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Everything posted by Akira_R
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[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Akira_R replied to Angelo Kerman's topic in KSP1 Mod Releases
You would need some way of detecting if the CTT was installed or not. For the most part it leaves the stock tech tree alone but creates branches off of some stock nodes that flesh out things like habitation, recycling, manufacturing, nuclear power etc. Like I said I was just going to put things into the node that the equivalent MKS/OKS part would be found, for instance the PDU is moved to Nuclear Power, most of the OKS life support stuff is put into Short Term Habitation, and the MKS stuff in Long Term Habitation (not sure how this would be handled with your set up though lol), things like the Fuel Refinery in Advanced Off World Mining, the Machinery Plant and Fabricator in Orbital Assembly etc. If you want to try adding support for the CTT that would be super cool, however as it doesn't seem like a lot of people are requesting support for it I can manage just editing my install to move stuff around. Here is a link to the CTT thread, it has a link to a page that shows all the nodes and how they are laid out. In the Kolonization folder of the MKS download is a MM file simply called CTT.cfg that changes the tech required for all the parts, for reference as to how MKS distributes it's stuff. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Akira_R replied to Angelo Kerman's topic in KSP1 Mod Releases
Is module manager capable of targeting the templates? I ask because I am using the CTT and would like to move the tech required for the various modules to the same nodes that the equivalent MKS modules would be unlocked in, and if I can do it by MM then I figured I would provide it so that others can use it if they wish. If not then I'll just change the template configs by hand and use it for personal use. My guess would be no, mostly because if it was I would think someone would have done this by now lol, also because the templates aren't given distinct names, they are given titles but I don't know how exactly the MKSTEMPLATE is actually handle in the loading process and if it is even something the MM is capable of targeting. -
Cool good to know regarding ASRock, yeah I think I have decided to go with the i5 4690k, depending on where I buy it from it is only US$30 more than the 4590 I was looking at, and it will allow me to overclock it at some point, and if I am doing that I might as well get a mobo that can do it. The MSI boards look pretty good, especially for their price point, can I ask why you prefer MSI? Any input on ASUS or Gigabyte? Edit: The reason I'm not to worried about noise is because I live right next to the freeway and the train tracks, the noise is pretty constant and hasn't had any impact on my ability to sleep yet lol, but that being said I am still going to look for quieter running stuff. Good to know about that M.2 slot I didn't know what that was about, I do want to run a SSD at some point if not right away so I can get good load times. I don't have a case yet, since I am starting from scratch I figured I would pick a mobo with specs I like and then get a case that will fit it lol. which leads me to how exactly do I determine what will fit what? I've kind of decided to go for a ATX full tower. Again any ones opinions regarding manufacturers to consider or stay away from when it comes to mobos or cases is greatly appreciated.
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With the reading I have done over the last hour or so I am definitely thinking of going with nvidia, mostly due to what I have read about getting drivers for linux builds lol, any advice as far as mobo selection?
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Hey all so I am in the planning phases of my first PC build, I am sick of playing ksp with ultra low textures and low resolutions and what not, plus there are so many other games I would like to play that my little i3 powered laptop just can't run, I am hoping I can get some advice regarding component selection. This computers main use is going to be gaming, that is going to be the main load on it, however I do at some point want to get multiple monitors hooked up to it, I do a little programming, a lot of cfg file editing, and some 3d modeling, and being able to have multiple displays makes life so much easier. Budget is limited but flexible: I am limited to spending a max of $200-$300 at a time but i plan on purchasing components over a broad period of time, bang for your buck is essential but I am more than willing to spend a little more money if it means a good increase in performance/reliability/future proofing. As far as peripherals and an OS I'll cross those bridges when I reach them lol. I am in the southwestern US, no Microcenters near me, but I am a few hours drive away from Fry's Electronics, it has been awhile since I last checked their prices so I don't know how competitive they are, I was looking at using PcPartPicker for finding good online prices. As far as specific requests go I really don't care about size or noise, I'll be using headphones or blasting music when I play so loud wiring fans and HDDs aren't an issue. however the computer will most likely end up in the same room i sleep in, and while noise isn't an issue in this regard, lots of glowing lights are an issue. As much as I love them, if they can be turned off while the computer is still running that is preferred. I do want to run SLI at some point so there is that to consider when it comes to a mobo. As far as overclocking goes it sure sounds interesting and I have spent hours reading up about it but I don't think it is going to be something I will be getting into right away. Maybe at some point down the road when i really have a better grasp on all this stuff. As far as I understand this is dependent on both the chip and mobo, you would need an unlocked cpu and then a mobo with the right chipset to overclock correct? Are mobos using these kinds of chipsets significantly more expensive than ones not using them? As far as parts that I have already looked at go: CPU: i5 4xx0 haven't really decided on which chip but am pretty set on this platform, I think that also limits me to the LGA1150 socket. and that is pretty much it lol Now my questions. When considering a chip what should one really look at when making a decision? When looking for a motherboard aside from the basics like correct socket for the CPU, good slot layout, and the type and amount of ram it will take, what else should be considered? Aside from some being capable of overclocking what is the difference between different chipsets? Should certain chipsets be avoided, or others that are recommended? What about manufacturers, is there any companies that one should steer clear of when it comes to mobos, RAM, PSU? What are the important specs one should look at when considering a graphics card, I tend to lean toward Nvidia but I honestly don't know where the bias came from lol. I think that is it for now, thanks in advance for any help offered!
