TronX33
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Everything posted by TronX33
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
TronX33 replied to K.Yeon's topic in KSP1 Mod Releases
Got you. Thanks! -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
TronX33 replied to K.Yeon's topic in KSP1 Mod Releases
Not sure if this goes here or in the reconfig thread, but ona a clean 1.6.1 install, KSP is stuck loading the SAGE engine. I can provide logs if needed. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
TronX33 replied to IgorZ's topic in KSP1 Mod Releases
Gotcha. Guess I'll go try and make my own ModuleManager patch then. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
TronX33 replied to IgorZ's topic in KSP1 Mod Releases
Is there any way for a Kerbal to "carry" a part like the SC-62 container? I've found that I need to slowly inch whatever part i need to move by attaching and detaching it along my ship's hull. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
TronX33 replied to Nertea's topic in KSP1 Mod Releases
@Nertea I saw on Reddit that a while ago you started working on a redo of the stock 3.75m parts. It doesn't look like it was ever released, but would you be willing to bring the drone core, battery, and docking port to this mod? The 3.75m parts are beautiful, but I always need to adapt down to 2.5 when connecting two modules. Even if you had only gotten around to modeling and texturing them I would be totally fine with making the part config by myself. -
Thanks for the reply! Thanks for your patience, I guess I just may have misremembered which cockpits had some demo IVAs, it's been a while since I last played. Also didn't realize that the new pod was actually new (1-3 vs 1-2). I'll definitely look around for some dedicated IVA mods. I also want to thank you for maintenance this mod, which has basically been mandatory for me through my years of off-and-on play of KSP.
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Oh boy I got more issues. RPM doesn't seem to add any MFDs into some of the stock cockpits. I thought it might have been because for time period-realism purposes, but the basic MK1 pod has MFDs, but the new Mk 1-2 does not. The MK1 Inline also has no MFDs, as well as the MK2 Inline. I've cleaned out my GameData of everything except stock parts, then reinstalled RPM from scratch. I've enabled Debuglogging in the RPM config. I've put the KSP.log and output_log into a zip folder because pastebin said it was too big. Here is an imgur album of screenshots: https://imgur.com/a/Ur2VoyC and a link to both log files: https://mega.nz/#F!72ZzECyJ
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Ok so yeah, I thought something was off. I tried duplicating everything but RPM still worked fine. I can't reproduce the flipped text anymore, even though all I did to fix it was to clean up the JSI folder. Here's my sequence of events: 1) Installed RPM + RPM compatible mods. 2) Found that some text elements were flipped. 3) Tries reinstalling RPM from the original .zip that I downloaded, so no new versions from GitHub were downloaded if any were released. This probably caused the duplicated now that I think back. 4) Still broken. 5) Remove everything except JSI, Squad, and ModuleManager from GameData folder. 6) Still broken. 7) At this point I've given up on fixing this myself and prepare to ask for help. I go into the JSi folder to get to the RPM config and turn on the more detailed error logging. I see the duplicates. 8) I remove the duplicates. 8) Launch KSP to get screenshots and to generate a new output_log and ksp.log 9) RPM works fine. I am just completely confused right now.
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Hi! Just popping in to report an issue and the quick fix I did. So reading back in this topic I see people mentioning that certain text on the MFDs are flipped. This recently happened to me, but don't worry, the issue was just user error. I had accidentally installed RPM twice so basically every file had a (2) version. I have no idea why this would cause flipping, but after I cleaned out all the duplicate files RPM worked normally again. What interests ,e is that the previous replies here seemed to indicate that the issue was caused by some anti-aliasing/DirectX issues, so being able cause this just by having duplicated files is very strange. I don't know if this was just a fluke on my end though, I'll try to recreate this on purpose and will report back later.
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DISCLAIMER: I AM NOT STRATZENBLITZ75 AND IN NO WAY TAKE CREDIT FOR HIS WORK With the disclaimer out of the way, I just want to say that his videos are absolutely amazing, and in my opinion represents the essence of KSP: Engineering and ingenuity with that touch or Kerbal wackiness. Now, due to complete insanity of his creations, I can only assume that hours upon hours of designing and carrying out the mission are required, on top of editing the videos, so he isn't pumping out 3 or more videos a week, but what he does have is absolutely amazing, and I think we should definitely show him some more support. Just some examples of his videos are:
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Interesting. When I installed SVE my frames dropped quite a bit. I'll edit my post to reflect your insights however. Thanks for the correction.
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Ah damn. Looks like I'm going to have to do the transfer window dance for my space freighter. Oh well I can make smaller ships I guess. Great mod regardless.
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So because I see 2 warp drive parts in the example image, and that it utilizes Roverdude's warp drive mod, does it function in such a way that multiple warp bubbles can be created? And as long as a part is in one of the two bubbles, would it not explode?
