-
Posts
336 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Whovian
-
If there isn't anything very unusual with these files, it should suffice to put them anywhere in your Gamedata folder. To keep them all together, you might want to put them in a "rescaled parts" folder or something to that effect.
-
Unfortunately, I can't seem to find any sort of -force-blah (blah being direct3d, d3d, dx, directx, d3d9, direct3d9, and pretty much everything else I can think of) that gets it to switch back to D3D. EDIT: Er ... a bit of research suggests it might be that KSP uses OpenGL on OS X by default and doesn't support Direct3D ... sorry for wasting peoples' time.
-
Sorry, forgot to clarify; Mac user here. Just flat-out launching KSP, according to KSP.log and Player.log, is using OpenGL and I can't figure out what the argument to change it is.
-
I know it's an odd question, but does anyone know how to switch BACK to Direct3D?
-
He's on a mission to Gilly currently; it was a rather hard one to plan due to the 6.4x scaled system.
-
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Whovian replied to Starwaster's topic in KSP1 Mod Releases
I just wanted to ask: with FAR, is dipping into the thin bits of Jool atmosphere without a heat shield a reasonably safe method of aerocapture, or is some form of shielding necessary?- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Whovian replied to Raptor831's topic in KSP1 Mod Releases
Thanks for the help; I've tested this and it should fix both the RAPIER and SABREs. @PART[RAPIER]:NEEDS[RealFuels]:Final { @MODULE[ModuleEnginesFX]:HAS[#engineID[ClosedCycle]] { @PROPELLANT[Oxidizer] { @name = LqdOxygen } } } @PART[B9_Engine_SABRE_M]:NEEDS[RealFuels]:Final { @maxTemp = 1800 @MODULE[ModuleEnginesFX]:HAS[#engineID[AirBreathing]] { @maxThrust = 2940 @heatProduction 225 @PROPELLANT[LiquidFuel] { @name = LqdHydrogen @ratio = 0.38029 } @PROPELLANT[IntakeAir] { @ratio = 0.61971 DrawGauge = true } @useEngineResponseTime = false @atmosphereCurve { // Atm.P. Isp iTan oTan @key,0 = 0 3250 0 2.51E+07 @key,1 = 7.5E-06 3544 0 0 @key,2 = 0.0006 2984 0 0 @key,3 = 0.11 3336 0 0 @key,4 = 1 2880 -400 0 } } @MODULE[ModuleEnginesFX]:HAS[#engineID[ClosedCycle]] { @maxThrust = 2940 @heatProduction 275 @PROPELLANT[LiquidFuel] { @name = LqdHydrogen @ratio = 0.73 } @PROPELLANT[Oxidizer] { @name = LqdOxygen @ratio = 0.27 } @useEngineResponseTime = false @atmosphereCurve { @key,0 = 0 460 @key,1 = 0 370 } } } @PART[B9_Engine_SABRE_S]:NEEDS[RealFuels]:Final { @maxTemp = 1800 @MODULE[ModuleEnginesFX]:HAS[#engineID[AirBreathing]] { @heatProduction 225 @PROPELLANT[LiquidFuel] { @name = LqdHydrogen @ratio = 0.377 } @PROPELLANT[IntakeAir] { @ratio = 0.623 DrawGauge = true } @useEngineResponseTime = false @atmosphereCurve { // Atm.P. Isp iTan oTan @key,0 = 0 3610 0 2.51E+07 @key,1 = 7.5E-06 3938 0 0 @key,2 = 0.0006 3316 0 0 @key,3 = 0.11 3706 0 0 @key,4 = 1 3200 -400 0 } } @MODULE[ModuleEnginesFX]:HAS[#engineID[ClosedCycle]] { @heatProduction 275 @PROPELLANT[LiquidFuel] { @name = LqdHydrogen @ratio = 0.73 { @PROPELLANT[Oxidizer] { @name = LqdOxygen @ratio = 0.27 } @useEngineResponseTime = false @atmosphereCurve { @key,0 = 0 460 @key,1 = 0 370 } } } EDIT: Should the SABREs also support Engine Ignitor? -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Whovian replied to Raptor831's topic in KSP1 Mod Releases
