Guiltyspark
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Everything posted by Guiltyspark
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
Guiltyspark replied to JPLRepo's topic in KSP1 Mod Releases
Sorry for the lack of information. I was using Career mode with a level 2 tracking station. After smashing that "research bodies" button for an hour, I was able to pick up most of the bodies, so I guess the mod was working correctly. However, Eve, Vall, and a couple bodies beyond Jool (I'm using the Outer Planets mod) could never be detected (200 clicks each with Mechjeb pointing the telescope right at them guidance). Finding some of the other bodies also required a lot of luck. I couldn't pick up Moho while targeting it, but did end up detecting it when I was targeting Jool (the two were mostly aligned at the time). Perhaps in the future, you could use a system where the telescope scans in an outward spiral pattern from the initial point it is oriented toward? EDIT: Here is a log, but the mod was working correctly. There are some errors related to DeadlyReentry and Sigma Binary. I'll use a vanilla build next if you think these were somehow affecting your mod. -
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
Guiltyspark replied to JPLRepo's topic in KSP1 Mod Releases
Hi, I'm having trouble using this mod. I can't seem to get the telescope to work on any body. Even when I'm pointing straight at Minmus, which is less than 100 km away, the research bodies window says its empty space. I've also tried Eve and Duna and neither are picked up by the telescope. Am I doing something wrong? -
[0.25] Astronomer's Visual Pack - Interstellar V2
Guiltyspark replied to Astronomer's topic in KSP1 Mod Releases
Hi, I've installed this pack for 32bit 1.0.4 KSP (with active texture manager and -force-opengl) and I end up with this (dropbox link, imgur won't upload for me anymore for some reason) as my kerbin map view. I get similar effects on Eve, Duna, and Laythe. Jool looks fine though. I have almost all parts of this pack installed except the extra features, the lens flare, Chatterer, and Texture Replacer. Here is a quick list: - EVE - Planetshine - Volumetric Clouds - Core mod - Atmospheric Scattering (not the problem, removed it but problem persists) - Sandstorms and Surface Dust - Snow - Surface Glow (Probably not the issue since the configs don't affect Kerbin/Laythe/Eve/Duna) - Auroras - Clouds for Eve & Jool My FPS is fine (Windows 10, GTX 970 4GB, >4GB Ram, plenty of SSD space) and I'm running no other visual mods. I'd rather not spent the rest of the day forum digging, so help would be much appreciated. EDIT: Reinstalled with only EVE, Planetshine, Volumetric Clouds, and "Core mods". Same problem as before. EDIT 2: Ok, reinstalled again with the bare essentials and this time everything looks fine. I've changed NOTHING yet the problem is gone...whatthef*ck... My best guess is that when the game crashes (during the first load) when ATM is still figuring out how to compress the files, sometimes ATM screws up writing its cache. The bugged cache then goes on to cause the graphical glitch I experienced. -
I went to check out Moduleflightintegrator and realized that all the problems I've been experiencing are due to Norton **ing 360 flagging .dll files as viruses with WS.reputation. I thought I disabled WS.reputation flagging... Anyway, Shark, you probably have the same problem that I did. Go into whatever antivirus you have (if its Norton, go to Security, then history, then select quarantine) and unflag/restore scale.dll and kspapiextensions.dll and then reinstall Tweakscale.
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I will try a fresh vanilla install soon to test if Tweakscale works, but the errors in the log are not relevant to Tweakscale anyway...
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I'm having the same problem. AFAIK, the mod is loading properly and module manager is patching correctly, but the UI doesn't work in VAB/SPH for some reason... A solution would be great. (Yes, this post is just to bump the issue back to the end of the thread so people will see it.)
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All of the parts I've tried don't have the rescale UI. Ex: The stock orange Rockomax Jumbo-64 tank also doesn't have any rescale UI. The KW part I show in the screenshot has a rescale module (if you don't believe me, check the KW_TweakScale.cfg file in the Tweakscale directory) so it should be 'rescaleable.'
