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KSP2 Release Notes
Everything posted by Tellion
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That could be my bad, lemme check In the meantime: Did you follow the install instructions for installing 64K and OPM alongside each other? Edit: Checked on a clean install, everything worked as expected. Do note that if you used the configs I wrote, the contents of the BoulderCo folder are for AVP: Interstellar and will most likely not work with anything else. Also, 64K comes with clouds configs for AVP: Oblivion, so you will want to leave out those while installing.
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KSP Interstellar Extended Continued Development Thread
Tellion replied to FreeThinker's topic in KSP1 Mod Development
+1 on regolith, documentation found here (hopefully up to date) -
+1 on that, exactly the same issue ._. Will do more testing... Edit: Tested with various vessels; basically subassemblies failed to work in every case whereas attaching in the normal way would work. (To be fair, both tested subassemblies were fairly complex, so the bug might lie somehwere in a part combination or some design that triggers it, it his however very very late here so that will have to rest for now.) Player.log, this one might be a little cluttered, but the sections from the tests should be near the bottom. OS is Linux Ubuntu, KSP is 64bit. And some screens that show it very well, and might help finding possible oversights in construction...
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[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
Tellion replied to Porkjet's topic in KSP1 Mod Releases
But it is not a cluster of LV-Ns. Read the pages of the two on project rho, it is very informative -
Well, if the stock planets did not have absolutely ridiculous densities, they would fail to retain atmospheres anyways, so expecting accuracy in that regard from a mod that is aimed at a stock experience is somewhat out of place. That aside, you can make a perfect case for a higher atmosphere on a body with a lower surface gravity just as well.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Tellion replied to Ven's topic in KSP1 Mod Development
Oh my! I have exactly the same issue and only found one other post about it in the mod support forum which was never resolved. I run linux 64bit and so many mods that really hate those debugging sessions by now - I cannot thank you enough for posting this here! Edit: Curiously enough, removing DockingPorts.cfg does not remove all of the error messages (tested with preexisting craft), it does however make them less frequent - and they do not crash my game anymore, which is great. -
Sigh, same issue and no clue where the culprit lies (it isnt tweakscale). Also with a veritable ton of mods, so I dread the prospect of doing the "remove one at a time" just once more... This constant need for debugging is really getting out of hand ._. It tends to hit in the editor, with either logspam or outright crashes on *some* crafts - I have not yet been able to nail it down to anything, since simpler crafts generally do not show the issue. Sometimes I can even trigger it by flipping a craft, nothing more. Any hints to what could possibly cause this greatly appreciated! Edit: Well, I cannot believe my luck - I just stumbled over this.
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I just noticed that some maps still seem to be flipped in the high res pack, or at least they do not have the same alignment in every case, whereas they do in the main download. On another note, I merged the latest changes from 64K into the compatibility configs and got around to fixing the reentry issue that users of both DRE and FAR would encounter - aerobraking should actually be survivable now, yay \o/. Big thanks to Borisbee for figuring out the value to change. As always, things should stay intact but might break nonetheless, so back up at least your save folder before installing this stuff, as I really do not have half as much of a clue as I would like Download
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I would love this as well. By far my favorite strategies fixing mod!
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That is most likely a memory issue (are you running mods besides KSPRC?), but in any case, these are the steps you can take to try to resolve it. If you post your log here, someone will be able to give you a definitive answer.
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Ah, well that is a good solution. I do not have KSPI installed though, so modifying/overwriting CRP is a must nonetheless in my case. Not that it is all that important of an issue anyways, I believe we have sufficiently illuminated that to not clutter this thread with it any further. As to github, well it really is very simple and does not require any programming knowledge whatsoever, but it is your choice
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That is great to hear, but I think CRP would still override RealFuels. Having KSPI configs makes sure that KSPI does not mess with RF when it is installed; however CRP comes with its own LqdMethane definition that apparently has the last word over RF. I do not think there are many more cases like that in CRP, so adding a :NEEDS[!RealFuels] for the conflicts should resolve that. I will take a closer look at that tomorrow and send Roverdude a pull request if I can make sure it does not mess with his mods - else we will have to resort to some custom solution. Oh, and regarding pull requests, just play around with github, make an account and read up on a few tutorials - i figured it out very quickly that way.
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Cpt. Robau will be able to give better advice on the opm textures and what you could save there, but you might have to cut the visual packs... So what about opengl? The last time I tried to get my main install running on windows 32bit, it really would not go anywhere near load completion with anything but opengl, its one of the few things capable of making 32bit bearable... But tbh, if you like mods (piles and piles of mods), linux is really the best way to go in the end.
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64bit KSP for windows is an unstable mess and will (fortunately!) be discontinued even by Squad; linux on the other hand works like a charm. If nothing shows up for you on win 64bit, its either the builds inherent instability, or some dependency plugin that has been deactivated for it on purpose. Edit: Ninja'd
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Heya, I noticed that filling the same tank once with LOX and once with lqdMethane results in the latter having a much higher weight than the former; to my understanding this should be reversed... I also checked the ResourcesFuel.cfg file -there both fuels have the correct definitions, so what is causing this? Doing a search in this thread reveals one other person having asked the same thing some time ago, but I couldn't spot any definitive answers to his question, so I figured I would bring it up again. EDIT: Woops, my bad, the issue was CRP (yes, yes, having that installed with RF is questionable) adding KSPI's lqd methane definition on top of the one from RealFuels.
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Welcome to the forums! That is actually much more than I expected, but you are right, it is still not all that relevant, and not relevant at all as soon as you leave the atmosphere (arguably the ground).