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Everything posted by Jacke
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[1.2] VOID 1.1.0-beta - Vessel Orbital Informational Display
Jacke replied to toadicus's topic in KSP1 Mod Releases
I appear be getting this too, as after coming back to KSP / BTSM last week and starting with 0.24.2 I've had a lot more crashes that in 0.23,5, mostly of the type Renegrade has: freezing while switching scenes, loading quicksaves, and massive parts changes upon first staging in a flight. I use both KER and VOID among my mods, but I disable the VOID advanced HUD with its config. I haven't tracked down the logs to see if they had anything helpful, but I'll do that next time it occurs (should be soon). I did install the latest AdvancedTextureManagement and it seems to help, its Basic version almost better than its Aggressive one. Which points to it not just being a memory growth issue but sometime else affected by the differences caused by the different graphic features memory footprint. EDIT: And here's the link to the 7zip of KSP.log and output.txt from the next crash. Skimmed them but not familiar enough with them to catch anything. Hopefully they'll be helpful to you.- 577 replies
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- hud
- orbital parameters
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I use JSGME to put in and pull out mods by copying in and removing subdirectory trees (in KSP's case all in GameData). I have separate entries for KSP-AVC 1.04 and 1.1. Pulled out the 1.0.4 and put in the 1.1 mod. JSGME would have removed the files of 1.0.4 and then put in those of 1.1. Only files created by KSP-AVC 1.0.4 (KSP-AVC.log and KSP-AVC.xml) would have persisted. Ie. it is the equivalent of overwriting KSP-AVC.dll and KSP-AVC.version. But KSP-AVC still reports it's 1.0.4 and there's a new version 1.1. Okay, time to get serious. Have JSGME remove all mods. Walk the GameData tree (excluding Squad and NASAMission subdirectories) and clear out any old config files and a few .dll's that got missed somehow. No extra KSP-AVC files lurking about. Put all the current versions of mods back in. Launch KSP. KSP-AVC still thinks it's version 1.0.4. KSP-AVC says it's checking 7 addons. But there's only 2 .version files: KSP-AVC and KerbalEngineer. Of the mods listed on http://ksp-avc.cybutek.net/ I also have Deadly Reentry but its current version doesn't contain a .version file. So why does KSP-AVC think there are 7 addons for it to check? EDIT: And I figured it out by looking at KSP-AVC.log. KSP-AVC is walking all the sub-directories of the KSP program directory, not just GameData. Including the MODS sub-directory used by JSGME to store mods in their original form and where it copies from when installing them. It's reporting on 5 more .version files it finds there, including the one for KSP-AVC 1.0.4. Perhaps have KSP-AVC exclude the MODS sub-directory from its search?
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Mod Virgin - Career playing with "Better Than Starting Manned"
Jacke replied to Dave Kerbin's topic in KSP1 Mission Reports
Or if you use one of the 3 engineering mods (I use all 3, Kerbal Engineer Redux, MechJeb2, and VOID), you can see the data in the VAB. Back in KSP v0.23, I launched a unmanned version of my direct ascent Mk1-2 command pod design that was 579 tons, made with the 2.5m Rockomax parts. Had many design flaws, including ineffective strutting (especially for v0.23), a weak 2nd stage, and a overly busy landing profile that included dropping the 3rd mission stage just before landing. But the wrong placement of the landing legs--too high--had the engine hit the ground on touch down, breaking it off and stranding it and its Goo payload. After much wailing and knashing of teeth, I developed a better design and learned a lot about v0.23 strutting. It never flew (decided to restart the campaign after v0.23.5 was released) but had a launch weight of 654 tons. -
Mod Virgin - Career playing with "Better Than Starting Manned"
Jacke replied to Dave Kerbin's topic in KSP1 Mission Reports
It's big, isn't it? I've done similar builds, Dave, but never to that scale. One thing I do if I figure I know what I want is I build the whole centre string first, from top stage to bottom stage. Then I clone and symmetry it where there are added full length ones, then I clone off of lower spots to add the shorter strings of tanks, engines, and decouplers. I haven't had a problem with mine. Another that helps is a BTSM unapproved mod, EditorExtensions, specifically its vertical snap, which uses a feature in the editor that isn't normally accessible but is part of stock. Toggle that on and off with 'v' and it really helps to get added parts vertically alligned to similar components. (It also has a very naughty debug clipping toggle, but I don't use that as it's just asking for rockets to break.) -
Mod Virgin - Career playing with "Better Than Starting Manned"
Jacke replied to Dave Kerbin's topic in KSP1 Mission Reports