I must confess, I've never gotten a handle on modifying propellants. Here's the best I've got; it kinda fixes the previous problems. The SABREs still run off of Kerolox for some reason; I can only seem to modify one out of the fuel and oxidizer, and, in fact, I can only modify one of the engine modules' LiquidFuel, so I can only get them to be Hydrogen Jets and Kerosene/Stock Oxidizer (Kerostox anyone?) rockets. No idea why it isn't working nicely. Also I didn't take a look at how the thrusts were. @PART[RAPIER]:NEEDS[RealFuels]:Final { @MODULE[ModuleEnginesFX],2 { @PROPELLANT,2 { @name = LqdOxygen } } } @PART[B9_Engine_SABRE_M]:NEEDS[RealFuels]:Final { @maxTemp = 1800 @MODULE[ModuleEnginesFX],1 { @maxThrust = 2940 @heatProduction 225 @PROPELLANT,1 { @name = LqdHydrogen @ratio = 0.38029 } @PROPELLANT,2 { @ratio = 0.61971 DrawGauge = true } @useEngineResponseTime = false @atmosphereCurve { // Atm.P. Isp iTan oTan @key,0 = 0 3250 0 2.51E+07 @key,1 = 7.5E-06 3544 0 0 @key,2 = 0.0006 2984 0 0 @key,3 = 0.11 3336 0 0 @key,4 = 1 2880 -400 0 } } @MODULE[ModuleEnginesFX],2 { @maxThrust = 2940 @heatProduction 275 @PROPELLANT,1 { @name = LqdHydrogen @ratio = 0.73 } @PROPELLANT,2 { @name = LqdOxygen @ratio = 0.27 } @useEngineResponseTime = false @atmosphereCurve { @key,0 = 0 460 @key,1 = 0 370 } } } @PART[B9_Engine_SABRE_S]:NEEDS[RealFuels]:Final { @maxTemp = 1800 @MODULE[ModuleEnginesFX],1 { @heatProduction 225 @PROPELLANT,1 { @name = LqdHydrogen @ratio = 0.377 } @PROPELLANT,2 { @ratio = 0.623 DrawGauge = true } @useEngineResponseTime = false @atmosphereCurve { // Atm.P. Isp iTan oTan @key,0 = 0 3610 0 2.51E+07 @key,1 = 7.5E-06 3938 0 0 @key,2 = 0.0006 3316 0 0 @key,3 = 0.11 3706 0 0 @key,4 = 1 3200 -400 0 } } @MODULE[ModuleEnginesFX],2 { @heatProduction 275 @PROPELLANT,1 { @name = LqdHydrogen @ratio = 0.73 { @PROPELLANT,2 { @name = LqdOxygen @ratio = 0.27 } @useEngineResponseTime = false @atmosphereCurve { @key,0 = 0 460 @key,1 = 0 370 } } } EDIT: I just realized it's possible this sounds slightly rude; I'm terribly sorry if I'm coming off that way. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Whovian replied to Raptor831's topic in KSP1 Mod Releases
Just wanted to report what looks like a bug; the SABREs are running off of Kerosene and Oxidizer (note: the stock Oxidizer, not Liquid Oxygen, and there's no Hydrogen involved.) I suspect it's a conflict between B9_modularEngines.cfg and Jet_modularEngines.cfg. I'm playing around with ways(?) to fix it right now, but I'm more of a config mangler than a config wrangler. EDIT: It looks like the RAPIERs are also running off of the stock Oxidizer. This was reproduced with nothing but Squad, NASAmission, RealFuels (v8.1 with the latest versions of these configs,) and Module Manager 2.5.1 in GameData. EDIT 2: I'm an idiot; it looks like the problem with the SABREs is that they use the stock MultiModeEngine module now instead of the HydraEngineController module. Should be easy to fix. -
I've run into that problem before; an old version of DERP had a funky RealChute MM config and it also happened when I tried adding a MODULE[ModuleFuelTanks] to the engine/tank combo in Near Future. I /think/ the problem is ModuleManager being funky with engines and general animated parts, but I could be wrong.
-
Karbonite/Real Fuels Integration Configs [1/18/15]
Whovian replied to Raptor831's topic in KSP1 Mod Releases
Here's the link: http://www./download/lx3m58ced7ib9x1/FalconTech.zip -
Karbonite/Real Fuels Integration Configs [1/18/15]
Whovian replied to Raptor831's topic in KSP1 Mod Releases
I can upload an edited version of the .cfg for you if Raptor's okay with it. -
I'm using RealFuels with a 6.4x scaled stock system, so a lot of my interplanetary journeys need a LOT of delta-v. Getting all that up into space requires more twr than one can easily get out of asparagus staging, so no, though that might change in the future.
-
parts [1.12.x] Asteroid Recycling Technologies
Whovian replied to RoverDude's topic in KSP1 Mod Releases
Is there any way for a MM patch to add a new kind of resource to be stored in the asteroids? I'm trying to get this working with RealFuels. -
I found another possible reason; check your Player.log. If the last thing is something about a NullPointerException involving PWings, the problem is that the latest version crashes if you don't have FAR or NEAR installed. There's a fixed .dll that doesn't do that on page 92.
