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KSP2 Release Notes
Everything posted by ultrasquid
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OK, now I'm realizing this might be my own fault. I removed a bunch of the stock Squad parts, the idea being to save memory by replacing the tanks and wings with procedural parts. But, if you're accessing those stock textures, it's entirely likely that I deleted some of them, which would cause the results I'm seeing. I'm restoring the Squad parts now and I'll let you know the results. I had assumed Mac and Linux use OpenGL by default, as DirectX is a proprietary Windows library. EDIT: Restoring the Squad parts solved most of the problem, bringing back the color to many of your parts, but there are still a few showing up pink:
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I'm still having a problem with pink parts: I am using Active Texture Management - Aggressive, but this phenomenon isn't appearing with other mods. I haven't seen the likes of this since the days of the original Sunday Punch, really. If I recall correctly, this happens because of a missing alpha channel in the texture images (RGB instead of RGBA). I think ATM is involved in some way, but that doesn't explain why other mods are not similarly affected. (Firespitter shows several parts with flipped normals, but that seems another issue.)
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Usually it involves having an alternative control device (like a docking port or SAS module) that's oriented perpendicular to the main command unit of your craft. Then, in flight, select "control from here" from that unit's right-click menu. However, if you select your pilot's IVA, control reverts to the original orientation.
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[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
ultrasquid replied to nightingale's topic in KSP1 Mod Releases
For some reason it's putting its settings file in my KSP folder under the name "\GameData\WaypointManager\WaypointManager.cfg" rather than in its own folder in the GameData folder. Probably something to do with the backslashes. -
KSP 1.0 Naming Discussion Thread
ultrasquid replied to TJPrime's topic in KSP1 Suggestions & Development Discussion
"Out to launch" -
[PLUGIN, PARTS, 0.17] Gravity Canceller v1.1.1
ultrasquid replied to mustwinfull's topic in KSP1 Mod Releases
For the most part, this mod is no longer necessary. You can cancel the gravity through the cheats subsection of the debug window (alt-F12). For more controlled levitation, there are parts in the Kerbal Foundries mod pack that do that. -
Captain Slug made a flare long ago. It was a small ball with 6 solid rockets going different directions with bright flame, long-lasting fuel, and almost but not quite zero thrust. It could be mounted on a radial decoupler and launched, ignited, and remain visible until it exited physics range. With adjustments to the effects settings, such a device could also be used as a smoke canister. Sadly, that part is no longer available.
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[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
ultrasquid replied to nli2work's topic in KSP1 Mod Releases
You need more than just the updated Plugins/Firespitter.dll. You also need the Resources/Firespitter.cfg from the Firespitter parts pack. Without it, anything that uses the FSCoolant resource will cause a hang during loading. I find I'm repeating this a lot. -
[0.90] Muscle Car Parts Mod v1.1 (Updated Feb. 13, 2015)
ultrasquid replied to UnstableOrbit's topic in KSP1 Mod Releases
Kottabos did a review of this mod: http://youtu.be/vAYYN3CbvqU you might want to embed it in your OP -
Where Can I Find The Version Numbers Of My Installed Mods?
ultrasquid replied to Srpadget's topic in KSP1 Mods Discussions
In some cases you will have to open a .dll or .cfg in a text editor. Some authors put a version number near the top or bottom of those documents, but it's hardly consistent. -
Searching for mods similar to Firespitter
ultrasquid replied to SWAGATRON's topic in KSP1 Mods Discussions
RetroFuture is another good one, but like KAX, the Firespitter plugin is a dependency. -
There is a radial drouge included in NovaPunch, but that's kind of a huge download if you're only looking for one part.
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Use OS-native file managers
ultrasquid replied to Foxster's topic in KSP1 Suggestions & Development Discussion
Also needed are "save before exiting" and "overwrite filename" warnings. I know it's not really the same but it's related enough to using the native file interfaces that I didn't want to start a new thread for it. -
[1.0.4]Intake Build Aid (obsolete for 1.0.5)
ultrasquid replied to LordFjord's topic in KSP1 Mod Releases
I've encountered the same problem with other self-contained jets (that include both air intake and engine on the same part). -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
ultrasquid replied to nli2work's topic in KSP1 Mod Releases
I have the same trouble using these pods as rover cabs. The way they are is fine for landers where you need to know when you're going straight up or down, but a pain when travelling horizontally. -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
ultrasquid replied to nli2work's topic in KSP1 Mod Releases
@m1sz: I think the easiest way is to mount a docking port on the chest of your robot and select "control from here" from its right-click menu after you launch. I agree there ought to be something more intuitive to do that. -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
ultrasquid replied to nli2work's topic in KSP1 Mod Releases
You also need the Resources/Firespitter.cfg from the Firespitter parts pack. Without that, any parts that use the FSCoolant resource (mostly electric propellers) will cause a hang upon loading. - - - Updated - - - It works mostly fine if you have the Firespitter.dll and .cfg installed properly. There are a couple things that act kind of weird, but they did the same in earlier versions of KSP. -
A Chevy El Camino style pickup truck bed would be a nice addition, to carry bigger loads.
