-
Posts
2,165 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Jacke
-
You can look up the dates that KSP 1.2.1 was current in the WIki's Version History and you'll see that was 2016 Nov 1 to Dec 5. Knowing that, like with most mods, the next steps can be discovered by carefully reading the 1st post. In the 1st post of this topic there are links to the release posts for each version of ELP. Then you can find which was the last version of ELP released in the KSP 1.2.1 period. Then knowing that version, as @taniwha mentions right below his download link to the latest version: And as I just tested, it works! Just to save you that extra effort, the last version of ELP for KSP 1.2.1 was 5.5.4 and its install .zip is here: http://taniwha.org/~bill/Extraplanetary_Launchpads_v5.5.4.zip
-
[1.8.x-1.10.x] SmokeScreen 2.8.14 - Extended FX plugin (18 April 2020)
Jacke replied to sarbian's topic in KSP1 Mod Releases
I'm running KSP 1.3.0 heavily modded. One of the issues I've noted is that upon Reverting to Launch , the SmokeScreen+RealPlume exhaust doesn't show. This happens whether or not there was an craft flown in the Launch prior to the Revert to Launch. Work-around is to Revert to VAB/SPH and relaunch. Log files of a test run here. http://www.cuug.ab.ca/jacke/KSP/v1.3.0/_logs/20170825b-SmokeScreen+RealPlume-test.7z In the test, I did the following. 1. Started KSP, loaded savegame, went to SPH, loaded a craft. 2. Launched and flew the craft with a visible exhaust. 3. Reverted to Launch and flew the craft, no exhaust visible. 4. Reverted to SPH, Launched and flew the craft with a visible exhaust. -
I don't know if it's possible to change this, but I discovered that Janitor's Closet can't manipulate icons on the App Launcher that are disabled (shown black with white lines). Two I had were from Probe Control Room and DMagic's Modlet KerbNet Controller. When having a crewed pod, they're shown as disabled and I can't use Janitor's Closet on them. At least with these two the workaround was to use an uncrewed pod, which enabled the icons, allowing me to hide the Probe Control Room icon.
-
Kaptain's Log Dev Thread - RC-2(9/12/2017) Now Available!!!!!
Jacke replied to linuxgurugamer's topic in KSP1 Mod Development
I did a quick test. Logs here. http://www.cuug.ab.ca/jacke/KSP/v1.3.0/_logs/20170825a-brief-Kaptains-0.0.1.11-test.7z The interface in flight still flickers, but I've figured out why. As @linuxgurugamer thought earlier, it's due to screenshots, but in this case, it's the screenshots taken for the thumbnails for the log entries. Because I'm testing on a heavily modded install, even with a simple craft, KSP runs with the MET counter showing yellow. To get the screenshots for the thumbnails with the default setup, ie. without interface, the interface is toggled off for a moment whenever a thumbnail screenshot is taken. On a loaded KSP, that momentary interface toggle is noticeable. To test this, I switched Automated Screenshots to take screenshots without the interface and the UI toggling was noticeable with it turned on too. I don't quite understand Kaptains well enough to test it thoroughly without more study. Right now, it's a bit more than I need, but I'm definitely interested in it for the future. I'll have to either tune KSP better or cut down on the number of mods, perhaps both, to get better performance first. -
[1.12.2] BARIS - Building A Rocket Isn't Simple
Jacke replied to Angelo Kerman's topic in KSP1 Mod Releases
Agreed. But parts should fail in a realistic way and with realistic rates if those allow the right balance between being challenging and not too frustrating.- 571 replies
-
- baris
- part failures
-
(and 1 more)
Tagged with:
-
[1.12.2] BARIS - Building A Rocket Isn't Simple
Jacke replied to Angelo Kerman's topic in KSP1 Mod Releases
Hmmm, from my knowledge of spaceflight history, I have some suggestions, some partly descriptive, some that point to changes. I think those MTBF values are rather low, even for 1st generation equipment, especially for RCS just being enabled. RCS systems are rarely designed to shut down once enabled and having running times (as opposed to burn times) in days or longer. And SAS based on nav platforms are always running even if currently not enabled to give corrective actions. Micrometeorites, even in Kessler Syndrome besotted LEO, are very rare and easily defended with a high chance of success with one or two bumper layers. Most systems are like electronics. It's rarely the lines that the source of failure unless exposed to vibration or wear and tear (like the early J2 engine high-altitude propellant line failures). It's more often the nodes those lines connect that fail. For fuel, engines, and RCS, that's going to be valves and pumps. The failure of systems should be related to the operation of those nodes. I don't know if it's possible to track RCS pulses or burn time, but it should be possible to do that for tanks and engines, based upon pumping time and burn time.- 571 replies
-
- baris
- part failures
-
(and 1 more)
Tagged with:
-
I've just been getting back into KSP. Here's my first creation, part of something I'm designing.
