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Everything posted by Bit Fiddler
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[1.12] CommNet Antennas Extension / Info / Consumptor (2024-09-16)
Bit Fiddler replied to flart's topic in KSP1 Mod Releases
I do not have that MM file in my game data folder. I do have a message on load about an error preventing the cache from being saved. I will just send the MM log instead, if this will help. There are a few issues with this install I am trying to track down, so I know there are problems in here somewhere. This is a new install I am trying to setup for a new playthrough, and all these aircraft were built with a previous install and just moved over to this one for testing, if this is any help. https://www.dropbox.com/scl/fi/1ambgj2npcda05rqv82lc/KSP.log?rlkey=qr5qbzzf4tlwoc1o7h15ef6ee&st=v4h016bx&dl=0 https://www.dropbox.com/scl/fi/vyp8bg0bs0w8l7vt8kgk2/ModuleManager.log?rlkey=cp7my876pup5qv45afksxq8n7&st=og644sja&dl=0 -
I found another issue with SXT. I built a small ultra-light airplane and used the folding wings for it. However, when the wings are attached to the plane the lift indicator is twisted. This causes the airplane to always be fighting to fly straight and level. Is this normal for these wings, or an indication of a mod conflict somewhere?
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[1.12] CommNet Antennas Extension / Info / Consumptor (2024-09-16)
Bit Fiddler replied to flart's topic in KSP1 Mod Releases
after installing the consumpter I have many ship designs that cannot sustain the EC draw. I have looked in the PAW and there is no way to enable and disable the antenna. I assume this is because the ship is using an internal antenna, and it is from a mod that you have not made a patch for? Or should this mod already find any antenna defined as internal and reduce the EC usage, or provide a switch? For example, I made a small airplane with two of the mk1 open inline cockpit, and the craft draws 12 EC/second. The only thing that uses EC on this airplane is the cockpits. So, my question is do I have some mod conflict that is making them consume too much power, or do these cockpits need to be added to a compatibility patch? Or is the consumption rate just so high that even a small internal antenna in a cockpit will draw this much power? If it is by design that these antennae draw this much power, how can I adjust the "difficulty" setting on this mod to make it draw less EC? I like the Idea of this mod, but if all my small probes and aircraft will suddenly need reactors or huge solar arrays then it is just too much for me. If it was such that an antenna in an idle state is drawing 1EC or less and only ramps up when sending science, is extended (where possible), or if it is a relay antenna that is actually being used to relay a signal to some remote craft, then I would be much happier with it. But as it is now, none of the alternators on the airplane engines seem to be able to keep up with the EC usage on Direct/Internal antennae in an idle state. And even adding in RTGs or fuel cells is not going to fix it, as they all make around 1 EC/s, and on this example craft it is drawing 12 EC/s. So basically, all my aircraft would need a full-on reactor on them. -
Could this be combined with Textures Unlimited in a way that we could apply a base decal with CD, then use TU to recolor and add shaders etc.? Basically, giving us a way to paint the ship in any color and pattern we want just by moving and arranging a series of these decals?
- 409 replies
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- decals
- totm july 2020
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(and 2 more)
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I am getting these 2 errors in MM. [LOG 18:34:33.340] Applying update FreeIva/Mk2Expansion/M2X_linearTricoupler/@PART[M2X_linearTricoupler]:HAS[!MODULE[ModuleFreeIva]]:FOR[FreeIva] to Mk2Expansion/Parts/FuelTank/LinearTricoupler/part.cfg/PART[M2X_linearTricoupler] [WRN 18:34:33.341] Cannot find key node_stack_bottom_01 in PART [ERR 18:34:33.341] Error - Cannot parse variable search when inserting new key node_stack_bottom01 = #$node_stack_bottom_01$ [WRN 18:34:33.342] Cannot find key node_stack_bottom_02 in PART [ERR 18:34:33.342] Error - Cannot parse variable search when inserting new key node_stack_bottom02 = #$node_stack_bottom_02$ Is this something I can fix easily on my end?
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on the mfd there is something that says KSPIRC jonnyothan fork not installed. what is this and where can i get it?
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I do have firespitter installed, but I can try removing it and reinstalling. Reinstalling Fire spitter did indeed fix the sound issues, and the buoyancy of the floats, so thanks for that. however, the animation of the propeller is still not working. this is what i see in game.
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Has something changed that would affect the sound and animation on the propeller engines? I have an aircraft with the "Hornet" engine on it, and I no longer get sound or animation of the propeller. I do have a plethora of mods loaded however, so if this is not a known issue, I will have to start looking for the culprit. EDIT: Oh, and I just noticed this same aircraft uses the floats to make it a sea plane, and the floats do not seem to provide any buoyancy now.