David, I'd like to express my appreciate of your BTSM career playthrough thread. Although you're far in advance of my own game (especially as I decided to restart to check out the changes in the lower tech levels), seeing how things happen later on is both entertaining and informative. -
Mod Virgin - Career playing with "Better Than Starting Manned"
Jacke replied to Dave Kerbin's topic in KSP1 Mission Reports
Common consensus in the BTSM thread is that adding RT2 would block most unmanned missions beyond LKO until you get solar panels, which is quite late in the tech tree. There's also been discussion of FAR. FC has tried to see if he can make it work but it doesn't right now. Short version is FAR gives you initial problems (stock rocket designs' drag being so low they accelerate to such speeds DRC friction burns them up before they get too high) and then makes it much, much easier. FAR has problems in stock Kerbal sandbox and career too. Usual solutions are to use Real Scale Solarsytem and/or Kerbal ISP Balancer to fix this. A total career mod like BTSM and a drag fix system like FAR both have to do a lot to work. Together it's hard to make them cooperate. KSP desperately needs a better drag system, especially for aircraft, but it's hard to get it right with a mod. Squad needs to step up to deal with this. No sign yet that they will soon. -
Mod Virgin - Career playing with "Better Than Starting Manned"
Jacke replied to Dave Kerbin's topic in KSP1 Mission Reports
I noticed the same thing about RCS not being affected by obstruction, as well as the problem putting all those bits on landers and probes. (Almost makes me want a more general editor so we could put some of them inside, as in real life, but that would be so complex.) As well, I do use unbalanced RCS, though in launch vehicles. In them, the upper/mission stage RCS provides the pitch and yaw, while RCS on the lower stages with wider diameter provides most of the roll, being the ones with the longest distance from the CoM. Similarly, I usually mount fins as low as possible on the 1st stage to maximize the lowering of the CoP from the CoM so when the launch vehicle gets up to speed (needing initial TWR at least 2) they have bight as well. I really don't know a lot about KSP as I've just been learning it while playing BTSM. (Just learned I could solve my debris irritation problem by just "Terminating" pieces in the Tracking Station. ) -
Mod Virgin - Career playing with "Better Than Starting Manned"
Jacke replied to Dave Kerbin's topic in KSP1 Mission Reports
David, I'm really liking your playthrough and it's helping me a lot. I do have one suggestion. Have you tried balancing your RCS around the CoM to avoid getting translation errors when you change attitude and attitude errors when you translate? After having a real bad experience with my first Mun lander due to unbalanced RCS, I use the mod RCSBuildAid in the VAB as it shows numbers and balance cues to help realign the mass and RCS, as well as Centre-of-Dry-Mass as a red ball (like CoM yellow ball but with the lowest stage empty of propellants). But even if you don't want to use a mod, you can do so roughly by eye. I usually start by putting the batteries on the bottom of a lander/probe between the engine and the tank to balance off the instruments and command pod on top and reduce the distance between CoM and CoDM. Then put 1 or 2 sets of 4 RCS in a balanced way around the vertical centre of the tank. -
[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
Jacke replied to BigNose's topic in KSP1 Mod Releases
Thought it was something odd like that. One thing that confused me was radial parachutes didn't suffer from it but I take it that's because they're larger than the lights and thus collide more regularly? And since this is in Better Than Starting Manned career, I don't necessarily have access to Cubic Octagonal Struts. But I can find spots that work.- 799 replies
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Mod Virgin - Career playing with "Better Than Starting Manned"
Jacke replied to Dave Kerbin's topic in KSP1 Mission Reports
Found out about your thread from your posts and FlowerChild's shoutouts on the BTSM thread. Extremely interesting, as you are a strong contrast to myself, as I'm new to KSP and mostly learning through playing BTSM. I know you've started a new naming sequence after you ran out at Zulu, but perhaps you can get inspiration from what was done with variable star designations. -
I think a mission log would be a good feature to have, for both career and sandbox. It could be accessible from Mission Control. By default it would show a summary, parts of the name of the vehicle, its launch date and time, if it is still in progress and if so its location(s), date and time of spacecraft recovery, Science earned, Kerbals on the flight (both launched and recovered, as they could transfer out or in), etc. And entries in the log could be expanded for a single mission to show the Mission Results screen as it is now and other items not in the summary. I imagine Kerbals in the Astronaut Complex should have some of this info logged too, like the number of flights. Perhaps incorporate some of the features of Final Frontier.
