Thanks for the heads up.  I’ll copy their values, in that case, and adjust Isp accordingly.  The Isp needs adjustment anyhow—at present, my fusors can’t decide whether they are piddly direct fusion units or ICF efficiency-all-stars.  Obviously, if one examines the models, Tall Boy is meant to be the latter, and KDF the former.  I think I’ll also make a 10m ICF unit, to make flying a 1000m hab ring feasible, and to pay homage to the insane size of stuff like Daedalus.

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