-
to the mun part one tutorial glitch
Whovian replied to mdlp0716's topic in KSP1 Technical Support (PC, unmodded installs)
It sounds like your staging controls might not be working properly. Without more details, such as what sort of computer you have, I don't think too much help can be offered. Try going into your input settings and either setting the staging controls to spacebar (the key assignments might have screwed up) or something else to see if you can get it to work with some other key. -
I managed to get these and more mods working; I'm pretty sure it was a combination of turning up ATM and removing PWings (which I should note was one of the other mods.) I tried a lot of things, though, so it may have been something else. Also, if you're using Real Fuels, make sure all your configs are updated for the recent overhaul. I'm not sure if that was what was causing one of my freezes, but KSP.log made it look that way. EDIT: Turned the graphics and ATM back to what they were when it was crashing and it worked, albeit with slightly low framerate on the runway. PWings wasn't in the modset it was crashing with, so I believe the only difference is I added stuff (minus PWings) and messed around with one of my Real Fuels configs. Curiouser and curiouser.
-
Turned the scale factor to 8 and TEXTURE_QUALITY in settings.cfg to 3; it changed nothing. Here are the mod versions. Toolbar: 1.7.7 ATM: Whatever the latest version is. ASET and ASET_Props: From ALCOR v0.9 CrossFeeedEnabler: Whichever version came with Near Future Spacecraft 0.3.0 CustomBiomes: Whichever version was packaged with RSS 8.1.2 Firespitter: Whichever version was packaged with B9 5.2.5 Hyomoto: I believe that's MFD 1.2 JSI: That's RasterPropMonitor 0.18.3 KAS: 0.4.9 Kerbal Flight Indicators: R5 KJR: 2.4.4 HyperEdit: 1.2.4.2 KineTechAnimation: Whichever version came bundled with B9 5.2.5 Klockheed Martin: Same as KineTechAnimation Module Manager: 2.1.5 ModuleRCSFX: 3.1 MP_Nazari: Evidently this is a hotfix for B9 and HotRockets that comes bundled with B9. This would thus be for B9 5.2.5. Open Resource System: Whichever version was bundled with Interstellar 0.13 ORSResourcePack: Same as Open Resource System KW Rocketry: 2.6d2 Novapunch: 2.07 NearFuture: All the sub-mods in version 0.3.0 Also I checked; removing KW and keeping NP and NFP didn't fix the problem. I could run all 3 if I remove KAS, though (though I can't run my whole modset.)
-
I'm having the exact same issue; I get freezing every time I start up in the middle of the loading screen, and yes, I do have active texture management installed and it's frozen sometimes when it was only using 1.4 GB, so it's definitely not a ram issue. Here's the weird thing. If I add KW Rocketry to this gamedata folder, it works. If I add Novapunch, it works. If I add the Near Future Technologies pack, it works. If I add all three, it doesn't. I haven't checked if pairs of them work. EDIT: Ignore the output freezing midline; that's just Finder's crappy .txt viewer. Also I checked with that folder, Near Future Technologies, Squad, and Novapunch and it didn't work. Here's the output log. The log says it froze on KAS, but interestingly, the loading screen got stuck on the stock escape tower.
-
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Whovian replied to bac9's topic in KSP1 Mod Releases
When it hits b9/mfd/beep, does the loading bar jump to halfway? If it does, I've had the same thing; from my experience last time I had it, I think the issue is some part of the core KSP isn't completely updated and so you're trying to launch something that's a mix between 0.24 and 0.25. Try copying all your mods and saves to a fresh install and seeing if that works. (Also don't copy over the Squad and NASAMission folders into the fresh install; I don't know if having possibly mixed versions of those folders could be the issue but it might be.)- 4,460 replies
-
I know someone on Youtube did a mission to Duna and Ike completely via kOS, so it's definitely possible with kOS. Mechjeb can also do landings, but I'm not sure if the commands Mechjeb sends to the ship are affected by Remotetech delay. I don't think there's any other way, though, unless you're really good at timing and landing blind.
-
I rather like this idea. Stockalike separatron expansion. Just as a suggestion, with FAR, I usually just hold down "e" to get the rocket spinning rather quickly shortly before decoupling; the worst damage I get is occasional winglet clipping.
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Whovian replied to ferram4's topic in KSP1 Mod Releases
Anyone know where I can get 0.14.1.1? I can't find it on the "previous versions" page.- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with: