somewhatcasual
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Posts posted by somewhatcasual
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The part looks very good, but it's not meant for KSP. It has too many polygons for a part that should be used in quantities. I'd reduce the number of polygons to around 3-4k to make it KSP friendly.
I took a break from KSP and will most likely continue too when summer hits, but I'm going to finish up all my projects before summer. When you said poly's, Did you mean tris or faces? I primarily model in quads, so if you meant tris, the task will not be as easy. I was operating under the assumption that poly's = face count.
Thanks
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The part looks very good, but it's not meant for KSP. It has too many polygons for a part that should be used in quantities. I'd reduce the number of polygons to around 3-4k to make it KSP friendly.
I can hit 4000. I'll repost after I've found some time to do that this week.
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Hello, I'm looking to collaborate with someone on a mesh I made for a radiator. I'm not interested in doing the texturing part and it is not my strong suit, but I do create models on occasion. The model I am referencing can be viewed at http://youtu.be/4QpMVufaAVU. I've made small tweaks since I made the video but that is it essentially. A lot of the pieces can share texture space. I intended to allow this model to be included in kspi extended. If my collaborator wishes inclusion to another mod, that can be arranged.
I can include all the images I've used for inspiration if it will help the process.
Thanks!
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A version and with and without tank would be usfull. I think it will make a very good first generation foldable radiator
Ok easy enough. Two clicks after it's been textured and it can be deleted and saved as radiator sans coolant reservoir.
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KSPI Extended Version 0.8.2 for Kerbal Space Program 0.90 can now be downloaded at KerbalStuff
Released on 2015-03-28
- Electric Generator can now connect through a Non-androgynous docking port
- Added additional Non-androgynous sizes (1.875m, 2.5m, 3.75m)
http://i.imgur.com/bTl8REN.jpg
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Very nice graphics! NoW we need to finish it. Why don't you try to texture it yourself?
Thanks
A couple reasons I don't want to do it myself. Free time and desire. I have a computer at work that I can use in my down time as long as everything is portable and fits on my thumb drive. I'm not installing anything on it. Blender works great as as it's super portable in that regard. I find 3d modeling easy and quick enough, and it satisfies some of my creative drive.
Texturing, I must admit I'm more then a bit rusty. I learned photoshop a while back, and it's not as quick for me to relearn it. My work computer is linux based vs windows at home and Photoshop is not super portable with all the license stuff. I don't really want any outgoing connections either from my work network other than webpages, due to the sensitive nature of what we do at work. I can get away with a flash drive that I've vetted as only used on 2-3 secure computers.
I know gimp is portable and free but it's a bit different and I really don't have a desire to learn from scratch with it for one project and to produce work that isn't up to par.
I don't find hard surface texturing as fun either..
If I can't find anyone to help me, I'll see what I can do in my free time at home.
I could certainly uv map it if necessary as I do get down time at work.
I'll start a thread in the model/texture subforum today after work or tomorrow.
Like I said before, that tank could be pulled off the model and used on its own if you needed/wanted more models that are unique. Can't say if it's design makes sense in space though vs it's terrestrial design, but the game isn't that realistic is it?!
- Electric Generator can now connect through a Non-androgynous docking port
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Freethinker, your inbox is full. I didn't plan on announcing this yet, as it is unfinished....but it can't hurt.
Made this for the hell of it..
I noticed a couple small things, like a backwards normal and I forgot the base hinges which I am adding now, but this is it essentially. If you see anything that could be improved, let me know and I'll see if I can do something about it tomorrow. All that is left is to find someone who would be willing to make textures for it.
Actually....anyone willing to texture this thing?
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Find in the log where the parts compiles and you'll get some kind of a clue as to what's going on. I've been making parts since .23, and I can't think of anything fundamental that's changed.
From what I can tell the textures are not loading at all. The output log seems to indicate it could be an active texture management issue.
I'll have to check over with ATM at some point to figure it out
:MoveNext()(Filename: Line: -1)
Load(Texture): Parts/SWC VTOL/aft/aft_emissive
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
NullReferenceException: Object reference not set to an instance of an object
at ActiveTextureManagement.CacheController.RebuildCache (ActiveTextureManagement.TexInfo Texture, Boolean compress, Boolean mipmaps) [0x00000] in <filename unknown>:0
at ActiveTextureManagement.CacheController.FetchCacheTexture (ActiveTextureManagement.TexInfo Texture, Boolean compress, Boolean mipmaps) [0x00000] in <filename unknown>:0
at ActiveTextureManagement.DatabaseLoaderTexture_ATM.UpdateTexture (ActiveTextureManagement.TexInfo texture) [0x00000] in <filename unknown>:0
at ActiveTextureManagement.DatabaseLoaderTexture_ATM+<Load>d__4.MoveNext () [0x00000] in <filename unknown>:0
UnityEngine.MonoBehaviour:StartCoroutine_Auto(IEnumerator)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
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Sorry to say that, but as much as i like the original intention to get KSPI to work in .90, these changes transform this endeavor now into a completely new fork, aka. a completely different mod. Ok, its called "Extended" but it might as well be called "my vision, by FreeThinker".
Again.
Why on earth isnt it possible for the various nice people that started up to help the KSPI Community while FractalUK is absent with running versions of HIS mod without starting to incorporate more and more own changes that steer away from the original? Is it a ego thing?
So, now we have
- KSP Interstellar
- KSP Interstellar Lite
- KSP Interstellar Extended
Of course only for the time till the next Shism after FractalUK comes back, reverts most of these changes, and goes away for some time. Place your bet for the name of the next 3-4 coming KSPI Forks.
PS: On a sidenote - really as much as i adore the work of roverdude, i would really like to see mods that arent included in his great scheme of things.
PPS: Sorry, maybe i sound bitter about this, and after all noone cares about my opinion, but i really like everyone included in this whole Interstellar thing, and i really dont like and understand these tendencies to impose own agendas after some time instead of simply updating it. Just 2c.
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Cannot stress this enough. But as the inevitable coming discussions about the Warpdrive "realism" will possibly show it maybe already too late. In a way there is a really high possibility for this Shism between KSPI and Extended to become really toxic as we experienced already with KSPI Lite. And again we (ok, say people like myself) have to wait till FractalUK to come back.. *sigh*
I don't think you are looking at this in the right way. Try looking at it like this: FractualUk may never return for all we know, and what the full scope of his vision is, is something we may never know. Heck he might not have known his end game. That is the reality of modding. The license allows for this type of alteration and if he had a real problem with it, he wouldn't have used the license that he did. As for it being solely Freethinker's vision, he seems pretty open to feedback. Things need to evolve and change. The base game changes and evolves, why shouldn't the mods? Again this is the nature of modding to make the game more fun. The author of KSP lite also goes into long absences, and then his version broke for me, so someone needed to step up. I am for one happy that there is a version of this that is actively supported. If Fractual came back, it doesn't necessarily mean that everyone need revert back to his newer version. I may be wrong, but the author of KSPI lite didn't write code like the author of extended has, which means, he could carry this on even if fractal returns. Why is it important to you that nothing is changed? I may be out of date with my info, but the KSPI 0.9 update that extended requires, doesn't change anything.
I actually like that roverdude's mods can interoperate. This makes for easier gameplay experience. He is quite reliable with his support and updates, wouldn't you want mods that can can carry over for every version? Another thought is this, he is actually incorporating his resource system into the basegame for the game devs, so it is good that the mods interoperate.
This is my opinion. Yours is just as good. Cheers
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Hello everyone,
Just curious if anything changes occurred since 24.2. I grabbed some parts I made for 24.2 and dropped them in my 0.9 game folder. The emissives, textures, particle effects and sounds are not working. The textures are not even loading, (png format). Before I get too crazy trying to figure it out, (10-11 parts) I wanted to check if there is anything basic I might not be doing that needs to be done. Unity is still set up with part tools .23, and hasn't been updated or touched since I made the parts 6-8 months ago. If I load 24.2 they are fine and this is a direct copy into the .9 folder.
If nothing changed, I'll just pull the cfgs apart and make basically structural parts to see if that works.
Thanks!
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What are you looking for model-wise?
Would you want models that are more true to real life designs or perhaps more stylized and look cool?
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When I was making a craft for my own use, radiators were on my to do as well as trying to add radiator modules to wings and what not. After like 8-12 custom parts I ended up not finishing due to time restraints and mods dependencies not updating with that stretch of rapid squad updates. I was tempted to dive back down the rabbit hole and start modeling again to fix this but then I thought that I'd never play if I started again. I did see an image someone posted of a cool looking radiator part that is similar to ones on the iss. No one responded/knew which mod it came from when I asked. Are there any pictures/designs of real radiators that could be incorporated into this game/mod that have yet to be made? I have to admit that I am ignorant about reactor/cooling designs IRL.
The post that had the image I mentioned:http://forum.kerbalspaceprogram.com/threads/91706-0-90-Freight-Transport-Technologies-v0-3-1-2014-12-24?p=1519856&viewfull=1#post1519856
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Radiators are one of my biggest issues with designing crafts with power requirements. I wish there were heavy duty options other than the triangular one. It doesn't always fit together nicely in function or aesthetic. Animated ones are even better. I figure at some point this will be sorted.
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Sounds good. Def aiming to try it out next week when I get more time to play.
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This looks good. I was thinking about how I could create/breed kerbals from my mature offworld bases. I am glad someone else has taken care of that.
If you recruit a kerbal, does the civilian population size change?
Does the population size stay constant (Provided they are provided all the necessary resources) or do they have a life expectancy? If they do have a life expectancy, are they recycled back into the resource system? I can't imagine jettisoning them makes sense if a space colony is trying to conserve their resources. I am not an expert on kerbal burial practices, other than the fact they sometimes explode or poof into nothingness.
Growing a space colony is great. I am wondering if there is an endgame or advantage to growing the colony other than the challenge and kerbal recruitment. Kerbal recruitment alone makes this worthwhile for me.
It occurred to me that if space tourism is involved, could this be used to generate funds?
Thanks
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Does tweak able allow post launch changes?
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@novahike999: If you do not use remotetech and you are not experiencing any issues, you don't need to worry about updating. I increment the number (and update other hosts such as CKAN) when I add new features. Version with the letters on the end are bug-fix releases where I'm fixing problems. Normally the Remotetech change in version 1.30i would have been enough for its own version number, but I technically released Remotetech functionality with version 1.30 so it does not in this case.
@somewhatcasual: The message about the queue would not be on-screen, but in the output log that can be enabled via Alt-F2. It has the same contents of the output_log.txt file, just it shows it in-game in real time. The fact that you use the keyboard means that the cooldown queue being hit is probably working as intended. KSP has an annoying bug where for a single press of a keyboard key in real life, it will pass that key press multiple times to AGX, so I have to have a cooldown that an action group can not activate more then once in a given time period. (It's about 1/10th of a second by default.)
Notably, the queue is per action group, not per action, so only some actions in an action group activating would not be explained by hitting this queue at the wrong time. This means I'll have to run some more tests tonight to see if I can figure out why the Attila engines are not behaving for you.
I ran out of time last night to do any extensive testing as I was fixing the errors with Karbonite that were also in your output_log, but I'll look at the Attila's first thing tonight.
D.
Oh. yea I really have to try to spam it for the message to appear in the log. I have the part.sethighlight exception message spamming on repeat otherwise
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Version 1.30i test release
@somewhatcasual: I was not able to replicate the Attila engine error, but in your log your Karbonite actions were not saving correctly and this release fixes that. One oddity I noticed was you were hitting the cooldown queue quite often. Can you open your log and confirm that those messages are actually printing when you try and activate the action group please? And are you activating the group with your keyboard or the mouse? "AGX Action not activated, that group still in cooldown" is the exact message that will appear in the log when you hit the cooldown queue.
