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Kolago
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Posts posted by Kolago
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2 hours ago, SuicidalInsanity said:
@Kolago: Call it a hunch, but I don't think the propeller engine is going to get a fairing, but for the rest, it wouldn't be too hard to add fairings & nodes where reasonable; the rocket engines make sense - AARE, Ion, ESTOC, Aerospike, possibly the MATTOCK - but I'm not so sure about the aero engines - Ramjet, Scramjet, Rontgen, Turbojet - but make a convincing argument and I'll reconsider.
Thats fine with me, the aero engines doesn't need it.
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Some engines don`t have bottom node and/or fairing, can you add this in a future release?
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I see some texture problems (under OpenGL in my case) for parts that reuse textures like SXT. Textures are black.
SXT - Stock eXTension
[Defunct link removed by a moderator]
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All the Eddie engines need updates:
node_stack_bottom points in wrong direction. Node size is note defined. My suggestion is to scale up node size from 0 to 3 for the specific Eddie models.
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58 minutes ago, rbray89 said:
I just implemented a texture loader, so I'll be attempting this next. Looks like there are several textures that are the same for mods at least that we should be able to trim down.
You are my hero! In my KSP installation with 87 mods are about 150 MB in 759 DDS Files redundant. I aspect a memory load reduction of around 100 MB.
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In my experience there are a fair amount of textures that are redundant. Is there a way to build checksums to find them and instead of loading them twice or more times to simply link them to a single instance.
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@PART[*]:HAS[!MODULE[ModuleFuelTanks],!MODULE[ModuleCommand],!MODULE[InterstellarFuelSwitch],@RESOURCE[*]]:NEEDS[modularFuelTanks]:FINAL { MODULE { name = ModuleFuelTanks volume = 0 type = Default } removeMFT = 1 } @PART[*]:HAS[@MODULE[ModuleFuelTanks],@RESOURCE[LiquidFuel],#removeMFT[1]]:NEEDS[modularFuelTanks]:FINAL { @MODULE[ModuleFuelTanks] { @volume += #$../RESOURCE[LiquidFuel]/amount$ } } @PART[*]:HAS[@MODULE[ModuleFuelTanks],@RESOURCE[Oxidizer],#removeMFT[1]]:NEEDS[modularFuelTanks]:FINAL { @MODULE[ModuleFuelTanks] { @volume += #$../RESOURCE[Oxidizer]/amount$ } } @PART[*]:HAS[@MODULE[ModuleFuelTanks],@RESOURCE[MonoPropellant],#removeMFT[1]]:NEEDS[modularFuelTanks]:FINAL { @MODULE[ModuleFuelTanks] { @volume += #$../RESOURCE[MonoPropellant]/amount$ } } @PART[*]:HAS[@MODULE[ModuleFuelTanks],@RESOURCE[XenonGas],#removeMFT[1]]:NEEDS[modularFuelTanks]:FINAL { @MODULE[ModuleFuelTanks] { %tempVar = 0 @tempVar = #$../RESOURCE[XenonGas]/amount$ @tempVar /= 56 @volume += #$tempVar$ @tempVar = 0 !tempVar = 0 } } @PART[*]:HAS[@MODULE[ModuleFuelTanks],@RESOURCE[LqdHydrogen],#removeMFT[1]]:NEEDS[modularFuelTanks]:FINAL { @MODULE[ModuleFuelTanks] { %tempVar = 0 @tempVar = #$../RESOURCE[LqdHydrogen]/amount$ @tempVar /= 56 @volume += #$tempVar$ @tempVar = 0 !tempVar = 0 } } @PART[*]:HAS[@MODULE[ModuleFuelTanks],@RESOURCE[Karbonite],#removeMFT[1]]:NEEDS[modularFuelTanks]:FINAL { @MODULE[ModuleFuelTanks] { @volume += #$../RESOURCE[Karbonite]/amount$ } } @PART[*]:HAS[@MODULE[ModuleFuelTanks],@RESOURCE[Karborundum],#removeMFT[1]]:NEEDS[modularFuelTanks]:FINAL { @MODULE[ModuleFuelTanks] { @volume += #$../RESOURCE[Karborundum]/amount$ } } @PART[*]:HAS[@MODULE[ModuleFuelTanks]:HAS[#volume[0]],#removeMFT[1]]:NEEDS[modularFuelTanks]:FINAL { !MODULE[ModuleFuelTanks] {} } // cleanup @PART[*]:HAS[#removeMFT[1]]:NEEDS[modularFuelTanks]:FINAL { !removeMFT = 1 }
Here is my version of an MFT config for all tanks. Save it under MM_MFT_All.cfg and check it out.
