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cipherpunks

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Everything posted by cipherpunks

  1. As I CBB with micromanagement involved with playing with RT, I'd like to see some of those antennas available for us mere AntennaRange users. TIA.
  2. Hmm. Maybe this one? [ERR 21:47:53.207] PartCompiler: Cannot clone model 'KOSMOS/Parts/Engine/Kosmos_RD-0440/model_RD-191V_Nozzle' as model does not exist - - - Updated - - - Also I'd like to know what the hell ;-) model_N-1G_Engine_Hell.mu is doing inside KOSMOS\Parts\Engine\Kosmos_RD-33NK folder, and what this model is. Noone seems to reference it AFAIS. - - - Updated - - - Turned out it was unwanted interaction from AIES_Aerospace\SmokeFX.cfg which was posted in AIES thread by someone. It has this:@PART [*]:HAS[@MODULE[ModuleEnginesFX],!MODULE[ModuleSurfaceFX]]:Final { MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.5 maxDistance = 50 falloff = 1.7 thrustTransformName = thrustTransform } }and it surely doesn't look good :-D I'll fix it somehow I think so it will work there and here too. Maybe.
  3. so,KillAshley, have You been able to integrate NH+OPM+K+ ? I'd like to see that in action.
  4. What is the propellant that [book] Discovery used? Ammonia?
  5. Looks like there's a couple of problems with last release of KOSMOS URM engines, see here (I believe "upstream" wildcard .cfg may need to be patched, hehe)
  6. Well, You can use DDS4KSPcs to scale its textures down if You want it on a diet, but keep in mind that I had to add this to the ModsExceptions.txt: // KOCMOC URM KOSMOS\Parts\Engine\Kosmos_RD-0146\diff -nn -nr KOSMOS\Parts\Engine\Kosmos_RD-0440\DIFF -nn -nr KOSMOS\Parts\Engine\Kosmos_RD-275K\diff -nn -nr KOSMOS\Parts\Engine\Kosmos_RD-33NK\diff -nn -nr KOSMOS\Parts\Engine\Kosmos_RD-58SS\DIFF -nn -nr KOSMOS\Parts\Engine\Kosmos_RD-170_Family\DIFF -nn -nr KOSMOS\Parts\Engine\Kosmos_RD-0146\Emissive -nr KOSMOS\Parts\Engine\Kosmos_RD-0440\emissive -nr KOSMOS\Parts\Engine\Kosmos_RD-275K\Emissive -nr KOSMOS\Parts\Engine\Kosmos_RD-33NK\Emissive -nr KOSMOS\Parts\Engine\Kosmos_RD-58SS\emissive -nr KOSMOS\Parts\Engine\Kosmos_RD-170_Family\Emissive -nr // KOCMOC URM Normal maps: KOSMOS\Parts\Engine\Kosmos_RD-0146\Nrm_NRM KOSMOS\Parts\Engine\Kosmos_RD-275K\nrm_NRM KOSMOS\Parts\Engine\Kosmos_RD-33NK\nrm_NRM KOSMOS\Parts\Engine\Kosmos_RD-58SS\NRM KOSMOS\Parts\Engine\Kosmos_RD-0440\NRM KOSMOS\Parts\Engine\Kosmos_RD-170_Family\NRMIOW, don't mess with TGA normal maps at all, and do not resize engine textures or they will be all messed up. YMMV. - - - Updated - - - (shrugs)No I don't have, neither I've read all the posts... Yeah, seems like it's here in MP_Nazari\launch_hotrockets.cfg: @PART [*]:HAS[@MODULE[ModuleEnginesFX]:HAS[@PROPELLANT[Oxidizer]]]:AFTER[HotRockets] { @EFFECTS { @powersmoke { MODEL_MULTI_PARTICLE_PERSIST { [snip] transformName = thrustTransform
  7. This might be connected: [ERR 07:18:14.304] [PlanetShine] An exception occured reading CelestialBodyColor node: CelestialBodyColor { name = Moho color = 195,136,84 } The exception was: System.ArgumentNullException: Argument cannot be null. Parameter name: s at System.Double.Parse (System.String s, NumberStyles style, IFormatProvider provider) [0x00000] in <filename unknown>:0 at System.Single.Parse (System.String s) [0x00000] in <filename unknown>:0 at PlanetShine.ConfigManager.LoadBody (.ConfigNode bodySettings) [0x00000] in <filename unknown>:0 ...and repeats for every planet.
  8. After being left running for half a day, with dozens of passes over GameData (I debugged some texture problems, editing ModsExceptions.txt and rerunning) DDS4KSPcs.exe died, complaining about "out of memory" (according to taskmgr, it had ~1.6gb not counting VSS). I suspect it is leaky as a sieve :-) Gets the job done, though. I'd like it to auto-add previous GameData upon start, and to have better (greppable) log and better progress meter (digits at start, size processed/size left in addition to count, resizable log window etc). I also would appreciate if it remembered last conversion parameters...
