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Everything posted by 610yesnolovely
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It works fine for me in 1.12.3, yet to notice any issues. I posted KSRSS (pre-Reborn) configs above, used those in 1.12.3. Also played modded Kerbal stock 1.12.3 fine quite a bit for the past six months. I find it super useful when in the designing phase to get something sensible for testing with KRASH or just HyperEdit/revert.
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I may have worked out why early sounding rockets may not work well (no harddrive, experiments and/or not fly or show delta-V), possible fix included in GitHub issue below. https://github.com/CessnaSkyhawk/SkyhawkKerbalism/issues/31
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[deleted] Error I had was my own BDB patch affecting Skyhawk, move along, nothing to see :-D
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KatnisssCapeCanaveral for KSRSS v1.0
610yesnolovely replied to TruthfulGnome's topic in KSP1 Mod Releases
Oof, my bad... sometimes it's hard to know if "Releases" are current on various GitHub projects, or the master branch is better (or not). Happy to live dangerously. Thanks so much for the mod (and thanks @Katniss218 for the original), looks pretty, and especially like the alternative runway having collision (trying out older alternatives I got surprised when I sank into the sea).- 109 replies
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- launch sites
- cape canaveral
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Thanks @CessnaSkyhawkfor this amazing looking and well thought out pack - including the Kerbalism support. I recently spent a little while setting up KSRSS Reborn (2.7x scale) for BDB (which is too easy at stock scale for me), and remembered I had not really given your pack a good try out. I came back and was pleasantly surprised that you'd done all the Kerbalism support too (that wasn't around when I last read through). About to embark on using it with KSRSS Reborn, BDB, Kerbalism, KCT, Near/Far Future, Benjee's stuff, plus most of the mods you support as well as History of Spaceflight (Pocket Edition), which looks like a neat way to remind me on what order to build things. Very exciting! I may end up sending some GitHub PRs, from the looks of things it's fairly easy to add part style mods (I previously spent several days trying to balance BDB in UKS, oof, appreciate your efforts all the more).
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
610yesnolovely replied to tony48's topic in KSP1 Mod Releases
Spent today getting KSRSS Reborn working, plus the usual visual mods: EVE, Scatterer, Katnisss's Cape Canaveral (Truthful Gnome's fork), Parallax 2.0, TUFX, PlanetShine, DOE, etc. Runs at 55-60 FPS (with fans on quite loud) on my work machine (which I can fortunately use for gaming), specs are: NVidia GTX 3090Ti LC 24Gb GPU + AMD 3970x 32 Core CPU + 64Gb RAM + Gen4 SSD). KSP was using 22Gb of RAM, GPU was pegged at 100% and using 14Gb of GPU RAM. The CPU however was at about 8%. Obviously I was maxing out absolutely everything, so I'd probably wait for the release with different texture scales and pick and choose what visual mods to use depending on the machine spec.- 1,881 replies
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KatnisssCapeCanaveral for KSRSS v1.0
610yesnolovely replied to TruthfulGnome's topic in KSP1 Mod Releases
I think the latest KSRSS Reborn (as of https://gitlab.com/ksrss/KSRSS/-/commit/79108ac108493ba1834209c3314065f35b6fa686) on Sep 5th 2022, changed the name of "Earth" to "Kerbin" so Parallax would work. However this breaks this mod if you've downloaded KSRSS Reborn from gitlab since then and are only using V1.0 of this mod from the releases on GitHub. I believe using the master branch direct will fix it. If you only see the map, with the KSC on, but no other KK statics, as @Fabled_Mikehas mentioned then you'll likely have this problem. Check the file GameData/KSRSS/Configs/03_Earth/03_Earth.cfg - if it says "Body { name = Kerbin" near the top, then you'll need the master branch of this mod.- 109 replies
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- launch sites
- cape canaveral
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ASET Props Pack. v1.5 (for the modders who create IVA)
610yesnolovely replied to alexustas's topic in KSP1 Mod Development
FYI: For those that noticed this issue, @JonnyOThan fixed this in RPM itself in the recently released version 0.31.8 -
Sounds like (hah) the sound issue fixed by KSPCF a while back. The bug was that almost all sounds would disappear, typically after some sort of scene change (eg. enter/leave of map): Quote above is from below, so try installing this mod also. I used to get this issue say 1 in 5 games, and now with KSPCF fix never had it again.
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- totm december 2020
- sound effects
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
610yesnolovely replied to tony48's topic in KSP1 Mod Releases
I provided what I believe is Canaveral for KSRSS Reborn in my first answer above (KatnisssCapeCanaveral for KSRSS v1.0), scroll down to "Download" for the GitHub link, which I shall provide here: https://github.com/Truthfulll/KatnisssCapeCanaveral-KSRSS Again, I've not tried any of this with KSRSS Reborn, so I may be misreading, and this may be all tricky to get working right.- 1,881 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
610yesnolovely replied to tony48's topic in KSP1 Mod Releases
It's on GitLab here: https://gitlab.com/ksrss/KSRSS - select the "reborn" branch from the pull down near the top left, download that and manually install what's in there under GameData, but note that the "reborn" branch is pre-release, so you may have to fiddle with things, it might issues, might be complicated to make work, and it's not documented yet because it's not ready for general use. Check previous posts on the last few pages (that's how I know this). If you're finding it hard to get working, I'd recommend waiting till it is released. I have not yet used KSRSS Reborn (just 0.6) so caveat emptor.- 1,881 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
610yesnolovely replied to tony48's topic in KSP1 Mod Releases
From previously using this mod, the default home launch site is Kourou near the equator (to make it easier). You will need KSCSwitcher (KSRSS Reborn provides patches) and then enter the Tracking Station and use the GUI there to set the default (you can I believe do this via Module Manager patching). This changes where your "home" is, as viewed in the game, etc. This all isn't too obvious, took me a bit of google/forum searching to figure it out. This will give you the default looking KSC at the Cape Canaveral location. You can use KSC Switching to move to lots of locations. The alternative is to use the "Launch Sites" drop down to launch a rocket somewhere else as one offs. If you want a very fancy looking Cape, then also download this (which is I believe the only variant of Katniss CapeCanaveral designed for KSRSS Reborn), with all the dependencies: Possibly also (memory fading) you can select the particular launch pads at the Cape using the "Launch from Site" pull down. I've not used the above, so it may or may not work, if you have problems as there.- 1,881 replies
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[1.12.x] Textures Unlimited Recolour Depot
610yesnolovely replied to Manwith Noname's topic in KSP1 Mod Development
And thank you for your inspirational KSP YT vids. ;-) I dunno how you make such pretty things in KSP (my guess: procedural parts, wings, TU and RD, tweakscale and above all skill and time). -
[1.7.x]ASET IVA for Making History Pods
610yesnolovely replied to HonkHogan's topic in KSP1 Mod Releases
I agree, HonkHogan's ASET for MH is great. My usual go to IVA as it matches the functional DE_IVA style. The only other Mk2 pod I can find is Snakeru's Mk2 MAS beta. See: https://github.com/harveyt/reviva#076-release---moar-iva-and-bdb-24th-sep-2022 Latest Reviva 0.7.6 release includes a config to support it, it's actually a zip in a GitHub Issue for MAS - lol. Very retro, but pretty good. -
Do you have both RPM and MAS installed? If not, that might be why. I don't have Tundra Exploration (shockingly - I've still got about 30 mods to install that might include that), so I've not seen that issue yet. It might be that some MAS IVA assume that only MAS is needed, and without that update script those components won't work. If you have RPM, then it might be because unless an RPM computer module is added to the IVA, it won't work. You can have both RPM and MAS running, but the IVA has to specify that: the only one I can think of that does that is the UltimateShuttle IVA. I'm not sure otherwise, without actually trying this out. I face similar kinds of weird issues all the time with 250+ mods installed at once.
