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Everything posted by Jacke
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[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
Jacke replied to AndyMt's topic in KSP1 Mod Releases
...recently upgraded to the new Kray-Kray DualSuperKomputer. Because everything Kerbal eventually gets kray-kray. -
With @Klapaucius and @KerikBalm using the Mission Builder in ways that are very interesting and cool, i've decided to add a tenth option: I'm playing KSP 1.4.1 or a newer version with the Expansion installed and using the Mission Builder like HyperEdit for direct testing and play away from the launch sites Thanks for the feedback, KerikBalm. Helps me get a better idea of the nature of the Expansion.
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I'm in the same boat. But worse. The last KSP I played was 1.3.0. For a little bit. A crazy rocket sled and some aircraft: https://imgur.com/a/nSWAr The last KSP I played a lot was 1.0.4. There's a lot of changes I've got to get familiar with. That would be so cool! I agree, the thrust plates should have been base stock. And the other parts.... Maybe Squad thought they needed the Expansion-only parts and alternate launch sites as the immediate hook to have enough people get the Expansion. I among others got the Expansion because I love KSP and wanted to give that support to Squad. Maybe the parts and the alternates will be base stock eventually.
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Well, I liked that Fiat body by @Wrench Head. Hey, is that in a parts mod anywhere? Now, as I was say, I like.... ARE THOSE RADIOISOTOPE THERMAL-ELECTRIC GENERATORS ?!? Yes they are. You're sending Jeb around the planet in a nuclear powered rover. How about calling it Hot Stuff ?
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"KSP 1.4.0 or earlier" meant any version of KSP before "Making History" was released with KSP 1.4.1. You didn't understand what I meant, but others did. And I would have preferred if you just asked me what I meant instead of what you posted. I have changed the language of the options to be more explicit.
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I still have my KSP 1.0.4 install with BTSM as well. When I was reviewing the rover designs I made in BTSM, I even fired it up a couple of weeks ago to look at my designs. Turned out there was one I'd forgotten about and never took any screenshots of. So I took it out for a spin and photos. I put together 3 albums of screenshots of my BTSM Mun rovers, with notes on each photo that tells the tale as best I could recall. All were just tested on Kerbin in a parallel BTSM sandbox. Never flew them to Mun. KSP v0.23.5 BTSM_004 20140529a-Rover_1-A-1 KSP v0.90 BTSM_011 20150317a-Rovers_Kerbin_testing KSP v1.0.4 BTSM_014 20180911a-KSP0.90-Rovers Anyhoo, it was nostalgic firing up BTSM again and I will keep the install. But I don't think I'll play anymore in BTSM. I always wanted more that what BTSM had and put in more mods as long I was just stretching the nature of BTSM and not breaking it. (For example, no parts mods, except for the FASA launch clamps, and even them I made sure I got them at the same tech as the stock launch clamp.) And even @FlowerChild thought you could get a sort-of reasonable game out of KSP 1.0.5 and 1.1 by turning down the science. And KSP has moved on and has many cool features, ones I want to have. So I'll play current KSP and see what sort of game and career mod I can make meself. I've got some ideas and patience to craft something good.
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Wow, that's all rather cool, @Klapaucius. One of the things I use Hyperedit for is making sure my designs for landers and rovers will work on remote system bodies. So, I could use the Mission Builder for that instead? Build a lander, rover, or like Klapaucius does, a plane or submarine. And you can just drop it in the planned destination to make sure it will work there.
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What the frak ?!? First two options! (Thanks, @Geonovast.)
