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Everything posted by albany_
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Sure thing! Astronomer's Visual Pack | Latest, installed via GitHub instructions Astronomer's Visual Pack (v3.74) | download Astronomer's Visual Pack 4K Textures (v1.7) | download Environmental Visual Enhancements (v1.4.2-2) | download Scatterer (v0.053) | download ModuleManager (v4.0.2) | download TextureReplacer (v3.7) | download DistantObjectEnhancement (v1.9.1.1) | download* Chatterer (v0.9.96) | download* Loading Screen Manager (v1.2.5.3) | download* PlanetShine (v2.6.1) | download* TextureReplacer (v3.7) | download KS3P (v5.0) | download* Kopernicus (v1.6.1-2) | download KopernicusExpansion (v0.2.0) | download* MechJeb2 (v2.8.3) | download MechJeb For All (v???) | download (just a config file, I can't find where I originally downloaded it from) SCANsat (v18.10) | download Ven's Stock Revamp (latest 1.6 branch) | download TweakScale (latest orthodox branch) | download AutomatedScienceSampler (v1.3.5) | download* [x] Science Continued (v5.20) | download *Add-on was not explicitly compiled for/released as compatible with 1.6.1, but community reports have suggested compatibility. --- Also, here's a filelist with paths of everything in my KSP GameData folder, in case that might come in handy.
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If it would be helpful, I can make a list of the addons I'm using, or send you links to where I pulled them from, or even just zip up the whole folder (minus Squad) and shoot it your way. Just let me know.
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Incredible response. I'm impressed you were able to deduce so much from just a log, though I suppose that's the objective of logging. A quick scan through my installed mods doesn't throw up any immediate red flags for conflicts -- most of them are visual/aesthetic. The outliers that could maybe be mucking things up... maybe SCANsat? I don't know, I worry more that this is a problem particular to my setup, given that a) the mods I use aren't particularly obscure or large in scale and b) I couldn't find many people posting with a similar problem. The other weird thing is that I've played KSP off and on for ages and have included pretty much the same mods every time I update and start messing around again and this is the first time I've run into any problems with TweakScale. But hey, what do I know? I really appreciate your willingness to help me sort out this issue -- I know it's partly because there could be a bug somewhere, but still. Thanks for the heads up -- looks like it's being maintained again. Took a shot at seeing if it suddenly fixed the issue -- no luck, but that's probably expected.
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Thanks for pointing me towards the orthodox branch. I dropped in the GameData folder from that branch and I'm still seeing this issue: Worth noting that the "Scale - Default" option can't be changed and the Scale doesn't match stack defaults, nor does it increase TWR, mass, or cost. Full KSP.log here -- woulda used pastebin, but it was too long. I should say, try not to take too much stock into what I described the problem's source as initially -- I don't know if that's actually the problem here, it's just what I thought was the problem based on reading posts in this thread from the last month or so. Entirely new parts don't appear to have this problem. It doesn't seem like parts that aren't set to stack scale have this issue either, but I haven't looked closely enough to say for certain. Let me know if there's anything else I can provide.
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Hey @Lisias -- sorry if I missed this somewhere, there's been a lot of posts with stuff I haven't fully followed -- but the mod patch issue you mentioned above, was that resolved? I'm still running into it with some of Ven's Stock Revamp parts and was hoping to find some direction on how to resolve it on my end. To be clear, the issue I'm referring to is configs that add TweakScale modules to Squad parts that are modified/hijacked by other mods aren't working correctly in-game and reporting a null reference error. Thanks! :)
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
albany_ replied to Ven's topic in KSP1 Mod Development
I don't mind the current functionality, since you can choose whether or not to have the thrust plate based on which attach node you use, I'm just not sure why they sometimes go missing. Just an annoying bug. Thinking about it, I think the thrust plates work in the same way engine shroud fairings do. I wonder if the fact that there are technically two fairings for these parts, one for the engine shroud and one for the thrust plate, is the root of this issue. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
albany_ replied to Ven's topic in KSP1 Mod Development
Not the Poodle, but I've got this on reload with the Nerv's 2.5m plate: I had it happen on two crafts that were identically built, but I haven't figured out what's causing it -- it doesn't seem to happen 100% of the time. -
Hey all, I've recently had some free time, allowing for me to revisit KSP (and this mod), but it appears that Merill's PartUpgrade plugin is no longer functional on the latest version of KSP. I see that @Alshain managed to get this up and running again on 1.1.2, but he probably doesn't have the interest/bandwidth in recompiling for 1.2.2. Still, I had some functional prototypes that I liked that depended on PartUpgrade, so maybe I'll look into figuring out how to recompile it myself.
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Sorry, I should have been more clear. My understanding was that if an object in orbit suddenly gains/loses mass, the pull of gravity on that object increases/decreases, disrupting the object's orbit. My assumption was that you added the "persistent" flag to counteract this effect, but if I understand what you're saying, the game itself compensates for the change in mass and maintains its previous orbital trajectory.
