AlonzoTG
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Everything posted by AlonzoTG
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I just took a good look at my install, I currently have on the order of 73 mods installed (or parts of) give or take a few for bundled directories and things that share the same directory... Thankfully only one of them <snipped ~Mod> went about disabling someone else's parts library... Look, I spend just as much time curating my modpak as you do making mods. I even ran a multiplayer server to let other ppl play my pack if they wanted but I realized that most people's computers aren't as capable as my four and a half year old machine so I haven't published the full pack recently. I do have a 32-bit compatible version of the core of the pack but I haven't run my server in a while now...
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So It's rover dood'z fault... You just lost a good chunk of your cool points. =| My install had Kethane and Karbonite both (up until I declared kethane dead a few days ago and removed it completely, including several dozen ships...)
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[0.90] StarSystems v0.7 (Dec 15) - Under New Managment
AlonzoTG replied to medsouz's topic in KSP1 Mod Development
I'm working on the mod again, I'm not sure what direction I will take yet... It might just end up adding stars and the star-light fix (It works around the internal limitation...) and leave all planet work to Planet Factory. Most of my work so far has been in the class Star where I want to move all setups to the first method and completely remove the second, and maybe refactor that into the star config loader, the useful work being to have a more intuitive configuration based on star stats and then do the work of translating that into what the current system requires. Basically the mod requires a MASSIVE overhaul in order to fix it's underlying issues. =( I could really use some help. =\ -
[1.2-1.7] Blender (2.83+) .mu import/export addon
AlonzoTG replied to taniwha's topic in KSP1 Tools and Applications
y0, this is my first attempt to use blender for anything, but I've kinda semi-successful, in blender at least. I'm working on the Bargain Rocketts "space box" part. I want to make the window transparent. (if I'm successful I'll explain how I fixed the IVA mesh...)... Okay, it looks like everything is done with materials instead of the more intuitive textures... So creating a material for the window is out, if I delete the vertex defining the window polygons, the thing simply re-introduces it, must be a design rule or something... I did manage to get blender to honor the alpha channel and display it exactly right... Okay, I then tried to set the mu-shader to "KSP/Alpha/cutoff" and it's not working, the window refuses to become transparent. =( Any suggestions? -
look, it's wrong of u to make this kind of decision for me. It really messed me up that I couldn't access your parts. =| It is fine to give guidance to say "remove files x y and z if you have other mod installed" but it is not okay to hide a config somewhere that masks out basically your entire pack and leave the user wondering where the parts he needs have gone...
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Hey, I'm getting significant breakage here. I'm trying to create a tower of 10M tanks for life support resources. Ok... I had to edit defaults config... The version that was briefly out, worked great for 10m, previously and now I'm back to editing the config file myself... Anyway, I get the design in the VAB... good, put it on the pad (or EL construct it) and it rezes up normal, then switch away or the game crashes and I come back, and it is completely and utterly glitched out. On the EL construction site, only the lower of the two tanks is glitched, on the launchpad I have just a single tank hovering, all of the decorations and secondary equipment is gone. =\
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!!! I sent up a C^3 and used the secret undocumented easter-egg construction feature to re-do the above. No change in the resulting screenshot. It spawned the tanks correctly but crashed when I tried to go to tracking station to select a different craft, when it came back up, the lower tank was shrunken as in my earlier post, no point in making new screenshot... So therefore I went to re-visit my design, just spawned it to the launchpad at KSC, same pattern. -- spawns correct but is completely broken after going to main screen and back to launch pad. I just have a regular sized tank hovering, no other parts visible. Now the reason I'm posting this report here is that I'm getting 110+ exceptions per second, the two that are on-screen and counting quickly are "part.requestResource" and "ExtraplanetaryLaunchpads.ExWorkshop.Update" My theory on the later is that it's the same issue. The little i-phone I duct taped to the side of the thing to prevent it from being flagged as junk, has a workshop module that is bugging because the ship is so horribly glitched... hmmm... I guess that's not quite worth reporting but anyway I've written all this already so might as well send.
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again, how are u supposed to use them? My install isn't giving me a survey station part...
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Transparent windows? I'm going crazy with a part module from RPM called JSITransparentPod I tried it on the bonny cabin, it almost worked except for some tolerable glitches. Unfortunately, it seems the model has to be set up with specific tags on the windows in order to make it work, or simply remove the windows from the model...
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Update, I went ahead and built it on the pad I had... This created a problem because I needed to get the pad out from under the tank. I hooked the kas cable up to the aqueduct module (which has to be on the cliff face there because that's where the waterz are) in order to hold the module upright. Then I used hack-gravity to drive the rover away. I then tried to switch to the tank, it was totally glitched, switched to the EVA kerbal instead. My exception reporting mod (which is essential when running as many mods as I am) is reporting around 100 exception throws a second! The biggest culprit that's on the screen is ExtraplanetaryLaunchpads.ExWorkshop.Update There's another but it kinda scrolled off the screen. The tweakscale for the 10M tank glitched as you see... (okay, I upgraded tweakscale during this project and had to re-enable my 10m config) ; (it was designed to economize on parts because base -- off world colony -- is intended to be on the scale of a small city. This is intended to be my primary water resivwar I was planning to build farms nearby and then city infrastructure, followed by the colony ships...