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If I take of with an automatic switching air breathing rocket engine there is a point when the thrust falls down under the thrust of the rocket mode. But the auto switch only kicks in after thrust falls down to zero. Is there a way to configure the engine to auto switch earlier?
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In general you have to do two things, first start your rocket into the plane of your target an second start at the right time to intercept the target.
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Can you add import for Subassemblies? :)
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FTT_Structural_500_05 is not in GitHub
Bottom and top node are facing in the wrong direction.
Corrected:
node_stack_bottom_R = 0, -11.25, 0, 0.0, -1.0, 0.0, 3
node_stack_top_L = 0, 11.25, 0, 0.0, 1.0, 0.0, 3
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Ok, thanks!
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You clicked and it kept going?? I tried but it didnt work, I can see the Nuke Reactors and the SCANSAT Parts but I cant 'use' them
Yes, left clicking about 50 times helps. Maybe some debug code with stops?
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Which part is complaining about that? The file exists. So it's probably a placeholder in another folder that's having the problem. I'm not seeing the error on my side.
PartLoader: Compiling Part 'SpaceY-Lifters/Parts/FuelTanks/tank5m3mAdapter/SYtank5m3mAdapter'
PartCompiler: Cannot replace texture 'SYtank7m-Specular' as cannot find texture 'SpaceY-Expanded/Parts/FuelTanks/SYtank7m-Specular' to replace with
and 6 more, full log: https://www.dropbox.com/s/4wt9038v5w92v5t/output_log8.zip?dl=0
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There is a problem with the SYtank7m-Specular:
PartCompiler: Cannot replace texture 'SYtank7m-Specular' as cannot find texture 'SpaceY-Expanded/Parts/FuelTanks/SYtank7m-Specular' to replace with
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So I downloaded the Karbonite Mod Pack as well as SCANsat, and for some reason the loader is stuck at module manager, let it sit for a while with no change.
Can someone help me out? I'd love to get back to KSP again
I can put of output log on DB if need be, but I know I must've done something really stupid.
I have something similar: MM get stuck many times, if I left click with the mouse in KSP it continues to load. Debug window and error log doesn't show any errors.
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Can you add stackSymmetry to the part config of
M3X_Mk2Tricoupler
stackSymmetry = 2
M3X_Tricoupler
stackSymmetry = 2
M3X_Quadcoupler
stackSymmetry = 3
Thanks!
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?? Your log is about the km_gimbal ext. The FAR one is already for that version of FAR. Make sure you downloaded the right file.
You are right. I need a version of MechJebKMGimbal3Ext that supports the new Klockheed_Martian_Gimbal_v3.0.4.0!
https://ksp.sarbian.com/jenkins/job/km_Gimbal/lastSuccessfulBuild/artifact/
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MechJeb module MechJebKMGimbal3Ext threw an exception in OnStart: System.IO.FileNotFoundException: Could not load file or assembly 'km_Gimbal, Version=3.0.3.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
File name: 'km_Gimbal, Version=3.0.3.0, Culture=neutral, PublicKeyToken=null'
at MuMech.MechJebCore.OnStart (StartState state) [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)Can you compile a version for 15.4.1? Thanks!
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ahh...I see
My Kopernicus config is based on PNG textures. So, by converting them to DDS, the game can't load some of the textures and i've had a similar issue yesterday.
