-
Posts
33 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Ar_Taq
-
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Ar_Taq replied to DasPenguin85's topic in KSP1 Mod Releases
It succeeded extremely well. It is missed from my gamedata folder, and will always have a place there. The fact that I could manipulate the sats once they were in place was wonderful and reminded me that we used to do missions like that with the shuttle and Hubble. @orcmaul thank you for all the wonderful hours I've enjoyed with your mods! -
[1.12.x] ABookCase Orbital Reference System Updated
Ar_Taq replied to linuxgurugamer's topic in KSP1 Mod Releases
Book and I thank you for keeping it going! This mod has always been completely underrated! -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Ar_Taq replied to sumghai's topic in KSP1 Mod Releases
Not using it. It was fixed with a completely fresh install. Not sure what was causing it. If I find anything I'll let you know what it is. Edit: It is not on your end. It is an Animated Decouplers thing. I'm not sure what mod it is conflicting with but I'll be posting it on his feed. I recreated the bug without SDHI SMS or Tweakscale so something else is conflicting. Keep up the good work, sumghai. -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Ar_Taq replied to sumghai's topic in KSP1 Mod Releases
Alright, I've had something come up. When placing the avionics ring or the service module, it constantly plays the ejection animation in the VAB. It is probably something with Animated decouplers, but having the latest release from it hasn't fixed it. Just making you aware for other people giving it a shot. It's very good to see you back Sumghai. -
Sarbian, I'm sure I'm not alone in saying that as a major part of the KSP community, everyone is thankful for all the hard work that you have done. I really don't want to see it end, especially because of some troll that needs to grow up. If you are done, for any reason with this mod, please allow the entire community to offer all of our thanks and gratitude. You've been here in support of so many mods, not just the ones directly affected by MM, and have always been willing to help someone trouble shoot and get back to playing. I hope that we get to continue playing with your mods and you remain active in this community. I am shamed by the actions of those that either have no etiquette or discipline to know when they shouldn't talk. It is my hope that because of continued instances of these things happening, we are able to effect a change to the KSP community discipline system that removes the ability to troll. Sincerely, Ar-Taq
-
[0.25] Dibnah Engineering - Water Splitting (and more to come)
Ar_Taq replied to Deadpan110's topic in KSP1 Mod Releases
Thanks Deadpan110! I appreciate it! -
[0.25] Dibnah Engineering - Water Splitting (and more to come)
Ar_Taq replied to Deadpan110's topic in KSP1 Mod Releases
The balance is just way wrong. 42,000 units of LiquidHydrogen from .04 units of water in less than an hour. Can this be fixed to better balance it? -
http://forum.kerbalspaceprogram.com/threads/96361-0-25-ActiveStruts-Create-Remove-Struts-in-Flight-Editor-v1-0-3-12-10-2014 That is your best bet for .25
-
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Ar_Taq replied to sumghai's topic in KSP1 Mod Releases
What do you mean DanielBR401? You need to completely explain what is going on if you want help. If it isn't showing up in sandbox mode, did you install all the dependencies? If it isn't showing up in career mode, did you unlock the proper node or research the part? -
Dennis6492, I admire your tenacity. Sorry that everyone was concerned about what was being posted, but it was out of concern for their systems. If you are releasing something like this, it's best that you let people know nearly exactly what it does. There have been many issues related to mods that share any information or change anything on your computer. It isn't an attack on you or the command line extension starter. There is obviously a need for something that optimizes KSP for better memory usage and I hope you are able to find it. But if you truly find something, before releasing it on the forums, go straight to SQUAD.
-
Anyone want to post the link to the big OpenGL discussion?
-
It makes KSP start using opengl. If you haven't already tried this fix, it's up to you. It will not work well for all graphics cards and it will change how everything looks and may lower your frame rate.
