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BudgetHedgehog

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Everything posted by BudgetHedgehog

  1. Pretty sure it's the other way round, actually. Linux x64 is stable, it's Win x64 that Squad and modders don't support.
  2. I had the same problem and despite removing RSS from the install, I still couldn't launch OpenGL. I changed nothing (except to put RSS back in) and didn't attempt to start KSP again until the next morning (didn't turn off my computer though). Next morning, everything worked fine - even with RSS installed. So I can assure you, it's not RSS.
  3. Tried OpenGL? Did wonders for me. Running B9, KWR, a few KerbinSide assets, KSC++, EVE and a fair few other mods and even without ATM actually doing any compressing and graphics on normal, I rarely hit even 3Gb.
  4. Should do (I know Manleys Quest uses those with no problems), but TreeLoader's broken anyway. Unless a custom tree deletes stock nodes, any mod that uses the stock nodes should be available. Getting parts to work with FAR is something FAR or the mod author needs to do, not you. That said, most of the time, they all Just Work (FAR reads I think the collision mesh or visual mesh or something and, together with some basic assumptions about the part, does things automatically. Ferram recently made a breakthrough with wings which means they don't need custom configs any more, which would be nice.
  5. There's your problem, I don't believe FinePrint recognises them (yet). I made that mistake once (thankfully, a bit closer to home than Vall). Ended up force completing it through the debug menu with no regrets as I'd done everything the contract asked anyway.
  6. Hooray, more official news that isn't posted anywhere apart from one place and one time... I'm with you - I was hoping to do a save in 0.90.0 that is entirely from the runway/SPH The-Wrong-Brothers style.. this is a little annoying.
  7. @Phil - because when you decouple the probes, they're no longer part of your main ship. KER calculates the dV that your main ship has and your main ship is the one that the root part is on. It's not calculating the probes dV because they're not contributing anything to the core ship as they're decoupled from it. It won't matter if you decouple them last, KER just sees them as dead weight until they're jettisoned and the dV will show that. If you want the probes dV, make a part on it the root part. Then KER will calculate the correct dV for it so you can either add that to the original dV or swap staging around so it's the last thing to decoupled.
  8. Your install has a problem loading up stock resources such as IntakeAir, ElectricCharge and Monopropellant (the latter is causing the freeze as it's trying to add a resource that doesn't exist to a part (that uses it for ModuleRCS)). Make sure you have GameData\Squad\Resources\ResourcesGeneric.cfg and that nothing is interfering with it.
  9. Pretty much the second. You should end up with Gamedata/FerramAerospaceResearch/Plugins and Gamedata/FerramAerospaceResearch/Textures etc. The .cfg (or config) files should remain inside the FerramAerospaceResearch folder. Unless you 100% know what you're doing, you should never overwrite the stock Squad/NASAmission folders. Those are stock files and should be left alone unless, as I said, you know what you're doing. Good move. It won't be loaded otherwise. You can do - it's entirely up to you. This is what sarbian meant by "you can have multiple version of it. But you can clean up too". IIRC, early 2.X.X versions didn't detect other MM dlls so they might break things, but if you have two 2.5.1s, there's no harm in either deleting one or keeping both. Personally, I just keep the latest one, it saves on headaches later. B9 should already provide FAR support and its relevant patches by default so you don't need to do anything apart from copy across all contents of the B9 Gamedata folder to your KSP Gamedata, just like you should do with any other mod.
  10. Well, I'm glad it's not just me, at any rate! And yes, I suffer but it's for the greater good (the greater good) Oh, I added that a fair few weeks ago, probably around the time you and I were talking about how to detect TS and TE and the PartModules TE adds and stuff. I really like the site and think it's great idea - much easier than hosting on mediafire or whatever and saying 'I think there's B9 intakes and some KW tanks on there.. and I don't kow if this matters, but I have TweakScale installed' etc etc.. you just link the page and it shows everything.. looking forward to isTweakscaled = true or whatever it turns out to be Also, I will admit, I love your The Wrong Brothers picture adventure you posted a while ago. It's an excellent read and I was extremely impressed at your ingenuity and skill. So much so that I'm actually planning on doing a Wrong Brothers-style save in 0.90.0 - hard mode for sure, but I'll have mods to help me out a little bit. It looks like a lot of fun to do! And I like taking screenshots as well..
  11. A patch is a file written for ModuleMananager to read and act on, such as those provided by FAR to apply FARs changes (or patches) to parts easily. This includes zeroing stock aerodynamic properties and adding on FARs own custom drag and lift model etc. ModuleManager doesn't come with any patches, it's up to mod authors (and you, if you're feeling brave) to write some. Rest assured though - if anything is written incorrectly in these, nothing bad will happen, just that the intended patch will not occur. Any mod that makes use of ModuleManager to apply patches will also include ModuleManager itself as well (such as FAR). The only trouble comes when you have multiple copies of it - if you do, you can delete all but that highest version numbered one. As for installation, you don't need both copies of the ModuleManager dll, just one is fine and it can be anywhere in Gamedata - either in a folder by itself or not. KSP will see it and load it all the same. Same with the patches themselves (they're always .cfg files) - they can be anywhere, but sarbian recommends you put personal patches in a personal folder of your own in Gamedata to keep track of them easily. As for the coding (I presume you mean the text in the .cfg file), that's just telling ModuleManager what patches to apply to parts. If you look at a couple of them and then at the parts they target, you'll soon understand them and what they're telling ModuleManager to do, even if you can't write them yourself. You can tell if ModuleManager is working by looking at the loading screen - it will show you how many patches it's applied. Let me know if you don't understand any of this, I'll try and explain it clearer.