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I'm having the same problem and I have no idea what's causing it. Here are pictures and the log file as requested. Module manager v 2.6.6 is present. The log file also seems to show Tweakscale loading properly and MM correctly applying the patches, but the UI doesn't have a Tweakscale option in the VAB. The log file is too large to paste here, so have a d/l link instead. EDIT: The pictures wouldn't load, so I've relinked them for download: Gamedata and In VAB
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I have a question about the implementation of radiation. Will natural radiation kill kerbals? I just landed on Gilly, went on EVA, and saw the radiation level was "deadly." Maybe I landed a uranium/thorium deposit ? (I'm on 0.90 with Boris's patch.) Also, I'd like to suggest adding some kind of polyethylene radiation shielding to all 2.5 m cabins and upping the cost slightly. There are quite a few places in addition to where I landed on Gilly that have "extreme" or "deadly" radiation. It would be even better if there was a toggle option to shield any cabin. If just adding shielding to stock cabin is too overpowered, then please add an active shielding unit (2.5/3.75m). It can even be integrated into KSPI's MJ system . With the addition of something like this, using the DT fusion engine near other ships will be feasible. The old handy-wavy system of "ships-can't-irradiate-their-own-crew" can also be removed.
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HotRockets! Particle FX Replacement + Tutorial
Guiltyspark replied to Nazari1382's topic in KSP1 Mod Development
Will there be support for KSP Interstellar? -
Use the 6.25 m inflatable heat shield (it attaches in 2.5 m retracted form). It can withstand 10,000ºC and weighs about a fifth of the Mark 1-2 ablative one. (I'm also visiting Jool right now and my ship is too large for the 6.25 m heat shield. Worse yet, the heat shield is placed on the side that's father away from the CoM so my ship keeps flipping. So far, all altitudes above 110 km have been really safe regarding heat even without a heat shield. 105 km really set off some fireworks though... )
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Are you sure you're probe is failing because of heating and not g-force damage? Otherwise than that, you'll just need an even more circular orbit.
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Ok, something strange is happening to my ships. They seem to get random sideways velocity rapidly, causing a the entire ship to translate from side to side. This keeps setting off the max-G effects of DREC (breaking sounds, kerbals get killed). A day ago, I didn't have this problem. The only mods I've updated since then are: HotRockets Smokescreen Firespitter Aside from those, I also use KW, B9, Interstellar, and MJ. I already have the latest version of KJR installed. The craft does not wobble; it translates. No RCS was used, only SAS (Stock SAS and MJ's ascent guidance both cause G problems). This exact ship worked perfectly yesterday. Here's a ship file. You'll need MJ, KW, B9, and Interstellar to load it (possibly KAS as well). Here's some pictures of what happens: EDIT: After more testing, this persists with the ship regardless of being in atmosphere or not. The problem seems to be tied to the lower stages since upon ejecting them the warning goes away. EDIT 2: Built another launcher vehicle (carries same lander) and everything works fine. Something strange is happening in this launcher.
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HotRockets! Particle FX Replacement + Tutorial
Guiltyspark replied to Nazari1382's topic in KSP1 Mod Development
I've reinstalled and now everything works regarding offsets. (I swore I installed everything correct the first time...) The B9 small Sabre still has no effects though. The Sabre M has problems with its flame like the rapier, but that's likely caused by a mod conflict as well. EDIT: Now I'm getting issues with DREC's G-tolerance. Why does Unity hate me? -
HotRockets! Particle FX Replacement + Tutorial
Guiltyspark replied to Nazari1382's topic in KSP1 Mod Development
EDITED because I'm stupid. After reinstalling, a lot was fixed but a few issues remain. Sabre S has no flame or smoke CF34 in reverse mode does some "interesting" things Wierd effects on Sabre M (probably mod conflicts with one of the B9 mods) The rapier flame is completely broken but that's probably not caused by hotrockets. The beady effect also occurs in Sabre M. -
What do YOU want to see in 0.24?
Guiltyspark replied to MaverickSawyer's topic in KSP1 Suggestions & Development Discussion
The only things I critically want are: Storage of multiple quicksaves/autosaves and, upon holding F9, an interface to choose one to load Indication that the hatch of a capsule is blocked in VAB or SPH Fixing this bug that causes Mac users to crash in VAB and lose progress spent on building vehicles (a little selfish for us mac users, but definitely necessary) Fixing parts glitching partially through terrain Optimizing terrain rendering and fixing the WATER LAG (current workarounds change the height sea level displays at). Also, how about reducing water rendering distance? These *seem* like they wouldn't take all that long. Emphasis on *seem* as I don't know exactly what needs to be changed for them to work. -
Planet Ideas And Names For The Future Of Kerbal Space Program
Guiltyspark replied to Dead Pixel's topic in KSP1 Discussion
Before adding any more detailed terrain, perhaps changing the existing rendering code so it can better handle default terrain on high? Also, I'd like to see waves in water but, fixing the horrible lag caused by water is more important. (Current workarounds for the water change the water-level to be lower than the collision mesh, which makes powered water landings "interesting"). -
Having a window open with 5 or 10 (exact number being configurable in the settings menu) of the previous quicksaves with in-game date-of-creation for each save would prevent brain-dead quickload from erasing your progress. It would be even better if autosaves are kept. AFAIK, there's no harm in adding this to the game. I might be underestimating the code need for this feature, but implementation of this shouldn't take more than a day of work. I'm surprised this isn't in the game already (even if it's in alpha). EDIT: Exactly.