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[1.12.x] Filter Extensions (No localization)
Jacke replied to linuxgurugamer's topic in KSP1 Mod Releases
Okay. So, instead of just guessing, using CKAN I added the latest Filter Extensions into my recently established KSP 1.4.5 test install (for getting some good log runs to report mod issues) and actually took a look at what Filter Extensions is doing. It has as mods Module Manager, KSP AVC, Zero MiniAVC, RPM, HullcameraVDS, and Filter Extensions. The stock filter is very broad, shows all parts that match a given diameter on one of their nodes, not just fuel tanks. (Really have to be careful as it also shows the depreciated pre-1.4 parts that have been replace with newer models). I see 4 conical fuel tank adapters, the long pointed sloped tank, and 4 cylindrical tanks. I switch to Filter Extensions 1.875m filter. I see 4 conical fuel tank adapters, the long pointed sloped tank, and 4 cylindrical tanks. (And very cool, Filter Extensions doesn't show the depreciated parts.) So, exactly as I though, that filter is picking tanks with a face that's 1.875m. And the stock filter and the Filter Extension filter both show the same 9 tanks. And those stock 9 tanks are all from the Making History Expansion. @Gordon Dry's screenshot of the Filter Extensions filter shows the Bossart-BT1-700 Balloon Fuel Tank, which has to be from another mod I don't have installed. And his screenshot of the stock filter shows a whole bunch of parts I don't have showing in my stock filter display. Again, they must be from another mod. @Gordon Dry, I would imagine you don't have Making History installed. And I think the filter issue is whatever logic the Filter Extension filter uses isn't matching all those parts from that mod except the Bossart-BT1-700. It could be the filter's logic. Or it could be whatever the logic used--which does work on the 9 Making History tanks and the Bossart-BT1-700--is failing because of what's specified or not specified in the other parts. Someone will have to look at the logic and the parts in detail to figure out which it is. A list of mods and logs would help as well. -
[1.12.x] Filter Extensions (No localization)
Jacke replied to linuxgurugamer's topic in KSP1 Mod Releases
It likely has a 1.875m node, ie. the lower face. -
I don't see solar panels in MH either. I think that might be the upgrade replacement of parts in base KSP. https://wiki.kerbalspaceprogram.com/wiki/Parts https://wiki.kerbalspaceprogram.com/wiki/Making_History_parts
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I've read that you can try this on KSP 1.4.5. Go to the first post of this topic and download Windowshine for KSP 1.2, which is configured to use TextureReplacer instead of TextureReplacerReplaced. Then use the latest ModuleManager and the latest TextureReplacer. That's what I'm planning to use when I get to checking it out in the mods I use. EDIT: Important note: The install .zip for WindowShine 1.2 for KSP 1.2 contained the top directory "TextureReplacer". It does indeed appear that that version of WindowShine is a direct mod onto TextureReplacer.
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True. But we'd best not tempt the Kraken too much else may find it should have been called Not a plane or submarine.
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I'm wondering how many KSP players have the "Making History" Expansion. And if they have it, what features of it are they using.
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[1.12.x] Filter Extensions (No localization)
Jacke replied to linuxgurugamer's topic in KSP1 Mod Releases
Speaking of filtering.... Is there any way in stock KSP to just show the Making History parts? Or to just show the non-Expansion parts and not the Making History parts? Can these be done in Filter Extensions? If not, could they be added? -
Tell 'em they screw up this one, they're all swimming and walking back to KSC.
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Symmetry-of-symmetry ?!? 'Ware Kraken !!! I remember using 4x 1.25m engines on the 2.5m tanks with the Quad-adaptor. Doing it on the 2nd stage as I built down was tricky. As I recall, it went like this: 1. 1x symmetry 2. 2.5m tank for 2nd stage 3. Quad-adaptor on bottom of 2nd stage tank 4. 4x symmetry 5. 4x 1.25m engine on bottom of Quad-adaptor 6. 4x Decoupler on bottom of 1.25m engine 7. 1x symmetry <-- switching to 1x vital here 8. Quad-adaptor inverted then on bottom of 4x Decoupler 9. 2.5m tank for 1st stage and other stuff 10. Strut the two stages together a lot because only 1 of those 4 pairs of joints (upper and lower) on either side of the Decouplers binds at all If I didn't switch to 1x symmetry at step 7, sometimes I'd get those clipped weirdly textured part (with lined moire pattern over usual texture) that indicated I symmetry-of-symmetry. At least here it and similar place it was always a problem sign.