-
I've tested KSP 1.2.2 AGExt with the KSP 1.3.0 .dll. Everything works in the editors (I tested in the SPH) but the descriptions entered in the editors don't show up in flight, but are still there when back in the editors. As well, even with a keycode programmed, pressing the key doesn't trigger the action group in flight. Only pressing the button on the AGExt window in flight triggers the action group. As well, has the usually problems with intermittent ignorance of the Esc key, mouse-clicks, and interface elements. Malah's QuickGoTo is a good fix for them, with going to the Space Centre usually the best, followed by going to R&D. http://www.cuug.ab.ca/jacke/KSP/v1.3.0/_logs/20170824f-AGExt-KSP130-no_flt_desc-no_keypress_resp.7z
- 1,353 replies
-
- edit actions
- actions
-
(and 1 more)
Tagged with:
-
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Jacke replied to Thomas P.'s topic in KSP1 Mod Releases
I was doing some testing for another mod and Exception Detector was getting events from Kopernicus. Linking to the post where I summerise the games and errors and link the logs. -
Kaptain's Log Dev Thread - RC-2(9/12/2017) Now Available!!!!!
Jacke replied to linuxgurugamer's topic in KSP1 Mod Development
Sorry for taking so long to get back to you. I had to rebuild my KSP install. I installed the lasted Kaptains, 0.0.1.10, and tried it out. Loading appears smooth but was still getting Exceptions, some from Kopernicus, some unknown. Still getting intermittent ignoring of Esc and mouse events. During flight, the UI interface elements were still flickering. I wasn't using Automated Screenshots and Kaptains didn't report any other screenshots. http://cuug.ab.ca/jacke/KSP/v1.3.0/_logs/KSP-null-mouse-btn-error-20170824a.7z I removed Kopernicus and Stock Visual Terrain. Still having the same faults, including UI flickering. Ignoring of Esc seemed to only happen in the SPH, but that could have been due to the shortness of the game run. http://cuug.ab.ca/jacke/KSP/v1.3.0/_logs/KSP-null-mouse-btn-error-20170824b.7z Finally removed Kaptains and tried it one more time. The UI flickering was no longer present, but the other errors were. http://cuug.ab.ca/jacke/KSP/v1.3.0/_logs/KSP-null-mouse-btn-error-20170824c.7z -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Jacke replied to sarbian's topic in KSP1 Mod Releases
The '@' symbol means to access an existing data parameter or structure. "@PART[*]" means parts with any name. What MODULE do you want to change? I couldn't figure out what MODULE(s) you wanted to change. If it's named "wombat", then you need "@MODULE[wombat]". '*" can be used too. -
(Damn, it's like JPF versus PFJ.... ) Thanks for all the comments. And I welcome more! There is one sticking point. Isn't Kerbin's 6-hour rotation its sidereal rotation period, when it realigns with the stars, not with its sun Kerbol. For Earth, that's (from the link) "...23 hours, 56 minutes, 4.0916 seconds (23.9344699 hours or 0.99726958 mean solar days)." So it's not even that nice 4-times ratio. Or was that fixed in some version of KSP?
-
You mean this beastie? https://en.wikipedia.org/wiki/Nova_(rocket)#Specifications_for_Nova_C8 Well, that's one way. You could also go for orbital assembly of the mission spacecraft. I've never gotten to that level, but one thing I know other players have done this is launch the mission spacecraft all-up but without propellants into LKO/LEO, then send up tanker launch(es) to fuel it. That or component assembly or both could help here.
-
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Jacke replied to sarbian's topic in KSP1 Mod Releases
And then I stumble across this variant. Will it work? @PART[*]:HAS[@MODULE[ModuleCommand|KerbalSeat]]:NEEDS[MechJeb2]:FINAL { // code block } Tested it. Nope! In fact, it's worse. The 1st code example above at least worked for ModuleCommand. This one doesn't work for either ModuleCommand nor KerbalSeat. -
No, you're not. You're just not familiar with this mod. Texture Replacer adds function but not the content to function with. Take a look at the large first post. It has a big list of texture packs. You add those to see differences. Or have another mod that uses Texture Replacer and what that other mod provides will be seen. There's also another mod out that continues what this mod does, Texture Replacer Replaced, by @HaArLiNsH who posted above. It's actively supported and I've move to using it.
-
Kaptain's Log Dev Thread - RC-2(9/12/2017) Now Available!!!!!
Jacke replied to linuxgurugamer's topic in KSP1 Mod Development
During the game without Kaptain, just had a long idle wait in flight. Task manager was reporint 6.4GB in use. Then when I moved a window in the game, dropped to 6.15GB. Both GCMonitor and Memgraph shows more memory being in use.than Task Manager. about 2.2GB more. As well, when Task Manager reported memory dropped from 6.4 to 3.2GB, both GCMonitor and Memgraph showed it steady around 8.5GB. With so many mods and memory use so high, I saw artifacts very soon. When reverting to launch after the first flight, almost certainly the SmokeScreen / Real Plume exhaust had disappeared. As well, failing to respond to Esc and/or mouse clicks (not necessarily together now) would come in the editor or Space Centre, rarely in flight. Quick Goto always fixed them with a scene change. Only memory change I saw associated with one of the lockouts was a drop of around 0.4GB. Exitted and relaunched after adding in Kaptain. Unfortunately forgot to save the logs of the non-Kaptain game. Start up this time with lots of other mods (188) was smooth even with Kaptain; other rough start ups could have been due to other factors. However, during flight, even though memory use was at times lower than the previous game, I always saw parts of the UI flicker out at times (navball, staging, altitude meter). After a few flights, exitted, getting past Esc / mouse lockouts with Quick Goto. Anyhoo, here's the logs from that game. http://cuug.ab.ca/jacke/KSP/v1.3.0/_logs/KSP-null-mouse-btn-error-20170821d.7z -
Kaptain's Log Dev Thread - RC-2(9/12/2017) Now Available!!!!!