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Minor Flight-Time Modifications
Jacke replied to Strikerklm96's topic in KSP1 Suggestions & Development Discussion
A dremmel may work, but these are Kerbals. Let them see a saws-all and they'll consider a vital piece of equipment right after rations. Or before. Obviously they'll have to EVA as well. -
[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
Jacke replied to BigNose's topic in KSP1 Mod Releases
Finally got around to using the lights from this mod (in a BTSM career) and really liking the lights. I do find that sometimes the lights sink under sloped surfaces of some parts, like near the top and bottom lower edges of the Mk1-2 Command Pod. Pictures below to show where this is. On other spots on the Mk1-2, the lights go straight up-and-down in the VAB, partly sunk into the Pod. I've tried adjusting the parts' node_attach and attachRules values with a MM .cfg and I couldn't solve it (and at one time killed off all parts and needed to restore a backup savegame), so I imagine the fix isn't going to be easy. In the pictures, I'm holding a Blue Navlight with the mouse pointer, having not yet clicked to mount it. When I do click, it ends up mounting exactly as it looks just before. From its starting spot in the first picture, I try to slide it to the right to centre it on the Pod and it just disappears.- 799 replies
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It's still a great tool, sarbian. Even just for the Ascent Guidance alone. I also use the Manuever Planner to execute nodes I've created manually. (I also use PreciseNode beside MechJeb2 to get maneuvers right.) I wish I could add an Autostage section to other windows, like Vessel Info. Ascent Guidance has one but for on-orbit Autostage you have to leave the Utilities window up.
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Hi all. I've installed MechJeb2 to help out with many of the frustrations of playing KSP, especially the ones handled by preprogrammed computers in real life, like flying a launch vehicle and autopiloting a node. I've figured out a lot of the tools but some of the details of using others escapes me. I've looked at the MechJeb Wiki and searched this thread, the wider forums, and YouTube, but I've only found a few old or short pieces with few details. As examples, how does the Smart A.S.S. Adv mode work and what's the difference between the the Translatron's mods? Is there any better documentation or guides, like YouTube videos, describing the tools in detail using a recent MechJeb2 version?
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Jacke replied to cybutek's topic in KSP1 Mod Releases
Thanks! I decided to go ahead and try out the v.10 2013-Dec-24 devel version from the github reposititory. Used a MM .cfg just covering the Flight Engineer (as there are no longer Build Engineer as it's integrated into the build editor) and it works great! -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Jacke replied to cybutek's topic in KSP1 Mod Releases
Thanks for the helpful quick reply. I think it's not the ":Final" but your use of "HAS[@MODULE" versus my use of "HAS[MODULE". And the ModuleManager thread verifies that yours is the correct syntax. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Jacke replied to cybutek's topic in KSP1 Mod Releases
I wanted to enable partless Build and Flight Engineers on all Command pods manned and unmanned in v0.6.2.3 (and will want partless Flight Engineers in v1.0). I've searched high and low for that MM cfg but can't find one. I tried the following but it didn't work in the VAB until I put an Engineer part on, so I've missed something. @PART[*]:HAS[MODULE[ModuleCommand]]:Final { MODULE { name = BuildEngineer } MODULE { name = FlightEngineer } } -
Hi. I think this does what you want to fix in H50.cfg and H50P.cfg using MM: // Deployment fixes for B9 Utility Legs H50 and H50P for KSP 0.23 // 2014 Feb 03 Mon fixed code by Deadweasel // 2014 Feb 16 Sun MM recoding by Jacke // // addon B9 // file H50.cfg // part B9_Utility_Leg_H50 // file H50P.cfg // part B9_Utility_Landing_Gear_H50P // @PART[B9_Utility_Leg_H50]:final { @module = Part @animationName = leg_h50_toggle2 MODULE { name = FSanimateGeneric animationName = leg_h50_toggle2 startEventGUIName = Deploy endEventGUIName = Retract toggleActionName = Toggle gear availableInEVA = True EVArange = 10 } } @PART[B9_Utility_Leg_H50P]:final { @module = Part @animationName = leg_h50_toggle MODULE { name = FSanimateGeneric animationName = leg_h50_toggle startEventGUIName = Deploy endEventGUIName = Retract toggleActionName = Toggle gear availableInEVA = True EVArange = 10 } } (As you might guess, it's not my first time to this sort of rodeo. ) The "@animationName = ..." lines outside of the MODULE sections aren't really needed because those are correct in the base B9 files, but I'd thought I'd leave them in due to the confusion over them previously. EDIT: Found out Nabbs1 did the same back on Feb 9 in a post on the "B9 0.23 fixes?" thread.