Xavier513
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How to show non-RO parts in RO?
Xavier513 replied to Xavier513's topic in KSP1 Technical Support (PC, modded installs)
OK, fixed, I added some cfg to RO, marked these parts with "RSSROConfig = True", then they are shown in game. -
[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Xavier513 replied to Theysen's topic in KSP1 Mod Releases
OK, fixed, I added some cfg to RO, marked these parts with "RSSROConfig = True", then they are shown in game.- 2,214 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Xavier513 replied to Theysen's topic in KSP1 Mod Releases
How to show non-RO parts in game? I upgraded my game from 1.10.x to 1.12.3, most issues to my save are fixed, except that some parts are missing, and I failed to figure out how to make the game to load those parts. I used robotic parts from stock DLC in vessels(such as hinges and grip strips), but I can not find those parts anywhere.- 2,214 replies
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Sure, try this simple craft plz: KIU-Pack/test-fairing.craft at master · vaporz/KIU-Pack (github.com) Just load the craft, hit space to stage, then watch the craft dropping on the ground: with auto-strut on, the fairings will disconnect, with auto-strut off, the fairings remains connected. I can reproduce in my save every time.
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I'm having the same issue in my RO save after updating mods to latest. The fairings keeps disconnecting after taking off for about 40 seconds. Thanks to @themaster401 , disabling auto-strut seems to have fixed the issue. Here is my mod list: Advanced Jet Engine (AdvancedJetEngine v2.20.0) B9 Aerospace Procedural Wings - Fork (B9-PWings-Fork 3:0.45.1) B9 Part Switch (B9PartSwitch v2.20.0) BahamutoD Animation Modules (BDAnimationModules 1:v0.6.7.1) Breaking Ground (BreakingGround-DLC 1.7.1) Chinese Mod Patches (ChineseModPatches 0.11.1) ClickThrough Blocker (ClickThroughBlocker 1:2.1.10.21) Community Resource Pack (CommunityResourcePack v112.0.1) Deadly Reentry Continued (DeadlyReentry 1:v.7.9.0) Environmental Visual Enhancements Redux (EnvironmentalVisualEnhancements 3:1.11.7.2) FASA (FASA 1:v7.2.7) Ferram Aerospace Research Continued (FerramAerospaceResearchContinued 3:0.16.1.2) Hangar Extender (HangerExtenderExtended 3.6.0.2) Harmony 2 (Harmony2 2.2.1.0) Kerbal Changelog (KerbalChangelog v1.4.2) Kerbal Joint Reinforcement Continued (KerbalJointReinforcementContinued v3.7.5.0) KIU Chinese Common (KIUChinese-Common 1.0.6) KIU Chinese Human Spaceflight Pack (real scale) (KIUChineseHumanSpaceflightPack-RO 1:1.0.8 Public Beta) Kopernicus Planetary System Modifier (Kopernicus 2:release-1.12.1-206) KSC Switcher (KSCSwitcher v2.1.0.0) KSP Community Fixes (KSPCommunityFixes 1.35.2) KSP Wheel (KSPWheel 1:0.16.14.33) KSPBurst (KSPBurst v1.5.5.1) MechJeb 2 (MechJeb2 2.14.3.0) ModularFlightIntegrator (ModularFlightIntegrator 1.2.10.0) Module Manager (ModuleManager 4.2.3) ModuleDepthMask (DepthMask 1.1.3) Patch Manager (PatchManager 0.0.17.6) PlanetShine (PlanetShine 0.2.6.6) PlanetShine - Default configuration (PlanetShine-Config-Default 0.2.6.6) Procedural Fairings (ProceduralFairings 1:v6.6.0.0) Procedural Parts (ProceduralParts v2.5.9.0) Real Fuels (RealFuels 1:v15.9.0.0) Real Plume (RealPlume 2:v13.3.2) Real Solar System (RealSolarSystem v20.1.3.0) Real Solar System Textures - 4096 x 2048 (RSSTextures4096 v18.6.1) RealChute for Stock (RealChuteForStock v1.4.9.4) RealChute Parachute Systems (RealChute v1.4.9.4) RealHeat (RealHeat v5.1) Realism Overhaul (RealismOverhaul v17.10.1.0) ReStock (ReStock 1.4.5) ReStock+ (ReStockPlus 1.4.5) RO Capsules (ROCapsules v2.4.1.0) RO Engines (ROEngines v2.9.0.0) RO Heatshields (ROHeatshields v1.2.1.0) RO Library (ROLib v1.9.1.0) RO Solar (ROSolar v2.1.2.0) RO Tanks (ROTanks v2.10.0.0) ROUtils (ROUtils v1.0.1.0) RSS DateTime Formatter (RSSDateTimeFormatter v1.12.1.0) RSS Visual Enhancements - Low Resolution (RSSVE-LR 2.1.6) Scatterer (Scatterer 3:v0.0878) Scatterer Default Config (Scatterer-config 3:v0.0878) Scatterer Sunflare (Scatterer-sunflare 3:v0.0878) Shaddy (Shaddy v2.5) SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.14.0) Solver Engines plugin (SolverEngines v3.14.0) Staged Animation (StagedAnimation v2.0) TextureReplacer (TextureReplacer v4.5.3) Textures Unlimited (TexturesUnlimited 1.5.10.25) Toolbar Controller (ToolbarController 1:0.1.9.11) TweakScale Redistributable (TweakScale-Redist v2.4.8.3) Waterfall Core (Waterfall 0.9.0)
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How to enable infinity fuel in code?