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Hi, I have a few suggestions: Regarding mid-game science: When looking at the interstellar tech tree, it's easy to notice that some things cost a lot. It is *easier* to unlock high efficiency reaction engines and employ those than to stack up ~5000 science for KSPI (~800 to just get reactors, thermal nozzles, and generators unlocked, then a giant 3k science leap to fusion power and upgraded fission) Maybe rebalancing science (i.e. lower fusion to 1k or 1.5k science) or adding lower efficiency low tech rockets? An example of a low tech high thrust engine: A reaction engine that uses electricity to heat exhaust even more should give high thrust but still have the downsides of using conventional fuel. While the LV-N feels a bit cheaty, the high Isp makes usage of KSPI seldom until very late game. Maybe nerf the LV-N to be heavier and also require nuclear fuel? The plasma engines currently can only run off of KSPI's megajoules. Allowing them to run off of solar power at extremely low thrust might make them more attractive before fusion or antimatter reactors. Also, some even larger solar panels might be nice to complement this. Of course, these panels will gather only fractions of the amount of energy reactors can produce. Lastly, perhaps some larger coolant containers for the telescope? It's pointless to bring more than one of the containers currently since all coolant containers lose coolant at the same rate. Ok enough of my weird ideas. How long does it takes for a reactor to fully cool down and restart and any advice on not running out of nuclear fuel during interplanetary travel?
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Guiltyspark replied to ferram4's topic in KSP1 Mod Releases
Is there a reliable way to predict orbit after aerobraking with FAR installed? (I'm not sure if someone has asked this before but reading a 337 page thread is painful.) MechJeb (even with the FAR compatibility installed) can't give anything nearly accurate and this online calculator does not adjust for FAR either.- 14,073 replies
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HotRockets! Particle FX Replacement + Tutorial
Guiltyspark replied to Nazari1382's topic in KSP1 Mod Development
Works great. I was going to suggest to switch back to ModuleEngines because changing the stock game like that is never good programming etiquette especially for addons. (I refrained myself because I thought it would take something equivalent to a rewrite.) -
HotRockets! Particle FX Replacement + Tutorial
Guiltyspark replied to Nazari1382's topic in KSP1 Mod Development
That's easy to solve though. For the effect at full thrust, speed the particles up (two or three times relative to current speeds) and reduce particle lifetime (about a third of the current lifetime). Then slow it down (to about current speeds) when at lower throttle. Higher Isp engines would have faster moving particles than lower Isp engines as well. Getting particle velocity to be dynamic and performance drops from making a bunch of particles in short period of time might end up being the two problems that kill this idea though. (By the way, amazing RCS sound effects and lights pizza ) -
HotRockets! Particle FX Replacement + Tutorial
Guiltyspark replied to Nazari1382's topic in KSP1 Mod Development
Hey Nazari, I'm addicted to HotRockets, but I have a few suggestions on how to make this amazing mod even better. I noticed that the engine flames do not give off any light (no light is cast onto rest of ship even though the flame is very bright). Adding this (if its possible with the current engine) would be great. Also, I think some people were complaining about the little amount of variation the flames have relative to throttle percentage. Could you relate particle velocity to Isp or exhaust velocity in general? Throttling down would also curtail the flames (assuming particles have fixed lifetime), making them seem shorter, without individual particles being visible. (This is beginning to sound like it would be easier with a plugin relating throttle/Isp directly to exhaust velocity. Maybe a feature for the next release of SmokeScreen?) (Sorry for double posting, but this is completely unrelated to the other post...) -
HotRockets! Particle FX Replacement + Tutorial
Guiltyspark replied to Nazari1382's topic in KSP1 Mod Development
The Deadly Reentry config is outdated (current DRE has 903 lines in the config while the fix has 866 lines). I read through the configs and saw the only change was "ModuleEngine" --> "ModuleEngineFX" so I... EDIT: NathanKell (who is awesome) updated DRE to have back-up compatibility with HotRockets so a custom config fix might not be necessary anymore.