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KSP2 Release Notes
Everything posted by Jacke
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If KSP-AVC is reporting a version 24.2 of something, it's finding a .version file with that info in it. You likely have either a full or a partial RPM install squirreled away somewhere else in in GameData. Perhaps first try searching for all files "*.version" in the GameData directory tree and see what you find.
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[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
I pasted all of your Module Manager script into a test file and ran KSP with just Module Manager and your script, expecting at least your code that modifies stock parts to be executed. The code adjusting the xmitDataScalar for the Seismic and Gravity experiments runs, confirmed by checking the database with the debugger, but then I see you left out a bunch of expected lines for the Barometer. I suspect Module Manager effectively choked on the syntax error there, as the Mk 1 Pod still has its 10 units of MP. You should split your Module Manager scripts into smaller pieces, each aimed at modding or metamodding a simple target group of items from KSP or a mod. For example, in your case: stock Science parts (including the antennas and the stock resource scanner), Command pods with MP, and Near Future Electrical & Solar parts. Small pieces of code in separate files are easier to check that their syntax is correct and the code does what you want it to. Indent all of your scripts, like you did with the first parts, so it's easier to notice when lines are left out and/or a syntax structure is not closed, like in the Barometer code. -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Jacke replied to girka2k's topic in KSP1 Mod Releases
" -popupwindow" does make the KSP window borderless; it's commonly used with a window resolution the same as the full monitor screen. Most games' "fullscreen" settings, including KSP's, is slightly different, using an alternate video display set up in a new patch of memory. Using alt-Tab to go to and from games when they're "fullscreen" can cause issues. As well, when set to "fullscreen" the games often pause or mute their audio when not onscreen. Using a full-size borderless window, as with " -popupwindow", can avoid some problems. -
If anyone wants the FASA launch clamps and towers, you can go to the main FASA topic (linked below) and download its current .zip (version 5.44). Its launch clamps and towers are working for me in KSP 1.1. For just the launch clamps and towers, extract and install the following 2 directories and their contents into KSP. GameData/FASA/Misc/FASA_Launch_Clamp_125/ GameData/FASA/Misc/FASA_Launch_Tower/
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Jacke replied to Nereid's topic in KSP1 Mod Releases
I've said elsewhere that CKAN is like having Debian's apt system without having the standards in the Debian Policy Manual on naming, version numbering, directory paths, dependencies, encoding stuff in config files, exceptions & substitutions, etc. Even a "simple" thing like where you use "-" versus "_" in names and version numbers matters a lot when a package system is doing things behind the scenes. Without a a central authority imposing those standards, I'm not surprised CKAN is difficult and has issues. -
I'd thought I'd pass on something I've learned playing Better Than Starting Manned (BTSM) which I think applies here. BTSM limits the player with needing Electric Charge and for manned missions its own Life Support resource. Batteries and Life Support are heavy. Solar panels are only available after about midgame. Sometimes designing a spacecraft to have more propellants and use faster trajectories is better than just having more Charge and Life Support. Certainly going to Mun or Minmus in BTSM, I've never used a Hohmann transfer orbit. I normally use a free-return trajectory or something faster to go to Mun, which gets me there in about 4 to 6 hours. Going to Minmus, I normally use a fast trajectory which gets me there in 20-24 hours. Using the mod Precise Node really helps a lot getting those trajectories just right.
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I believe you should replace ":FOR[RemoteTech]" with "NEED[RemoteTech]", as :FOR is more for the mod's own .cfg files, while metamods for the mod should use :NEED. As well, most parts don't explicitly have PhysicsSignificance parameters, so you should use the edit-or-create operator version "%PhysicsSignificance = 1".