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HotRockets! Particle FX Replacement + Tutorial
Akira_R replied to Nazari1382's topic in KSP1 Mod Development
Yes I was planning on doing it, Ven asked me to, however due to me getting swamped with work and stuff I haven't gotten around to it, Sage did though, and he has done an absolutely incredible job with it. However you do have to download Realism Overhaul and get Real Plume from that download, it comes with a bunch of new particle effects that look absolutely amazing and he is using them for his set up. This is what I am trying to get all of the HR configs to look like but it is a lot of work, and I need to get permission from the RO guys if I want to include their particle effects in the download. Regarding your second post about launch smoke, honestly I'm unsure of how I am going to want to handle this going forward. Mostly because I don't use it, and I know there are some people that don't want it, so being able to easily disable it is a must, so having a separate config for it would be ideal, either one like what we have now but tweaked a bit so it is more specific in what engines it targets, or just strait up adding it only to specific engines. This is exactly the direction that I am trying to take HR, your low to mid atmo stuff looks fantastic, I feel you need to keep the emission up a little longer in the upper atmo though, but that is my personal preference. One: not that I am aware of, sorry. Two: not right now unfortunately, I am currently working on a complete overhaul of HR and once I finish it I will be starting a new thread up, but don't hold your breath, it is going to take a while before I am ready for release. Yeah it is being worked on, see above For making the unity particle effects themselves the OP is a great tutorial, for the configs look at the SmokeScreen thread, that's about the best tutorial there is on the subject at the moment. Make sure you understand MM pretty well and general config file set up and between that and looking at our configs it shouldn't be too hard to figure out. You can always post questions in here and someone should be able to answer them. -
CPU Performance Database
Akira_R replied to DMagic's topic in KSP1 Suggestions & Development Discussion
So I know next to nothing about computer hardware, well I have some understanding of terminology and how everything goes together, you know the chip has to match the socket on the mobo, the slots on the mobo determine the kind of RAM you can get etc. But as far as what exactly to look at when choosing a chip and mobo eludes me, I get on new egg and such and look at things and I can't seem to figure out the functional difference between some stuff. I look at some chips and see numbers that look to me worse than this other chip but the chip with the worse looking numbers is more expensive. Which leads me to the conclusion that I have no idea what I am looking at. I have been playing KSP on my little i3 powered laptop for years now and I am really getting tired of looking at crappy textures and low resolutions, plus the fact that there are all these other games I want to play that are just unplayable. I have wanted to build a decent gaming rig for some time now but always get intimidated once I start looking around at stuff. Also I am on a very limited budget so the most bang for your buck is essential. Looking through this thread a bit I noticed people talking about buying used components for cheap, my question is where is a good place to do this, what I should look for, is this a good idea for a first time pc build, just basically what the hell should I do lol. -
[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
Akira_R replied to DMagic's topic in KSP1 Mod Releases
If you are using the stock tech tree then sure, but if you use the CTT and lots and lots of mods (mainly USI constilation, the near future packs and KSPI) then having ways to get additional science is quite useful, because the tech tree expands far beyond the stock one and a lot of the higher nods start needing lots and lots of science. Also I am pretty sure that with mods like SCANsat and MKS/OKS and Karbonite installed it does add scanning functionality to these parts. For instance I believe the new moisture sensor can be used to scan for water for use in MKS and TACLS, and the resource scan displayed on the SCANsat map. -
HotRockets! Particle FX Replacement + Tutorial
Akira_R replied to Nazari1382's topic in KSP1 Mod Development
Yeah the curves for the NASA engines are really screwy, one of the numbers is making the effects expand like crazy and output insane amounts of particles, thus leading to the mentioned drop in frame rate and the all blue, basically you are inside a blue fireball lol. I believe it has to do with a change I made to re-enable the effects changing with the throttle. Basically when FPSlacker originally went in and added the atmo expansion to them and the squad engines the throttle stopped affecting the effects (I have no idea which word I am supposed to use....). I figured out why and went in and changed it so the throttle would do it's thing but either I miss typed something or the numbers FPSlacker used to get the atmo expansion will work on their own, but when you try and combine the two sets of curves scary things start happening, I suspect it is