So, to solve this: Either revert to PNG or edit the RSS Planets & Moons.cfg file and change every *.png to *.dds
Ok. Any clue why the these L8 textures can`t be converted? Can you save the PNGs in a another way? Or better make a DDS Version of your mod?
AdrasteaHeight.png
ArielHeight.png
CeresHeight.png
CharonHeight.png
DactylHeight.png
DaphnisHeight.png
IdaHeight.png
JunoHeight.png
MetisHeight.png
OberonHeight.png
PallasHeight.png
PanHeight.png
PlutoHeight.png
TitaniaHeight.png
UmbrielHeight.png
VestaColor.png
VestaHeight.png
LOG : Converting C:\Kerbal Space Program 1.0.4\GameData\RSSTextures\VestaHeight.png to C:\Kerbal Space Program 1.0.4\GameData\RSSTextures\VestaHeight.dds
ERR : Unknown file format L8, skipping conversion for C:\Kerbal Space Program 1.0.4\GameData\RSSTextures\VestaHeight.png
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The typo isn't acually a typo since I changed Uranus texture. Did it solved the problem?
Anyway, i'm at work so i'm gonna make a clean install and test 0.7.0 later today.
I see, your are right with the typo. I compared the RSSKopernicus.cfg with 0.6.0.
One thing, I converted Textures to DDS, maybe this is the problem. But in 0.6.0 I did the same and it worked.
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At game startup v0.7.0 and v0.7.0 Lite gives me a black Tracking Station screen. Reversing to 0.6.0 solves the problem.
In the error log I find this. Full log attached.
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component:InternalGetTransform ()
at UnityEngine.Component.get_transform () [0x00000] in <filename unknown>:0
at PQS.AssignQuad (Int32 subdiv) [0x00000] in <filename unknown>:0
at PQS.CreateQuads () [0x00000] in <filename unknown>:0
at PQS.UpdateQuadsInit () [0x00000] in <filename unknown>:0
at PQS.StartSphere (Boolean force) [0x00000] in <filename unknown>:0
at PQS.ForceStart () [0x00000] in <filename unknown>:0
at PSystemSetup.SetPQSActive (.PQS pqs) [0x00000] in <filename unknown>:0
at PSystemSetup.SetSpaceCentre () [0x00000] in <filename unknown>:0
at PSystemSetup.OnLevelWasLoaded (Int32 level) [0x00000] in <filename unknown>:0
(Filename: Line: -1)
Coroutine couldn't be started because the the game object 'TrackingStation' is inactive!https://www.dropbox.com/s/ig6s8bwyp0n56nz/output_log7.zip?dl=0
Found an typo in RSSKopernicus.cfg line 4205
Wrong: texture = RSSTextures/UranusColor
Right: texture = RSS-Textures/UranusColor
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There some patches for this mod in this thread, how about a new version to include all important changes? I am losing track what to use.
[1.2][beta] Boosteriferous - SRB Thrust Profiles
in KSP1 Mod Development
Posted · Edited by Kolago
I like that someone finally picked up this SRB Problem in KSP. Thanks!
But I have some hopefully constructive suggestions:
I don't like the segment idea. In the real world propellant grain (the shape of the solid fuel inside the booster) stretches over the whole length of the booster. All of the exposed solid fuels burns in the buster over the the whole length.
There is no instant change in thrust. See here: http://digitalvideo.8m.net/Rocketry/PropellantGrains.gif
The basic idea for KSP is to use the TechTree for more complex SRB grain profiles. Giving the player more options over time. This allows a general MM config over all SRBs in the game including SRBs from Mods.
The GUI complexity can be reduced to right click the SRB to open the context menu and select the profile.
Further reading for people with math background:
Solid propellant grain geometry design, a model for the evolution of star shaped interfaces
http://dare.uva.nl/cgi/arno/show.cgi?fid=200147
Grain Design Program
http://www.aedelectronics.nl/gdp/gdp.htm
But for KSP its better to keep it simple with some grain profiles (thrust profiles) to chose from.
For getting started I can see two simple start and end thrust percent sliders.