  12. "I love French wine, like I love the French language. I have sampled every language, French is my favorite. Fantastic language. Especially to curse with. Espèce de loup-garou àla graisse de renoncule de mille sabords. It's like wiping your behind with silk. I love it. "
  13. I've never encountered this issue (whatever it is) is stock. To take a screenshot, press F1. It'll be saved in the Screenshots folder in your main KSP install. As for hosting, the easiest is http://imgur.com/ - upload the picture and copy the link under "BBCode (message boards & forums)".
  14. You're a gent, thanks! I tried uploading again, but still no luck. Same old full green progress bar with nothing happening. I'm guessing/hoping it's just this particular craft that's the problem, I'd hate for this to happen every time :/ Maybe I'm just unlucky, I guess. Ooh wait a minute.. Ooh! So I set it to upload, it didn't so I started writing this paragraph. Just now, it said I can't continue until I've finished uploading the current craft yadda yadda.. clicked here to continue and hooray! I took me to a successful upload! Now let's try and break your site some more Something of note - the craft that had successfully uploaded is visible on the main home screen, but clicking it results in first the craft page and then a 500 error again. If I click Back or my Profile from there, neither loads, it's 500 errors all the way down, baby. So yeah, at the moment, I can't edit or even view my crafts page. Also, it appears the Dismiss button in the notification dialog box doesn't do anything. I had to go to the stats page and craft page itself to dismiss the notification. Once again, thanks for the help, advice and patience with this
  15. No worries, I'm glad I could help out So anyway, I tried to upload it again and same Application Error.. I thought 'oh for..', went to ym profile expecting another 500 error and it was actually uploaded! I clicked on it and it prompted to enter info and pictures and everything which I did. Anyway, came across this after updating it: *their Also, I guess these Mk2 parts are a result of SP+ being stock and it not recognising them as such? I uploaded a new part mapper once I saw this but I don't think the SP+/SPP parts were changed, I just added some more mods that weren't used. No idea why the B9 airbrake, RAPIER, rtg and strutCube aren't being recognised though :/ EDIT: But, now I think of it, it could be related the fact I have Vens Part Revamp installed - is it possibly not recognising parts because of that? Although, the RTG and RAPIER aren't part of Part Revamo (yet) so I don't know..
  16. Two things - you can't have SPR and KSPRC installed at the same time. Easiest way is to remove the folders in TextureReplacer/Default/Squad you don't want - for instance, you have two textures fighting over the Mk1 pod. If you want SPRs texture, remove the relevant folder from TR. If you want KSPRCs, revert the stock pod up with a backup and TR will apply the texture correctly. Also, that's what the KSPI rocket is, basically - a rescale of the stock SRB. I don't know if the version of KSPI you're using has been updated to 0.25 and therefore fixes the rescaling bug (or rather, workaround for a previous bug) but yeah.. That's what's happening - KSPI is using the SRBs texture because that's what it's always done.
  17. Seriously sirkut, you need to put this known issue back into the OP :/ @Carlbergh - yes, that's a known issue with docking and undocking ports connected to IR parts and screwing up all kinds of parent/child associations, resulting in the wonkiness you report. From memory, sirkut said he'd try to work on this bug for the next update, but in the meantime, there's no fix, no workaround, just don't do it. If you have a save or craft from before you docked, I suggest reloading that and going from there. EDIT: From a few posts up:
  18. Something I've noticed about KAC since I started playing in 0.23 and it's a minor niggle, but a niggle nonetheless. KSP: 0.25 Winx86 Problem: Interaction between KAC and F2 (hide GUI) prevents on-rails timewarp behaving as expected Mods installed: KAC 3.0.1.0 Reproduction steps (ignore the A, B, C, D and bold for now): Set KAC to automatically create alarms for manoeuvre nodes (say, a 3 minute margin, like mine now). Make a node on your orbit several minutes or hours ahead. A, Increase timewarp until B, KAC slows it down to trigger the alarm. Alarm triggers, you can C, increase timewarp to the node, whether you click the OK button on the alarm or not and KAC won't slow it down again - in other words, first, A will happen, then B, then C. This is expected. What is not expected is what happens when you hide the GUI with F2 - a continual loop of B->C->B->C etc etc. KAC and the user fight over whether the game should be increasing timewarp towards the node or decreasing it because the alarm has triggered. This only happens when you hide the GUI with F2. It can be a little niggle if you have a long alarm margin (say, the default of 15 mins) or are trying to get a nice cinematic screenshot just before your burn and don't want "Time Warp x2(3,4,3,2,1,2,3,4 etc)" plastered across the screen. Granted, if Squad could hide that (and all the Transmitting Science and [F] Board texts) along with the rest of the GUI, that'd alleviate the problem somewhat, but there's still the fact that the user and KAC fight over timewarp when the GUI is hidden. This can be more easily reproduced without user interaction with MechJeb and the node execution autopilot, specifically the Autowarp feature of it. MJ will increase timewarp until KAC slows it down to display the alarm, MJ increases timewarp, KAC immediately slows it down, MJ speeds it up etc etc.. I'l repeat, the GUI must be hidden for this to occur.
  19. I think some miscommunication happened. Yes, as Master Tao says, FS has been updated (and is included as such in the B9 download), but I believe blowfishes original question should read "Has your Firespitter been updated with the 0.25 version of the plugin?" as in, "did you install the one included from B9 or did you already have an old one and leave it?"
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