-
After starting with a fresh install, I eliminated the USI mods as the issue. It is either with AVC or CIT Utilities. I say this because they are working fine, and showing that they are the latest version, but are not recognized as the latest by AVC. So, download CIT utilities from it's AVC link, install it, and if AVC still says it's out of date, take it up with marce in his thread http://forum.kerbalspaceprogram.com/threads/95865-Caelum-Ire-Technologies-%28CIT%29-General-Thread?highlight=CIT+Utilities
-
Alright, I generally don't like posting stuff until I have more solid answers, but this is what I've come up with in trying to make Win 64-bit KSP work like it did in the .23.5 64-bit hack: 1. There is a problem with Unity and KSP. It is not necessarily Unity or KSP. Between the .23.5 update and .24 update, they recompiled KSP to the Unity 4.5.2 Engine. That was not one of the "accepted" engines for the Win 64-bit hack. I know my system only accepted the 64-bit hack with Unity 4.3.3 or 4.5.3 (that was the newest at the time). Unity 4.5.2 worked fine for Linux, while Unity 4.3.3 and 4.5.3 did not, if my memory serves me at all (I am getting old). 2. When SQUAD recompiled and made 64-bit an option, they made it so we couldn't hack it like we had before. This isn't a problem for them, per se. SQUAD wants to focus on their plan of action, which they should do, to complete the game. They added it in, begrudgingly, because the community hack was so successful at the time. They didn't do widespread testing for Unity compatibility, and they shouldn't have as it wasn't in their plan to do from the start. 3. While I am sure the community can come up with some answers given enough time, I think our energy would be better served elsewhere as it would take a recompiling of KSP to an updated Unity engine. I'm sure this already planned by SQUAD, once Unity 5 is released AND all the early major and minor bugs are sorted and squashed. 4. Find a way to repeat the 64-bit hack, you can probably fix the Win 64-bit problems. It goes too deep into the Unity coding for me to do and I'd rather just play the game. So, I'm in support of trying to help SQUAD out. But do so carefully. If you get in there and play around with the coding like that, you could find yourself in breach of your EULA that you accept with the installation of the game that no one seems to read. The 64-bit hack was in violation of this, and it could be argued that it violated copyright law. I'm not going to getting into the semantics of that, as SQUAD hasn't displayed any intent on acting against it's community for violations, though that could change if it was used for profit (a gain of any kind, not just monetary) or as a sleight (the opposite of a profit) against them. Have fun, play the game, don't think that SQUAD owes you anything, and if that having fun is finding bugs and squashing them, make sure you share your results with SQUAD first.
-
One of my favorite part packs for all it's incredibly useful parts. Is work going to be continued? It would be a shame to lose such a great pack.
-
What would you want in the next update (0.90)?
Ar_Taq replied to EvilotionCR2's topic in KSP1 Discussion
Updated game engine to Unity 4.5.4 so that there would be better integration for x64, making it more stable. Better x64 support -
Will x64 get updated with .25?
Ar_Taq replied to kc8hnz's topic in KSP1 Suggestions & Development Discussion
Windows 7, 8, 8.1 or Linux? There are times I can't go into any of the buildings, and there are times that I can go for hours without a problem. And it doesn't matter if it is modded or not. Alshain was right that the non official x64 .23.5 version worked like a dream most Windows users. I don't remember it working well for Linux users though. So what changed between .23.5 and the official release? SQUAD's integration of x64. So now the Linux users are confused why the Windows users won't stop complaining and we Windows users are confused as to how it was working and now it is not. I want x64 back after playing it in .23.5 because it ran smoother, faster, and removing the Active Texture Management made it even better. So, I'm sure SQUAD has placed x64 on the back burner, as even during the live streams today, they avoided any talk about x64. No matter how many people asked. Edit: I went back and looked at the KSP .23.5 x64 DIY thread and came to the conclusion that SQUAD did not update the Unity Engine that KSP was running on. To be precise, it currently uses 4.5.2.157915 and when we were all running that it was at least 4.5.3 or many people went with 4.3.3. I am going to try the same fix of sorts and see if that takes care of the problem. Not sure why with .25 probably just a day or two away, but if the problem persists, I want to have another step taken care of that may have an actual answer instead of no one having any. -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
Ar_Taq replied to RoverDude's topic in KSP1 Mod Releases
Or FAR. It works fine with NEAR and RealChutes. -
[0.24] StillBetterThanSpyware - A mod to disable ModStatistics
Ar_Taq replied to ragzilla's topic in KSP1 Mod Releases
You know, I get what you are trying to say, but it is just like the CurseForge situation that is going on. There are no winners in it so it's not worth it. If you want to opt out of ModStatistics, there is a one time thing that you type in and it's done. Also, you are agreeing to everything packaged in a mod at the time of download. And since you are doing so at the time of download, what you do with it on you computer is your business. So, in you making a mod to trash that one, right on. Took the harder approach. Bravo! I don't like the idea of someone having any statistic from my computer, that I don't personally give them. That said, I know the mods that are being pumped out will not get better without statistics of how the average player uses that authors mod. Valuable information to the modder. Whether you allow them that information or not is up to you. Writing a program to combat it, overkill.