the later lol. I normally don't play with them so I didn't notice until a couple weeks ago when I started doing some custom edits for a youtuber and found that I had to completely rebuild them I had to take a break from that stuff for awhile because it was starting to feel too much like work and work at my actual job has picked up a lot. All work and no crashing space plans into the VAB makes Jeb a dull kerbal lol. I'm going to be getting back to that stuff soon in the next couple weeks. Once I get the NASA ones finished I'll post them up here. After that I think I'm going to go back over the squad and KW configs and add in some improvements I have figured out over the last month or so, and then finally do what I have been threatening to do for the last 5 months and actually take over this mod and re-release it, get everything back in one place! No more ok go here and download this fix, and then that fix and then change this like this lol. Of course I will be looking for contributors because there is a lot involved with this mod, the configs take a lot of time to build. So, for instance, if you don't mind me using your above fixes then you would get listed as a contributor. -
HotRockets! Particle FX Replacement + Tutorial
Akira_R replied to Nazari1382's topic in KSP1 Mod Development
Well no "release" thread was ever made, and the original author hasn't been around in awhile. That being said the plugin that this is built around is released (SmokeScreen) This is really just a collection of MM configs and particle effects that make use of said SmokeScreen plugin in order to change the effects of a number of rocket engines. -
HotRockets! Particle FX Replacement + Tutorial
Akira_R replied to Nazari1382's topic in KSP1 Mod Development
Most likely it is due the NASA engines having a different naming set up in regards to the effects due to them already using ModuleEngineFX stock, so the launch smoke config is looking for nodes that aren't there, I doubt any of my updated configs will solve anything, it requires an addition to the launch smoke config just like the KW needed. -
HotRockets! Particle FX Replacement + Tutorial
Akira_R replied to Nazari1382's topic in KSP1 Mod Development
It was fixed in this post. The issue is that KW uses a different transform name for the thrust and effects. I you just make a new cfg file with that in it it will work, or you can add it to the bottom of your current launch smoke file. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Akira_R replied to Angelo Kerman's topic in KSP1 Mod Releases
I see, sounds like your set up shouldn't be to difficult to learn how to modify, keeping the experiment modules isn't an issue to me. I already remove the lab parts from the game as is, I generally make my own welded parts for space stations, and then add in station science and MKS part modules to my liking. But making ground bases has always been something of a bother to me, can never find a look I like and they can be such a pain to get on the ground and lined up right. When I saw that Ponderosa inflatable though I was like "THAT'S IT!!! this is what I have been looking for all along!" lol I will see if I can get something working, at least for personal use, and if the station science license permits I could post it up if others are interested. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Akira_R replied to Angelo Kerman's topic in KSP1 Mod Releases
Hey out of curiosity have you thought about including Station Science modules in your mod? Being completely honest the station science models are... not very nice. But your set up is fantastic and being able to integrate them into a ground base so those kerbals can have some research to do while they sit on minmus would be super awesome! Edit: I'm guessing for the OSE KAS printer all that is needed is the workshop pugin -
HotRockets! Particle FX Replacement + Tutorial
Akira_R replied to Nazari1382's topic in KSP1 Mod Development
Actually this is wrong, you are mixing up two different scenerios for the @, !, % functions. % never gets used in HAS statements, only @ and ! do @PART[thingum]:HAS[@thing] { (stuff) } checks if part thingum has thing, if it does it does stuff @PART[thingum]:HAS[!thing] { (stuff) } checks if part thingum has thing, if it doesn't it does stuff but inside the actual MM config they do different stuff @PART[thingum] { [B]@MODULE[something] { (stuff) }[/B] } @ looks for the MODULE something, if it is there it does stuff, if not then it doesn't do anything @PART[thingum] { [B]!MODULE[something] [/B] [B]{}[/B] } ! looks for MODULE something and deletes it @PART[thingum] { [B] %MODULE[something] { (stuff) }[/B] } % looks to see if MODULE something is there, if it is it edits it with stuff, if it's not then it adds it with stuff. -
HotRockets! Particle FX Replacement + Tutorial
Akira_R replied to Nazari1382's topic in KSP1 Mod Development