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That's actually what I initially had in mind when I started looking for a solution to what I wanted to make with TBPSASU (I wish I had a catchier name). Quick question, not sure if you've tested this or not: if you reduce a part's mass through tech, does it affect the orbits of existing craft with that part? Or does it all sort of compensate? I know you have already built a solution to this with the persistence flag but I was just curious if that was why.
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v1.1.0 is available now on KerbalStuff. No big changes here, just updating to latest PartUpgrade .dll. I also created a new floppy disc model that's a little closer to KSP style and is much smaller in terms of filesize -- being new to creating things online, the whole "borrowing a model from blender exchange" made me uneasy, even with licensed permission. The new model's included in v1.1.0 -- let me know what you think.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
albany_ replied to Ven's topic in KSP1 Mod Development
I'm using the last official release and running into a problem with the S1 SRBs (the really long big ones) where my controls are all backwards; A looks right, D looks left, S looks down, W looks up (the latter two are inverted normally). Does anyone know if this is a revamp bug, or stock, or another mod? I searched online and couldn't find anyone with the same problem. -
You mean having these features even if you have an underleveled pilot (or no pilot at all) in a manned command module? In theory it's probably possible, but I'm not sure exactly how it would work if you had a lvl 1 pilot in a fully upgraded Mk1 Command Pod. Would it use the pilot's SASServiceLevel, or the built-in SASServiceLevel? I'd have to play around with it. I'm not sure it fits within the scope of this mod though, so it'd probably be separate and optional. I'm not sure what you mean. Can you elaborate?
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Wow, you really knocked that out quick! As far as additional module ideas... I mean, texture/model changes w/ upgrades would be neat. It'd have to be persistent, since you really don't want parts changing dimensions mid-flight, but I'm imagining a neat use case where you get a part that changes visually as you upgrade it -- gets extra little doodads, changes colors, etc. It's not something I'd have an immediate use for but I bet there are a lot of mod developers who could get a lot of mileage out of that function. EDIT: Also, I released the SAS module mod today. Thanks for the help.
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Not at the moment. The mass, crashTolerance, maxTemperature values in the ProbeTech BIOS tech tree parts are only there because I couldn't get KSP to load the parts without them. If anyone knows of a way to hide those stats, I'd be interested to hear about it. That said, the PartUpgrade plugin does support a bunch of different part changes, including mass. I didn't see the point in using them though, since it's just software we're talking about.
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This small mod uses ModuleManager and Merill's super-nifty PartUpgrade plugin to automatically upgrade the SASServiceLevel modules on unmanned probes as you get deeper into the tech tree, allowing all probes to utilize advanced SAS attitude modes over time. Current unlock scheme roughly matches the rate at which parts with these features are unlocked: SAS module added to all unmanned probes with Electrics. Prograde/Retrograde attitudes added with Precision Engineering. Radial/Normal attitudes added with Unmanned Tech. Target/Manuever attitudes added with Advanced Unmanned Tech. Requires ModuleManager and PartUpgrade to function, both of which are bundled in this mod with permission. Download and extract to GameData folder. This mod uses ModuleManager configs to apply these changes to all parts that a) have the ability to control a craft have a max crew capacity of 0 (i.e., kerbalnauts can't board the part) To that end, this should be compatible with any mods that add parts, assuming they meet the above criteria. If you discover that other mod parts that should meet this criteria do not work as you'd expect with this mod installed, let me know and I'll investigate. Download from KerbalStuff here. 08-12-2015, v.1.1.0: Updated PartUpgrade .dll to latest. Added new & improved floppy disc model. 08-03-2015, v.1.0.0: Initial release. Credits: .cfg files and floppy disc model by albany_ -- CC-SA 4.0 sarbian/ialdabaoth's ModuleManager -- CC-SA 4.0 Merill's PartUpgrade -- GPLv3
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Cool. Thanks for the quick reply.
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Hey Evil -- potentially dumb question, but how would you want mod authors to handle your plugin's distribution? Is bundling it with the add-on itself (like Module Manager) the way to go, or should they direct users to this thread for the plugin? Thanks in advance.
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No sweat, thanks for the response. I've already made a neat little modlet that adds SASServiceLevel ranks to unmanned probes as you progress up the tech tree (so you can aim at nodes, prograde/retrograde, normal/anti-normal, etc). I haven't decided if I'll make it available for others but if I do I'll wait until you think it's ready. This is a great idea, I'm glad someone's​ making it.
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Hey Kommitz -- any plans to pick these parts back up? I really prefer the denser, stronger look of the octagonal trusses versus the hexagonal ones. The parts themselves seem to function but the attachment points don't appear to be playing nice -- i.e., when I try to connect a straight piece to bottom node of a 6-way hub it doesn't connect unless I attach it to the bottom of the top node, clipping through the hub part. There were some other oddities I noticed too, like straight parts only wanting to connect to other nodes on one side and not the other. EDIT: I found the problem, was just some attach node rotations not matching their direction.