D
I don't receive messages on the screen in game, aside from no target on occasion. I had no idea things were going into cooldown. I use my keyboard the majority of the time. I'll try the updated .dll, and see what shakes loose.
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Yeah... ModuleFixer just obscures legit issues. Which in turn causes support headaches.
Agreed. Not my first recommendation, but hey sometimes people just want to play so I left it up to them. Maybe a larger disclaimer was in order.
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I am having a weird problem and have searching around for a while but haven't found any fixes.
I have a fresh copy of KSP installed, although this still happened with my main copy of ksp with a lot of mods installed (http://i.imgur.com/Fo533ee.png)
The problem is when I am editing in the VAB some KSP Interstellar items I hover over seem to enlarge infinitely, and I'm not sure why.
Here is a video I recorded of the problem: http://youtu.be/kze4KwHqUFw
My hardware:
CPU - Intel Core i5-4690K 3.5GHz Quad-Core Processor
Motherboard - Gigabyte GA-Z97X-Gaming 3 ATX LGA1150 Motherboard
RAM - G.Skill Ripjaws X Series 16GB (2 x 8GB) DDR3-1866 Memory
GPU - EVGA GeForce GTX 980 4GB Superclocked ACX 2.0 Video Card
If anyone knows a fix to this that would be amazing. If any more information is needed just ask.
Thanks!
As far as I understand the issue, it is an install issue most likely. Perhaps try a manual install. If that fails, look at this fix, http://forum.kerbalspaceprogram.com/threads/63109-0-23-Modulefixer?p=1186964&viewfull=1#post1186964
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RoverDude, I'm having some trouble in that the starlifter radial hydrogen tank does not seem to be able to pass fuel to whatever it is attached to. The only way I found to make it work is by connecting a fuel line to the main tank... but as far as I know you shouldn't have to do this in this situation. Here is an example of build I was testing where such problem happens:
http://i.imgur.com/4aWHeHN.jpg
A very simple craft. Nothing complex. No clipping parts. Total of 7 parts.
I have the CrossfeedEnabler plugin (came with B9). Maybe that is messing with the tanks?
Just curious, Does anyone know which mod the radiators came from?
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I will post a dropbox link as soon as I reproduce it. I actually re-installed everything fresh after the latest KSPI extended update, so hopefully you don't hear back from me.
https://www.dropbox.com/s/knqc2ooxmbialrn/output_log.txt?dl=0
ok it happened again. Doubling of AG's and AG's that are getting mix and matched on their own to other assigned AG's. I've been saving and testing and reverting ad nauseum. I hope this is helpful!
Thanks for looking
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That sounds like the action in question is odd in some way and AGX is having problems handling it.
Notably "I notice after launching that not all of them are toggling." is a red flag there is an error somewhere.
Can you replicate and get me a copy of your output_log.txt please? AGX should be logging the errors in there.
D.
I will post a dropbox link as soon as I reproduce it. I actually re-installed everything fresh after the latest KSPI extended update, so hopefully you don't hear back from me.
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Re Symmetry - nothing I can do about that one.
Posted a quick question regarding this on the firespitter post: http://forum.kerbalspaceprogram.com/threads/24551-Firespitter-propeller-plane-and-helicopter-parts-v6-3-5-%28Sep-1st%29-for-KSP-0-24-2?p=1754227&viewfull=1#post1754227
Perhaps they will know more and can fix the issue.
Thanks for your time!
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Fuel switching and symmetry bug:
Is it known and is there a fix for the symmetry bug being experienced here http://forum.kerbalspaceprogram.com/threads/91706-0-90-Freight-Transport-Technologies-v0-3-1-2014-12-24?p=1754036&viewfull=1#post1754036?
Essentially fuel and texture switching isn't working with symmetry and is defaulting to the original fuel/resource/texture after launching and/or reverting.
Any help would be appreciated. Thanks!
Looking for a texturing collaborator
in KSP1 Modelling and Texturing Discussion
Posted
I've gotten the model down to 6269 from~35k tris. Pretty close to goal. Hard pressed to remove anymore, but I'll take another look over it. UVmapping afterward.