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The aircraft I fly have no issues landing at KSC, or island Airfield. I thoroughly test them on these 2 airstrips before I ever attempt to use them for a mission. However, all the extra bases I try to land at I seem to land short. I have not done extensive tests on this yet, but I have tried to land at 3 or 4 of the Kerbin Side bases and every time I land short. My thinking is the Kramax way points do not match the physical runway objects. I guess to get a resolution, I need to know do you make the Kramax WP lists, and do you make the physical bases in KK? If not, I guess I need to get with someone else to try and figure out why they do not match.
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I assume these contracts come from this mod. They say things like go to a crashed airplane and rescue the crew, and if possible, salvage the wreck. The problem I am having is as soon as I get near the wreck it just sinks to the bottom. And since the crush depth of most (if not all) parts is 400m they just get destroyed, killing any Kerbals still onboard, and removing the ability to recover the salvage. Am I missing something here? These wrecks either need to be made so they stay afloat, or ensure they are always in water that is less than 400m deep. Or if I am missing something, please explain how this is supposed to work. Also, I have seen in the posts for these mods today things that say to load "Kerbin Side Core" is this referring to the one on CKAN that reports max game version of 1.5.9?
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Hi, just wanted to suggest a new module for MJ. we need a Ship/Submarine auto pilot. the aircraft one would be fine if there was a click option to enable or disable rudder steering, to switch between turning with roll or yaw. And secondly for subs we need an altitude hold that will allow negative values. On top of this it would be nice for both surface ships/subs, and aircraft, if it could auto steer to the current nav target. So we can select a WP in WP manager, or some other method of setting the nav target, then tell the autopilot to heading hold on that WP.
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I am having an issue with Kerbin Side Airfields and Kramax. My plane always touches down short of the runway, it is like the final WP is a few hundred meters short of the runway.
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[1.10.x] Precise Editor 1.4.0.1 [August 31 2020]
Bit Fiddler replied to jfrouleau's topic in KSP1 Mod Releases
On the topic of the rotation angles.... I think it is because while in local mode it works in Euler Angles, not absolute angles. Thus, the angles do not rotate a part directly, but in a chain that adds together. This is very hard to wrap your brain around, as if the point before was not a perfect 0, then changing a value, will also change any that come after it as they are basically an additive chain. When in Local mode this is why things shift around. Working in Absolute mode seems to be much easier to understand. -
[1.12.x] Modular Computer Package Revived
Bit Fiddler replied to linuxgurugamer's topic in KSP1 Mod Releases
I have always wanted this mod... back in the days of the box sat mod I wished for this to be part of the box sat. Speaking of the box sat, I do not suppose you have that old mod lying about? The one with the cube that had modular drawers you could slot into it. This would be a good one to revive also. -
My physical monitor is a 4k monitor, and my windows desktop is set to run at 4k. I try to run the game at something less than 4K, as all the UI elements do not scale properly, and sometimes they are just too small to read. as for player log at what point in time do you want to see this? before launch, or when there is a mismatch between what I have "set" and what is actually on my screen? I will try to get several readings on this at various times and see if it changes. I was just about to play anyway so this will be a good test. Hmm maybe I am blind, but I do not see a player.log. Where does it live? Ok... never mind I found it. but I do not see any screen resolution information in it. It is just a huge list of missing / broken .cfg files. I assume these are module manager trying to process patches for parts/mods that I do not have installed.
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[1.12.x] Cacteye 2 Refocused Full Release
Bit Fiddler replied to linuxgurugamer's topic in KSP1 Mod Releases
I can post dropbox links to the models or if you prefer, I can use some other sort of cloud system. or even just send them direct via email. let me know what is best for you. And then we can work out any changes that you may want made to them to make the texturing easier for you. Things like splitting the mesh on lines where you want textures to change to get a nice crisp edge etc. Or even if you want to just edit the models directly, that is fine as well. I am not worried about "owning" them if you want to edit them directly feel free. -
Sorry for late reply, moved back to Korea, so I have been out of contact for a while. But no, I do not think anything on my system is resizing the game. Unless there is some hidden "Feature" in windows that does this. However, I have been looking at the problem and I am fairly sure the missing Contract list, message window, etc. that reside on the stock tool bar along the right side of the screen are due to mismatched resolution. I am fairly sure they are not really missing, but rather just being rendered outside of the screen space of the physical monitor. So, when the game thinks it should be in 4k, but my display is set to something less than this, the game tries to render the windows at the (X,Y) coordinates of the right side of the screen based on a 4K resolution. But since my display is actually set to 1920x1080 for example, the edge of my physical screen is actually not at 2160, but rather 1920, and the window is being rendered outside of my viewable screen space. Of course, I do not know 100% this is what is happening, but it looks like this is the case to me.
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Not always.
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I know this is very vague, but I guess I will try any way. I am trying to load up an old craft file and it is telling me I am missing a part named "Basic Canard". Does anybody have any clue what mod this may have come from?