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TronX33 replied to RoverDude's topic in KSP1 Mod Releases
I haven't had much time to poke around this, so maybe it's just me being dumb, but where can I find that command module from the second picture in the title card? The only pod that I see is the really flat one. Is it built into a Tundra part, or is it from a separate mod? -
[1.3]Coyote Space Industries - Cargo Freighter v0.2.4
TronX33 replied to dboi88's topic in KSP1 Mod Releases
Just a question. When I activate the engines with fully loaded kontainers, the ship starts uncontrollably yawing. in the SPH the center of mass and thrust checked out, so I'm really confused. -
[1.3.0] Stork Delivery System [SDS] version 0.2.6 [30.05.2017]
TronX33 replied to riocrokite's topic in KSP1 Mod Releases
Awesome, I finally found another mod that makes it easy to deliver MKS parts -
In my opinion, the basic must-have visual mods are Scatterer, Environmental Visual Enhancements, Kopernicus, and Stock Visual Terrain. Scatterer for some beautiful atmospheric scattering, and much better looking ocean, EVE for clouds, city lights, etc. Now Kopernicus is more of a dependency for some these visual mods, but it makes it possible for modders to add things like rings to Jools. Stock Visual Terrain improves the terrain textures for the game and make it look better. Now, if your PC isn't a potato like mine, Stock Visual Enhancements are configs for EVE and Scatterer (I think Kopernicus?) that add even higher quality clouds, atmospheres, atmosphere designs (like a really thick cloudy more pinkish Eve) but is pretty demanding. A slightly not as demanding config would probably be Astronomer's visual pack or the Kerbal Renaissance pack. Edit 7/31/17: I have been informed by the current developer of Astronomer's Visual Pack @themaster401 thatAstronomer's pack and KSPRC are more demanding than Stock Visual Enhancements, so it might jsut be an issue on my end. As such, what I said before is wrong. I don't want to be spreading false information.
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Unfortunately, no. If you look, when the service bays combine, the trucks moving around on the ground jerk to a different position.
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KSP Interstellar Extended Continued Development Thread
TronX33 replied to FreeThinker's topic in KSP1 Mod Development
Hey, although this mod looks really cool, my GameData Folder is already extremely bloated, so I would just like to know, which parts do I need to get the warp drive functional? -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
TronX33 replied to RoverDude's topic in KSP1 Mod Releases
What would happen if you put more than one warp drive on a ship? So say I have a huge long skinny ship that won't fit in the warp bubble of one drive, if I spaced our two, would it work? Or would parts still explode? -
Hi, from the video this already looks amazing, and I am definitely downloading one of the two packs. The problem is, I have no idea what the difference between the two packs is. The video seemed to be showcasing the Interstellar pack, so what would be the difference between that and the Edge of Oblivion pack?
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It seems that the CBM is extremely finicky to dock. The Magnetic force seems nonexistent. I still haven't been able to successfully dock two modules using the docking ports in a real setting yet. So I decided to conduct some tests I first assembled a craft using the stock docking docks, two probe cores, some RCS tanks, RCS ports, placed two connected docking ports between the probe cores, and supported the probe core without RCS tanks with two launch clamps. I did the same with teh CBM docking ports, and the AAM ports. I then flipped each of these and tried to dock fighting against the hacked tiny .01 gravity. I tested it on the launchpad, and used the hacked gravity and dropped straight down onto the other port and it did dock. Now I'm messing around changing some stats seeing if it makes it work a bit better. To make the disparity more apparent, I flipped my craft, so i would have to thrust upwards. The KSP cheat menu only allows gravity to be set at .01, but even so there should be in theory an increase in velocity as we approach the port. This was the case for the stock clamp-o-tron, but not for the CBMs or the AAMs. Though I was able to dock with the CBMS, these where under ideal conditions. Secondly, there was no noticeable change in velocity, not even a .1 m/s increase, in contrast with the stock docking ports. I was unable to dock the smaller AAM ports even simply traveling straight up. Going straight down worked however. I then started fiddling with the config files. Now, I'm going to sya right now, I'm not a modder and I have no idea how these things work, and I'm confused as to why teh stock docking port and the AAM ports have no acquiretorque lines, yet the stock ports have a noticeable magnetic force, and the AAM ones do not, as well as why the CBM with these lines seem to not work. So I copied over the acquire torque and acquire force liens to the AAM ports, and set it to 1 instead of 0.5 for both. Retesting these, the magnetic force was enough to slightly overcome the hacked .01 gravity, much like the stock docking ports. If anyone would like to take a look at this, I'll upload my craft file and modified configs For the craft file, the ports on it are the CBM ports, simply detach the RCS probe and replace the docking ports with either the AAM or stock clamp o tron ports, and flip the orientation to test that way. I also took the liberty of changing the category on the docking ports to coupling from utility. Dropbox folder containing the files: https://www.dropbox.com/sh/sjhmyaqpx7o2tmm/AACgo5yLW6_-pGKEn5BaN8Wwa?dl=0 It would eb great if someone who knew what they were doing took a look at this. I might go and learn how to use ModuleManager to make a patch for this if its not just me experiencing this issue.
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So, did it work? Most 1.2.2 mods still work, so here's hoping this wonderful pod still works.