  9. In addition to my previous post just above, here's another problem: After entering VAB, placing NK-33, deleting it and placing RD-0146, latter starts to show running animation (exhaust plume) right in the VAB. In log I see: [LOG 06:59:56.793] deleting part Kosmos.Angara.RD-33NK [LOG 06:59:56.833] [SmokeScreen ModelMultiParticlePersistFX] OnDestroy [LOG 06:59:58.074] Parsing vector2 [LOG 06:59:58.075] Parsing double [ERR 06:59:58.078] [ModuleSrfFX]: No IThrustProvider module found at index 0! [LOG 06:59:58.141] Updating Untitled Space Craft [LOG 06:59:58.297] Voxelization Time (ms): 155 [LOG 06:59:59.721] deleting part Kosmos.RD-58SS [LOG 06:59:59.754] [SmokeScreen ModelMultiParticlePersistFX] OnDestroy [LOG 07:00:01.049] EE - OnStart [ERR 07:00:01.051] EE - did not find animation [EXC 07:00:01.053] NullReferenceException: Object reference not set to an instance of an object EngineEnhancement.EngineAnimation.OnStart (StartState state) Part.ModulesOnStart () Part+.MoveNext () [LOG 07:00:01.119] Updating Untitled Space Craft [LOG 07:00:01.253] Voxelization Time (ms): 133 [LOG 07:00:26.075] Launcher here(in write): False [LOG 07:00:30.494] [SmokeScreen ModelMultiParticlePersistFX] OnDestroy (some identical lines coalesced by hand)
  10. With latest URMP.dll from https://github.com/MOARdV/UniversalRocketModulePlugin/releases I can run most the engines (except RD-191V), but they complain a whole lot: [LOG 06:21:50.388] [SmokeScreen ModelMultiParticlePersistFX] Cannot find transform thrustTransform [EXC 06:23:26.185] NullReferenceException: Object reference not set to an instance of an object ModuleSurfaceFX.Update () [EXC 06:21:50.426] NullReferenceException: Object reference not set to an instance of an object EngineEnhancement.GimbalHider.HideMyMenu () EngineEnhancement.GimbalHider.OnUpdate () Part.ModulesOnUpdate () Part.Update ()Also, despite "LiquidFuel deprived" state on, say, RD-0146, engine exhaust effect continues to be shown. I do not have other URM parts installed, except of strut which is nicer than stock one. Oh yeah, and gimbals aren't animated at all it seems. :-( And one more thing: for RD-0440 non-combos (NTR or LANTR, both with vernier thrusters) the nozzle won't extend. For NTR/LANTR combo w/o those verniers, it extends fine.
  11. And what was that aerodynamic omni antenna name again please? That white one. Can't find it.
  12. Well, might be that cloud submod messed it, but the thing is - Urlum light was blue while Sarnus was red... I swapped them in .cfg and all went fine - looks good now.
  13. Forgive me if that was reported before, but entriees for Sarnus and Urlum are swapped in OPM_PlanetShine.cfg and need to be swapped back.
  14. Maybe one can use "steering error" or "angle of attack" among MechJeb statistic fields for that?...
  15. Hmm... Both? :-) Revert sounds more useful, but... (shrugs) Yeah, found it the harder way when trying to uninstall EditorCamUtilities - mouse wheel got unbound; good that I had my settings.cfg backuped aside...All in all, thanks for Your work - even a single RecoverAll plugin already economized quite some minutes of my life time that otherwise would be lost to micromanagement... ;-)
  16. This is a config in TweakableEverything, one of many (every one corresponds to a separate Tweakable*.dll)
  17. I second this.I have some more requests: 1) please make FPS viewer text aligned left, not centered. This way it is easier for eyes (digits do not move from side to side). 2) please fix FPS limiter so it is still possible to use Physical Wrap when KSP is minimized. Currently it sets physical time to ~100% when minimized, despite I've set 4x Physical Wrap, and it doesn't matter what target FPS I set... 3) option to disable FPS Limiter completely in game 3) sincerely I much, much prefer more compact UI, say, like in MechJeb. Screen real estate is precious. As for toolbar - QuickGoTo mod is silver standard of how sub-toolbar might look like IME :-)4 Also I'd like to know what exactly "Use VSync" does. I prefer my VSync to occur every 2nd VBlank, and it is set so in KSP options. What about the behaviour of that knob in FPS Limiter, then? And one more thing: when I open KerboKatz toolbar in VAB, and, not closing it, go to launch - it stays at the bottom, it doesn't move to the upper right where the stock toolbar (and KerboKatz button) moves... This is not handy.
  18. Well, AFAIK adding icon icons Icon Iconswill match every path that has those words in it...
  19. As far as I see, if KSP has texture in *.assets (for example sharedassets2/GalaxyTex_*.tex which are 2.8Mb DXT1 files), it loads it to ram despite the fact that I have different GameData\TextureReplacer\Default\GalaxyTex_*.dds set, right?
  20. Now this jumps on me every time when I move from action groups editing to part editing. That is, it un-minimizes itself every time. Drives me mad. Tired of minimizing it again and again and again. Can this behaviour be fixed somehow? Also, its reaction on pressing "shift" is not good when manipulating parts in VAB.
  21. Xenon/MP multimode engines (at least the smaller one) are not looking good in 1.0.2, namely running effect is the same regardless of propellant (mode) used, and it is shown even if propellant is already exhausted. Someone please teach me how to cure this "propellant exhausted but effect is still running" woe, and I'll try to cobble some patch then.
  22. Yeah, but KSP isn't about realism. It's more about entertaining the user with [micro]management etc, right? ;-)If it was, then it'd have [reduced] N-body and procedural almost-everything (except engines)...
  23. Yes, I concur that, while there's no "jettison" in menu, AGX still sees those 2 "jettison" actions just fine.OTOH almost always after jettisoning that fairing, (still folded) solar panels on service module are becoming broken :-\
  24. toadicus, yes I was exactly on that build (just to be sure).Reproduction steps are easy - place the Auriga service module, place that part beneath it, right-click in VAB or launch; result: no "jettison" commands available in menu. Workaround: use AGX - it sees 3 "jettison" actions as it should. KSP.log.xz (I did revert in the end)
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