- 170 replies
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- probe
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Yeah, it's from a MAS addon by @MOARdV - https://github.com/MOARdV/MOARdVPlus - pretty old, originally meant for the FASA Apollo, I added MM configs in Reviva for it and the Glass variant to work for modern BDB. You'd need that, MAS (Avionics System) instead of (or as well as) RPM. Note that I never modify or supply IVA mods, Reviva does it's magic via MM configs and B9PartSwitch and a small helper DLL. The others are detailed in the Reviva README, which has a list of links to the various downloads supported at https://github.com/harveyt/reviva#dependency-summary The Starilex one (Mercury) is very new for Stock Mk1 (RPM), the Snakeru is actually a zip in a MAS GitHub issue (beta) for Mk2 and so that uses MAS. I added Reviva support for BDB from any IVA for equivalent stock / MH pods because "moar IVA is better". I'd also recommend looking at the Warbirds IVA set, they are marvellous, as good as ASET but retro.
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
610yesnolovely replied to Gotmachine's topic in KSP1 Mod Releases
I also upgraded to 1.22.2 today (from what I'm not sure, probably 1.21 given dates of updates), also have BDB + BDBNIC (plus 240 more mods), and it was hanging. Removing BDBNIC solved the hang. Somehow BDBNIC and KSPCF are exhibiting Quantum Entanglement. -
Update 0.7.6 of Reviva (for RPM/MAS IVA switching) now supports1 Hermes (Mercury), Vinci (Gemini), Kane (Apollo), and Sinai (LEM) IVAs from various stock IVAs. See the above post. I did not make these IVA, merely configs for Reviva & BDB. There are plenty of other RPM and MAS configs for various tech levels/features for these BDB pods, these are the best looking retro style though (IMHO). Reviva means you can switch from the original BDB most non-functional to one of many RPM and/or MAS IVA in the editor or even while in flight. Hermes - RPM + Starilex Mk1 IVA Vinci - MAS + Snakeru Beta Mk2 IVA Kane - MAS + MOARdVPlus Mk1-3 IVA Sinai - MAS + Max-Ksp MEM
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
610yesnolovely replied to tony48's topic in KSP1 Mod Releases
KSRSS could turn into "Post actual images from LEO" and I doubt anyone would notice. Amazing work.- 1,881 replies
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Ah, I forgot about doing this. I will do this soon(ish), even though you basically did all the hard work. :-D
- 170 replies
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- bluedog design bureau
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Now has support for some more MAS IVA: Max-KSP's, SABS and even Snakeru's beta IVA (which is hidden away in a GitHub issue). Details in the above post. Bonus: BDB if installed has equivalent IVA for Mercury, Gemini, Apollo and LEM. See https://github.com/harveyt/reviva/blob/main/README.md#support-progress for what IVAs are now supported in 0.7.6 - I've tagged those which use MAS, and also added "Best Realistic" and "Best Functional". I'm definitely driven by my own personal career game - I just got to launching a Kerbal and wanted better BDB support for Mercury and Gemini. ;-)
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Reviva (IVA switching) 0.7.6 now supports some of these excellent IVA: Mk1, Mk2, Mk1-3, MEM only so far. But also has the BDB equivalents if that's installed.
- 8 replies
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- mas
- iva cockpit
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[1.6.x] Max-Ksp MAS IVA Pack (development)
610yesnolovely replied to Max-Ksp's topic in KSP1 Mod Development
Reviva, which allows in-editor and in-flight switching between any support IVA now includes support for this mod. It's just too good not to. As a bonus, the equivalent BDB LEM and Apollo can use this IVA also. -
[1.12.3] Starilex Intra-Vehicular Solutions: MKI Pod 'Needle'
610yesnolovely replied to Ailex's topic in KSP1 Mod Releases
In the interim, I just release Reviva 0.7.6 which has support for this excellent Mk1 IVA. I also awarded it "Best Realistic" IVA for that pod. Also adds BDB support for equivalent Hermes / Mercury.