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[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
Jacke replied to Snark's topic in KSP1 Mod Releases
I appreciate the care and attention to detail you have, Snark, as well as explaining things in enough detail. This is why I like mods to be as partless as possible. I've even written Module Manager scripts to make mods like MechJeb partless and add their functions to stock parts like Command Pods. If you ever wanted to delete a part, instead you could depreciate the part so old craft files would have them but they wouldn't be available in the editors. I believe the standard way to do that is change the part .cfg file so that the "category" value is "none" (it's what SCANsat did when it depreciated the MapTraq part). -
I've yet to try out RSS/RO (still learning a lot in the teeny stock system), but I follow it as a cool destination that I want to get to. Wait, what ?!? AFAIK, KSP still has Kerbin time and Squad's even made it the default, as I remember changing the KSP 1.1 initial settings to use Earth time. And Kerbin still rotates in 6 hours unless I install a major mod like RSS that adjusts that.
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Glad you fixed it. From your KSC-AVC snapshot, it must have been 2 copies each of the current KIS and KAS (as the list has the same version numbers for each pair) somewhere in your GameData directory tree (as I think KSP only searches there for .dll's and .cfg's to load). Having the OS search from GameData for "KIS.dll" and "KAS.dll" throughout the tree should have found both pairs.
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You likely have both current and older versions of the KIS and KAS mods installed, each with their own .dll file. Did a quick test and put in 2 copies (with directories renamed) of KIS and KAS and they showed up twice in KSP-AVC's listing, same as in your screenshot, as well as duplicate messages in the debug log. (Unlike say Module Manager, which has special code to identify when it's loaded multiple times and only a copy of the latest one becomes active.) Search your entire GameData directory tree for KIS.dll and KAS.dll to find all copies.
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It's how MM accesses Physics.cfg, an important repository of parameters for many KSP physics concepts like aero, thermal, buoyancy, and even prelaunchDefaultThrottle. MM scripts like my MMJ-Jacke-Default_Throttle-1.0.cfg (below with comments removed) can change these parameters' values after they are loaded into KSP, similar to the way it can change other parameters, as always without changing the original files. @PHYSICSGLOBALS { @prelaunchDefaultThrottle = 0 // default 0.5 ie. 50%, since KSP 0.24 } (Physics.cfg is an important file *not* to change as there were bugs in KSP 1.0+ that corrupted the values in Physics.cfg. Deleting the file was supposed to have KSP regenerate it with default values, but that regenerated file had even more values corrupted. To fix it the file had to be restored from the program source, either Steam or the KSP store download.)
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[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
Jacke replied to Snark's topic in KSP1 Mod Releases
Here's some information to help you decide what to do about putting nav lights in Indicator Lights. Wikipedia has a good page on Navigation Lights. https://en.wikipedia.org/wiki/Navigation_light The current best mod for this is Aviation Lights. I've used it for a while. The lights in the package are sources of illumination, at least at short range. @MOARdV has recompiled the plugin for KSP 1.1. I think he may be maintaining the mod in the future (it's very static and doesn't need much attention between KSP version upgrades) but I'm not sure. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Jacke replied to rbray89's topic in KSP1 Mod Releases
You've given little details of the exact nature of the machine you run KSP on and have provided no logs (as is specified in many places when requesting help with issues, including the first post of this thread; always read the first post in detail). But I'm going to bet you're on a Windows PC with that hardware. You're probably running the 32-bit version of KSP with enough mods to soon hit the ~3.5GB process size limit. On the initial splash screen, do you see "v1.1.0.1230 (x64)" in the lower right? No "(x64)", no 64-bit. You have to launched the 64-bit executable program to get the game in 64-bits. As well, you should only include one major visual mod, either EVE or Stock Visual Enhancements. I suspect they can cause conflicts with one another, and even if they didn't, they'll increase the memory usage of even the running 64-bit program, likely increasing the chance it'll come a cropper of some other bug. Wrong here, Stock Visual Enhancements depends on EVE, need both. (Thanks for the catch, @Red Iron Crown, ) Otherwise, you can try remove all your mods, deleting all the KSP directory tree of files, and creating a clean install of KSP. Copy that clean install and then test run the copy. Try adding your mods one at a time to the copied install until you reproduce the errors or find you've fixed it somehow. Beyond that, you need to provide more details and logs. -
@adsii1970, can you confirm that the Aviation Lights version you used was @MOARdV's recompile he posted in the Aviation Lights topic here. Or was it an older version of Aviation Lights?