Xavier513 replied to Xavier513's topic in KSP1 C# Plugin Development Help and Support
It works! Thank you! -
Environment: RSS, RO Sometimes after loading a saved game, I found the rocket standing alone on the ground, without launch pad and any other buildings around. Here's how to reproduce: 1, Enter VAB, launch a vessel. 2, After the vessel is loaded, save current name to save "A". 3, Press ESC, and enter Tracking Station, then change launch site to another location, then click "Exit" on the top right corner. 4, Press ESC, load saved game "A". 5, When the vessel is loaded, the launch pad is missing! Is this a bug of KSP or any mod? Is there any way I can fix it by myself? I'm working on a plugin. I'm using "GamePersistence.LoadGame()" to load saves, is there any C# API can fix this? Thanks very much!
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What kind of addon are you up to develop? I'm very curious, it sounds interesting.
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I think it's possible, an add-on/plugin is just some C# code running in an Unity engine. You can try doing following things to find the answer by yourself. Write a simple plugin to: upload a file to a local file server download a webpage, e.g. google.com send a get/post request to any website, e.g. google.com I guess the final answer is YES.
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Question on Krakensbane
Xavier513 replied to Xavier513's topic in KSP1 General Mod Development Help and Support
Thanks! A further question: what happens when target vessel is very close to player vessel? If target vessel's position is determined by SetPosition (or "on-rails"), when player vessel collides with target, the target vessel would behave like a kinematic object, and it's orbit wouldn't change, which is not correct. But if target vessel is "off-rails" and throwed back to physics engine, I think it's not an easy thing to make target vessel to exactly move along it's orbit. When target vessel is far away and goes "on-rails" again, this inaccuracy will result in an orbit change, even if target vessel is not touched at all. How does KSP deal with this situation? Here is my thoughts: 1, When target vessel is near, target vessel goes "off-rails" and is throwed back to physics simulation. 2, If target vessel does not collide with any object, it finally moves far away enough and goes "on-rails", it's orbit would not change. The inaccuracy in physics simulation takes no effects to actual orbit. 3, If target vessel collides with something, from this moment on, its current physics state would result in an orbit change accordingly, until it moves far away and goes "on-rails" again. -
Question on Krakensbane
Xavier513 replied to Xavier513's topic in KSP1 General Mod Development Help and Support
OK, after some tests, observing: Debug.LogWarning(Krakensbane.GetFrameVelocity() + "," + Krakensbane.GetLastCorrection()); these two values seems changing every Update. -
I'm working on a mod, related with things like rendezvous and some orbit calculation. I keep hearing about "Krakensbane", and I know it's for dealing with issues caused by high velocity, it's repositioning the whole universe. I'm curious on some details, so I searched the forum and found a link: http://forum.kerbalspaceprogram.com/entries/12-Krakensbane Unfortunately, it's not available anymore. Does anyone have a backup to that page? These are the questions I'm curious about: 1, When player vessel is coasting along orbit (at high speed, no timewarp), is the whole universe repositioning itself along player vessel's orbit, in "on rails" mode? 2, As the orbit is not a straight line, orbit velocity is changing all the time(both direction and speed), is the velocity absorbed by Krakensbane actually changing all the time? 3, If player vessel is accelerating, how often is the extra velocity absorbed by Krakensbane? Every FixedUpdate? 4, If another vessel is now very close to player(say, 100m), how is the vessel's position determined? By "on rail" mode(Deterministic Physics) or "off rail" mode(Physics engine)? Thanks!