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I think the problems I was having recently were related to Tweakable Everything. I removed it and things appear to be back to normal. - - - Updated - - - The parts from v6.3.5 are the most recent stable release (though I've tried 7pre and they seem to work fine too) but for KSP 0.90.0 compatibility the Firespitter.dll from the parts pack needs to be replaced with the newer one that is downloaded separately.
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Seems there's something extra needed to get CKAN running on my Mac. I installed the latest MonoFramework-MDK 3.12 and tried to run the program as per the instructions and I got this: $ mono ckan.exe exception inside UnhandledException handler: Object reference not set to an instance of an object [ERROR] FATAL UNHANDLED EXCEPTION: System.TypeInitializationException: An exception was thrown by the type initializer for System.Windows.Forms.WindowsFormsSynchronizationContext ---> System.TypeInitializationException: An exception was thrown by the type initializer for System.Windows.Forms.ThemeEngine ---> System.TypeInitializationException: An exception was thrown by the type initializer for System.Windows.Forms.ThemeWin32Classic ---> System.TypeInitializationException: An exception was thrown by the type initializer for System.Drawing.KnownColors ---> System.TypeInitializationException: An exception was thrown by the type initializer for System.Drawing.GDIPlus ---> System.DllNotFoundException: /Library/Frameworks/Mono.framework/Versions/3.12.0/lib/libgdiplus.dylib at (wrapper managed-to-native) System.Drawing.GDIPlus:GdiplusStartup (ulong&,System.Drawing.GdiplusStartupInput&,System.Drawing.GdiplusStartupOutput&) at System.Drawing.GDIPlus..cctor () [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at System.Drawing.KnownColors..cctor () [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at System.Drawing.Color.get_Black () [0x00000] in <filename unknown>:0 at System.Windows.Forms.ThemeWin32Classic..cctor () [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at System.Windows.Forms.ThemeVisualStyles..ctor () [0x00000] in <filename unknown>:0 at System.Windows.Forms.ThemeEngine..cctor () [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at System.Windows.Forms.SystemInformation.get_MenuAccessKeysUnderlined () [0x00000] in <filename unknown>:0 at System.Windows.Forms.Control..ctor () [0x00000] in <filename unknown>:0 at (wrapper remoting-invoke-with-check) System.Windows.Forms.Control:.ctor () at System.Windows.Forms.WindowsFormsSynchronizationContext..cctor () [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at System.Windows.Forms.Control..ctor () [0x00000] in <filename unknown>:0 at System.Windows.Forms.ScrollableControl..ctor () [0x00000] in <filename unknown>:0 at System.Windows.Forms.ContainerControl..ctor () [0x00000] in <filename unknown>:0 at System.Windows.Forms.Form..ctor () [0x00000] in <filename unknown>:0 at CKAN.Main..ctor (System.String[] cmdlineArgs, CKAN.GUIUser User, Boolean showConsole) [0x00000] in <filename unknown>:0 at (wrapper remoting-invoke-with-check) CKAN.Main:.ctor (string[],CKAN.GUIUser,bool) at CKAN.GUI.Main_ (System.String[] args, Boolean showConsole) [0x00000] in <filename unknown>:0 at CKAN.CmdLine.MainClass.Gui (CKAN.CmdLine.GuiOptions options, System.String[] args) [0x00000] in <filename unknown>:0 at CKAN.CmdLine.MainClass.Main (System.String[] args) [0x00000] in <filename unknown>:0
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
ultrasquid replied to bac9's topic in KSP1 Mod Development
Those are good ideas! I was thinking in terms of size/geometry limits. On one side you'd have a rocket vanes track limited to a maximum square length and width keyed to the largest fuel tank you've unlocked, but with some sweeping/tapering allowed within the size limit. On the other side there'd be an aviation track, starting with small rectangular wings and control surfaces, say, limited to 2x4m; enough to get a simple single-engine plane off the ground, and enable larger wings, sweeping, tapering, and thickness adjustments at later nodes. Also other features could be scienced-in, such as enabling fuel loading at the same node you get fuel lines at. Just throwing ideas up there, y'know. Do what you want with them. -
ExceptionDetector 1.1 [KSP ANY VERSION]
ultrasquid replied to godarklight's topic in KSP1 Mod Releases
Well darn it, I have both of those. Need them for all the procedural whatevers. Well, maybe not Tweakable Everything, and I may have accidentally turned on TweakScale's automatic mode. Sorry for kind of turning this into a support thread, but it does demonstrate the usefulness of this ExceptionDetector mod.