Depends where in the config they are coming up. Allow me to explain. MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust ... ... //here the offset is given in relation to power, basically throttle position, this is true for any parameter that is defined like this //it always defaults to making the curve in relation to power //the first number is the power and the second is how much offset //so this line says at 0% throttle there should be no offset change offset = 0.0 0.0 //and this line says at 100% throttle to offset down the y-axis by 0.5 (I believe this is in meters offset = 1.0 0.5 ... ... } However because of the changes that got added by FPSlacker and then subsequently by me to make the flame effects expand/contract with changes in atmospheric density some stuff got kind of broken and we didn't go in and clean it all up. I have been working on cleaning up the configs and making improvements, however as it sometimes starts feeling like work and not fun it is slow going. (I like playing the game more than I like pouring over MM files) Once I have made a good pass over everything and I feel good about the way stuff looks I may make a HotRockets Reloaded release or something as MPNazari left a fairly open licence. Until then you may find stuff like this MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust ... ... offset = 0.0 0.0 offset = 1.0 0.5 ... ... //in this case the above values get completely ignored and should be removed(part of the clean up I mentioned) //so making any changes to these wont do anything //if you have my most recent squad config they should already be removed //you want to make your adjustments to the below numbers //below the values all follow the same rules as before though, the lines with //density = x.x x.x //are defining a curve that adjust the offset as the atmo density goes from 1.0 to 0.0 //and then a curve for adjusting the offset based on throttle //with the first number refering to the input parameter and the second being the output change in offset offset { density = 1.0 0.0 density = 0.8 5.0 density = 0.5 15.0 density = 0.05 0.0 power = 0.0 0.0 power = 1.0 0.5 } ... ... ... } Also yes you can use negative numbers for offset and such. I would recommend checking out the Smoke Screen thread as it gives a decent amount of documentation for this stuff. @Flashblade you are of course correct, I don't use the launch smoke personally so I never really looked at it or looked closely at the changes Gfurst suggested, thank you for fixing that. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Akira_R replied to Ven's topic in KSP1 Mod Development
Regarding conflicts with TR, this mod does come with a config in it that is supposed to add the TRreflection module to various parts, removing the config should solve any issues you are having and still allow you to have all the nice suits and such that TR also brings you. One thing you might want to check is to make sure you don't have any other configs that are trying to add reflections to stock parts. If you do try removing those and keeping the stock revamp TR config and see if you still run into problems. -
HotRockets! Particle FX Replacement + Tutorial
Akira_R replied to Nazari1382's topic in KSP1 Mod Development
the offset parameter adjusts the y axis displacement of the particle effects -
HotRockets! Particle FX Replacement + Tutorial
Akira_R replied to Nazari1382's topic in KSP1 Mod Development
The LaunchSmoke config needs to be altered, see this post for what you need to do. If you still have some problems let me know. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Akira_R replied to Ven's topic in KSP1 Mod Development
Glad that worked, weird that you are only having issues with that one part though. I thought it might be a performance related problem, like your machine isn't powerful enough to run the reflections or something and that solar panel is just so big it was freaking your system out lol, but that would mean you should also see a performance hit on the other parts as well. If it was an issue with like the transform names or something in the config then other people should be having the issue as well. weird lol -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Akira_R replied to bac9's topic in KSP1 Mod Releases
Also there is a config file in the FAR folder called FARPartClassification.cfg in it it will tell you the various words that FAR looks for in the part title and what kind of attributes it will assign them, also you can add your own titles to one of the various categories if you want something unique instead of just "fairing" or "cargo bay"- 4,460 replies
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[RELEASED] A.R.P mod ( Audio Replacement Project )
Akira_R replied to bullettMAGNETT's topic in KSP1 Mod Development
Not much has really changed, me and a couple others have been updating the configs, but for the most part the only changes have been to the ordering of the effects curves and the curves themselves. None of us have changed how the audio modules are set up. Here are all the most recent configs anyways. The only notable exceptions would be if you are planning on providing support for Vens Stock Part Revamp and Realism Overhaul. RO comes with a HR derivative called RealPlumes and the part revamp has a custom HR patch that is based off of Real Plumes, I haven't really looked closely at either of them so I have no idea how they are handling the audio modules. -
[RELEASED] A.R.P mod ( Audio Replacement Project )
Akira_R replied to bullettMAGNETT's topic in KSP1 Mod Development
Have you resolved the incompatibility issue with HotRockets? If not I may be able to advise, or help write a second config that should work with HotRockets, and then you would just have to make your main config disable itself when HR is detected.