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Jacke replied to politas's topic in KSP1 Mod Releases
Just opened new NetKAN issue #6716 on GitHub: 'Overlapping current NetKAN's for "Extended information about scientific experiments in VAB"' https://github.com/KSP-CKAN/NetKAN/issues/6716 Details in GitHub issue. -
I'm just confirming that the typo reported by @linuxgurugamer in the .version file ("SituationModuleInfo.version"), a missing colon after the second "MINOR", is still present in the GitHub master as of today. The Spacedock download for the most recent version 1.3.1.2 in the same .version file has the missing colon typo as well saying mod version is 1.3.1.1. The corrected "SituationModuleInfo.version" file is as follows (same as corrected version linuxgurugamer posted above but with the version bumped to 1.3.1.2 which is current): CKAN has two NetKAN's for this mod and thus this mod shows up twice under this name. Extended information about scientific experiments in VAB The first one is the correct one, having the most recent version 1.3.1.2 (but with "SituationModuleInfo.version" have the missing colon typo and mod version 1.3.1.1, same problem as the release on Spacedock). (The second only has up to true version 1.3.1.1, but again has the missing colon typo.) Reported to CKAN as NetKAN issue 6716: https://github.com/KSP-CKAN/NetKAN/issues/6716
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Irregardless, it stands. And is a word. (More irregardless stuff in the spoiler, including a link to the article "Yes, Irregardless Is a Word". Irregardless, I should get back to Kerbalism. After reading the discussion on radiation on the last page as well as the documentation, I'd like to be sure I'm understanding how Kerbalism currently handles ionizing radiation. The radial model produces a value from any radiation belts around the planet. To that is summed the effect of interstellar cosmic radiation and solar events like CMEs. And on top is added whatever contributions from Nerv engines. And the PB-NUK RTG's? And that total is matched against shielding of the crewed parts, without regard to the separation between the Nerv and PB-NUK's and the crew. And effectively, from what @lordcirth said, with Kerbalism as it is now, with the maximum shielding in the default setting, Kerbal crew can only stand a single Nerv engine. Is this correct? Does radiation affect uncrewed pods at some higher level? Can they be shielded?
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"000_ClickThroughBlocker" is the current directory for it. Changed back in May. Delete the "ClickThroughBlocker" directory and make sure you have the most current version of it, 0.1.6.5. EDIT: Oops, 0.1.6.5 was the version released back in May. Current is 0.1.6.7. For many mods, especially framework mods like ClickThroughBlocker, if you're modding completely manually (as opposed to using a mod enabler like JSGME or CKAN), you should delete the old directory in GameData and then install the new. Many mods will state this in their topic's original post as the method to use when updating the mod.
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Jacke replied to Galileo's topic in KSP1 Mod Releases
It depends on what you mean by files. It also depends a little on whether you can still run the KSP 1.1.3 install. If you're on Steam and you ran the game in the Steam install directory, Steam will have auto-updated the actual KSP files from Squad. Your mods won't be updated. This will likely not run without moving the mods out as there's been 3 major version changes. There may be many issues trying to use savegames or even .craft files from 1.1.3 in 1.4.5 (as you may have already discovered). (If you copied Squad's stock game files from the Steam directory into another directory of your own and ran KSP from there (which you should do), then the KSP 1.1.3 should run. This can help in recreating what you did in 1.1.3 in a new 1.4.5 install.) You really want to make a KSP 1.4.5 install from scratch (in its own directory under your control, not Steam's, so its files, both Squad's and mods', will only change when you want them to). Once you have that (and make notes, especially on what you set the KSP config settings to so you can easily recreate it), you can think about recreating your previous game in current KSP, doing it all again from memory and screenshots. Or you can try porting in savegames and .craft files. If you mean porting a savegame from KSP 1.1.3 to 1.4.5, that's rather challenging and may be next to impossible. being over 3 major version changes. Many things changes behind the scenes, including some parts. If you mean porting .craft files from KSP 1.1.3 to 1.4.5, I'd strongly suggest you recreate them. You could port in the old ones and they may still work, but I'd just use them to get information to recreate them in 1.4.5 proper. I made a post in another topic about setting up video and audio enhancement mods. I mentioned most of the EVE config file mods, including SVE. -
Irregardless, it is a word and it has a definition. https://en.oxforddictionaries.com/definition/irregardless
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