Jacke replied to linuxgurugamer's topic in KSP1 Mod Development
Ah, another one of those beasties. Good-good! I think I've been running between 3.5 and 5.2 GB total memory. I'll do that run now. Any way I can use GCMonitor or MemGraph to glean data? EDIT: I've upped my mods to 188, definitely without Kaptain. Sat for a while at the Space Centre and when I tried to enter a building, had the mouse-click-and-Esc lockout. Memory had come up to around 5.65GB while starting and loading the save game, but was steady during the time at the SC. When I used Quick Goto to enter the SPH, about 0.2GB memory freed up to leave 5.45GB, steady while waiting in the SPH. Will do a few test flights, then exit, save logs, and install Kaptain's to test again. -
Kaptain's Log Dev Thread - RC-2(9/12/2017) Now Available!!!!!
Jacke replied to linuxgurugamer's topic in KSP1 Mod Development
I've been running for a few hours. Accidentally put Kaptain's back in on my first session so exited, removed it, and restarted. There's got to be some interaction, pushing over a threshold, because I'm sure the start up is rougher with Kaptain's, but after going without it, I don't think it's it directly. As someone mentioned in another topic, perhaps it's the number of mods I run. Last night when I'd just caught up, I was going with over 200 to check things out. That was bad. Yanked that down to 16--and I checked them really carefully, including downloading the zip archives again and having WinMerge compare the new to the previous ones I'd installed from. Only KER came up different and a second new download of it was the same as the first new download. But was that significant? Not sure. But 16 mods was really stable. Took it back up to 60 and still not seeing the problems. Then back to 180 ( many are tiny, with the ones I'm most suspicious of left out) and that's when I put Kaptain's back in again by mistake. Pulled it out and it was 179 for a few hours mostly idle in flight while I played with the App Launcher and blizzy78's toolbar (which now can auto-hide, wow!) trying to get things right and remove enough from the App Launcher so it deosn't have to scroll. Got flakier and flakier towards the end, Real Plume rocket exhaust disappears, invisible Jeb, and finally flooded out (not surprising when Exception Detector showed Kopernicus acting up from time to time). Reverted back to the SPH and got bit by the ignoring-Esc-and-mouse-button-events again, but Quick Goto got me back to the Space Centre and things responding so I could exit the program. Another set of logs if you're interested. http://cuug.ab.ca/jacke/KSP/v1.3.0/_logs/KSP-null-mouse-btn-error-20170821c.7z The problems when Kaptain is installed appear to be just an amplification of those without it, so it's just having that one particular app on top of all the others, so I think if you find anything in Kaptain's that's good, but there's other apps with likely worse bugs that are the real culprits. I'm going to vet out a number of trial and duplicate mods to cut things down. -
Took a quick look at Kramax AP today. Very similar to how I remember using Crzyrndm's Pilot Assistance a while back, even to the layout of the window (not surprising as Kramax was developed from Crzyrndm's). Except Kramaz has a very large window and Pilot Assistance is rather compact (but with less features). @linuxgurugamer, any way you could make it adjustable, or even have a slightly smaller variant window?
-
[Minimum KSP version 1.11] Easy Vessel Switch (EVS) v2.3
Jacke replied to IgorZ's topic in KSP1 Mod Releases
I was wondering if Easy Vessel Switch and Keep It Straight would interfere with one another, as what they do is similar. (Posted in both topics.) -
I thought the proper response in such a case is a blood sacrifice to the Eldar Gods and beg they intervene with the Kraken.
-
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Jacke replied to nightingale's topic in KSP1 Mod Releases
I'm working on a mod that will change career primarily to a series of contracts. I was looking at using contracts with the UnlockTech Behaviour to unlock the techs when certain contracts are successfully completed. Am I understanding Behaviours and the UnlockTech Behaviour correctly? As well, I was looking at using contracts to upgraded the facilities at KSC. I asked @sarbian if this was possible to have code (a .dll) upgrade facilities and he said yes. @nightingale, would it be possible to get a new Behaviour added to Contract Configurator, UpgradeFacility ?- 5,228 replies
-
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Jacke replied to sarbian's topic in KSP1 Mod Releases
Had a Module Manager script like this (using Module Manager 2.8.1): It was working on every part with a ModuleCommand. It wasn't working on the External Command Seat. Until I changed it to this. Really thought the first version would work.