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Yeah, at times Squad just doesn't get it. Back to the External Command Seat. I decided to release the Kraken! I tried crafting a Module Manager script to convert the part into a full featured Command Pod, short of adding an INTERNAL. Didn't quite work and would likely lead to problems. Got all the functions of a Command Pod including usable as root part and adding stacking attachment. But when I went to launch, there was no Kerbal ragdoll figure in the seat, nor was there a Kerbal portrait on the lower right. But a Kerbalnaut was "aboard" as I could launch and do the other Command Pod functions. Except no IVA and no EVA and no leaving the seat. And no seat EVA Report either. But with an appropriate design, the now-invisible Jeb rode a BACC SRB close to Mach 5, separated seat from SRB after burnout, reached over 180km altitude, re-entered, and landed under parachute. Without being seen. Move over Macavity, there's a new Mystery Cat in town. Tried the usual trick of adding ladders and a Mk 1 Pod and going to launch with Jeb in it. He got out of it and scaled the BACC to the top and boarded the External Command Chair. Now could see the Kerbal ragdoll in the seat. But not in command of it as a command pod. Had to do a "transfer" with the Crew Manifest mod from "Jebediah Kerman" to "EAS-1 External Command Seat" to get it to work. The Kerbal ragdoll was still in the chair. Now I had both! And they are sort of two different crew locations. This variant could only get just shy of Mach 4 without roasting the now visible Jeb. Also had to delay SRB separation until it could be done without catapulting the Kerbal ragdoll out of the seat (but still claiming the Invisible Jeb was in the seat-as-command-pod). Still got to over 90km and landed successfully. But after landing, Jeb leaving and then reboarding the seat didn't put the ragdoll back in, but left it as a zombie standing by the seat. Seat was claimed to be occupied, and recovering the seat also recovered Jeb. Which left a zombie Jeb west of KSC. Which I couldn't remove even in the Tracking Station. Here's one picture that expresses the shear fun I was trying to get. Too bad it's still flawed.
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There's plenty of examples given above why Custom Action Groups are wanted and wanted early in a career game, even for the rockets built with a level 1 VAB, as well as why restricting them does little but frustrate players who understand and want them. Doesn't matter that you or anyone else can get by without Custom Action Groups. You can get by without many features in the game. Does it make sense to do so with Custom Action Groups? No it doesn't. And to get Custom Action Groups in a career game, you need to raise the VAB from level 1 to level 3. That's 225,000$ plus 845,000$, for a total of 1,070,000$. That is terribly expensive, especially if you're playing a Hard career game for a challenge in gathering Science and Funds. Not a challenge fighting a petty control restriction.
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I agree with @Renegrade, @tntristan12, @Technical Ben, @CaptainKipard, @5thHorseman, @NWM, @MKI, @Wallygator, and @Wanderfound. I support Rengrade's Plan A: Remove action groups from progression, restore classic action groups entirely. Ie. Stock & Custom Actions Groups should be completely available from the start of career games without any facility upgrades or other progression. Limiting Custom Actions groups early in career games is an unnecessary and petty limitation, especially considering many actions have to be taken at short notice or together, even on smaller rockets. And even with a few parts, it's easy to have parts buried and their right-click menus inaccessible.
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Is there a mod that you couldn't live without?
Jacke replied to Foxster's topic in KSP1 Mods Discussions
I use the now unsupported but functional tool JSGME to add and remove mods, and I've gotten good at tweaking it, so I can easily install a lot of mods and be confident I can individually update or remove them. So I run KSP with a lot of mods. Many of them are quality-of-life and immersion improvements. What ones I need? Those essential to very very wanted: KSP-AVC: helping to catch mod updates (although getting forum topic update notices helps too) Module Manager: used by so many other mods and even myself modding and metamodding blizzy78's Toolbar: still use it for some mods, as a supplement to the stock applauncher (which is much better now running down the right side of flight mode) HyperEdit: I'm still new to a lot of KSP and when I'm designing spacecraft, landers, & rovers, it helps to be able to test them in their intended environment MakeItSmall: having its UI scaling and adjustments helps a lot, moreso if selective text font scaling gets added NavHud: ultimate exacting navball, painted on the SKY, to show you where you're going, vital at times for aircraft Waypoint Manager: so I can see waypoints in flight mode and have some range and ETA data Pilot Assistance: having a proper aircraft autopilot is vital when stock control trim & SAS isn't enough KAC: once I try to do anything significant, either multiple flights or some sort of manual-delay construction time, I need an Alarm Clock Engineering mods: use all 3, especially for delta-V & orbit info: KER, MechJeb, VOID, respectively for editor info, flight windows and some autopilot as needed, and cool HUD's KSP Alternate Resource Panel (not released yet for KSP 1.1): much easier to read than the stock resource panel NavUtilities: so I can navigate to runways and do a good glidepath for landing Precise Node: the vital & best tool for editting maneuver nodes RCS Build Aid: getting RCS statically balanced in the VAB Targetron: better tool for targetting spacecraft and switching control, even to debris Docking Port Alignment Indicator: to get docking done right Action Groups Extended (not released yet for KSP 1.1): Custom Action Groups from the start in careers, also more of them & inflight editting Aviation Lights: mark spacecraft so I orient them better, especially in the dark Editor Extensions: better and greater part symmetry & alignment Part Angle Display: to see a part's exact attitude to get it right Part Wizard: for the rare but vital times I need to either break or make part symmetry groups on a spacecraft Ship Manifest: for complex resource transfers (replacing TAC Fuel Balancer for now) and transfers of a pod's Crew Report into the Science Container without having to do EVA transfer silliness Ambient Light Adjustment: for bringing light to that dark flight scene when you just absolutely have to -
I have a 24in 1920x1080 BenQ LED monitor with darn good image quality. I find most of the UI elements not overly large and I like the increase of size of the control needles display in the lower left of flight mode, making it now legible. But to fix the too-small text font in the editor UI's, even setting the stock UI scale to 110% makes everything else too large. I previously used the mod Enhanced Navball to slide the navball off to the left, as well as to scale it up for more exacting control on manual landings. I'm glad that @sarbian has incorporated those features in his mod MakeItSmall, Having just 1 UI scaling item with only 5 settings (80%, 90%, 100%, 110%, 120%) can't possibly work in all cases for all players. Giving too many knobs to fiddle has its own issues, but we need more than that.
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The problem with stock UI scaling is it's one coarse setting (only has 80%, 90%, 100%, 110%, 120%) that rescales all features of all UI's, in flight and the editors. If the navball's too big, it helps to be able to scale the navball independently and not have to compromise. I find the spacecraft title name text too small in the VAB, but the stock UI scaling can't help me because to fix the font size of that text then makes everything else too large.
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[1.1] MakeItSmall 1.2 - Because sometime you need stuff to be smaller
Jacke replied to sarbian's topic in KSP1 Mod Releases
Thanks, sarbian! Perhaps it would be better to resize the fonts of some of the typefaces, hopefully independently by scene and locale (and likely may have to scale the UI element using that rescaled font). I think the font size is good in flight mode, have to check map mode, but in the editors, it's kind of just a touch too small, especially the spacecraft/spaceplane title box at the top. -
[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
Tried searching but this IPS4 forum software is crap for fiddly details. I think there's there a MM syntax qualifier similar to ":FINAL" but executes the changes first, before other changes without qualifiers. Is it ":START" or ":FIRST" or something else?