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How does this mod work again? I need a base out on one of my dorky little muns and I can't get it to produce an ExSurveyStation.... It looks like the mod has changed somehow but I can't figure out how. I sent up a mission with a rover dood launchpad but I can't seem to get it to target the nearby stake. Am I missing something or is the mod not fully complete right now?
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=\ I managed to get blender installed but I didn't realize that ksp had custom file formats for all this ****... How am I supposed to develop for this? Also, I re-added the biodome farm because that's a useful part for colonization, especially when TAC life support is added.
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In the stock game u can launch anything like that, with a number of limitations, but I use FAR which means it must be aerodynamical or it just won't get very far.
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[0.90] StarSystems v0.7 (Dec 15) - Under New Managment
AlonzoTG replied to medsouz's topic in KSP1 Mod Development
I'm not really, I just worked on it until I unearthed the underlying problem; now I'm stuck. =\ The next step is to look carefully at the Planet Factory code and/or dump and inspect the PS standard starsystem information out to the third-level of classes to figure out what the game needs in order to work. -
u know, I never could figure out how to use those super-large parts. =\ The 25m ring looked interesting but I had no way of launching it and EL wasn't working well enough to do anything with it. That left the science lab, due to the fact that it looks like it should be in a gravity environment, I therefore decided to use it as a lander. I gave it some fuel and crap (in the part) bolted on some engines and sent it on its way...
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=( What gives with that hatch on the science lab, I needed it near the bottom! How the hell are u supposed to use it as a base if you can't get in and out easily? =\ Anyway, I'm getting more serious about taking over this project, I need to recruit some 3D d00dz, I'll be doing the programming.
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[1.12.x] Freight Transport Technologies [v0.6.0]
AlonzoTG replied to RoverDude's topic in KSP1 Mod Releases
I can't believe that I put off trying this awesome mod for so long... I immediately built a high-rise apartment and put it on the Mun... The thing was carrying 64 kerbals! The mission was successful though i didn't pick the best landing spot, then lost my landing gear when I tried to reposition... Anyway. Here are my rambling, disjointed thoughts... The more 5m parts that become available, the more I'm hurting for a 5M coupling solution. My idea, which I am thinking about doing myself, is to build an orbital spacedock using the newly abandoned Stanford Toruses kit with the IXS spacedocks... (recruiting 3D d00dz for that effort) A 5M docking system does not seem reasonable. Extraplanetary launchpads seems to have a severe (and unspecified) limitation with respect to the scale of the ships it can construct, therefore a system to use KAS-like assembly at large scale might be a viable solution. Especially with respect to payload modules that can weigh upwards of 1,000 tons. This brings me to my problem... I want to design a propulsion module consisting of your nukular (sic) reactor, a few LH tanks, and a quartet of 2.5m motors from a certain specific unspecified mod... Ok... that's going to weigh a few hundred tons, which is not a problem, but your 5m -> 2.5m quad adaptor does not have any provisions for mounting on a lower stage, I would have to launch it upside down and balance everything on a 3.75m docking ring... (0.90 has severe wobble/oscillation problems...) The Proc Fairings thrust plate might work but that center node could be a problem. The future of that mod and that procedural thrust plate are in doubt as that mod is being assimilated by the Borg.... The provided engines look quite good for medium-duty cruising but they would need to be at least ten times more thrusty to be used as first stage engines... On orbit, you generally want to concentrate more on payload and high efficiency... -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
AlonzoTG replied to ferram4's topic in KSP1 Mod Releases
Hey, I'm kinda puzzled as to why the IXS command module does NOT act as a fairing for delicate payload stored inside... Is there anything that can be done to fix it?- 14,073 replies
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- aerodynamics
- ferram aerospace research
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... is up with the tszar tanks? First the scaling was all wrong.... (I'm seeing the number x.888888889 lots of times when I fix it for my own install). After that, it's pretty er, majorly, fugly right now... What gives? Here's what it used to look like, shiny, with an elegant black/white/orange coloring scheme... Now it's just bleh. =((((
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Jebediah broke down and cried upon hearing this news. =( Okay, it looks like I'm going to have to take over here. =\ What happened to the hatch placement on the science lab? The distribution file was very sloppy but that doesn't matter anymore. =\ I'll see what I can do about it.
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=\ This mod is so epic, especially when used with FTT from Rover Dude... Plz resume develment!!! =P
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[0.90] StarSystems v0.7 (Dec 15) - Under New Managment
AlonzoTG replied to medsouz's topic in KSP1 Mod Development
!!! Actually that would be a brilliant idea to accompany this mod, a mod that lets you construct a stargate network. Sure, dragging a 200 ton, 10M ring out interstellar distances would be a chore but after that you could just fly future flights right through it... The player would use the RPM target selection menu to choose the destination gate in the attached pod, if there's an active gate on the other end, transport any ship that enters to the other side. -
[0.90] StarSystems v0.7 (Dec 15) - Under New Managment
AlonzoTG replied to medsouz's topic in KSP1 Mod Development
Yes, as we were discussing there is a design problem with the mod. My version should be reliable in that it does just about exactly the same thing each time. The problem is getting it to do what we need to. The fundamental problem is that everything that is initialized in the "OnPSReady()" routine is broken and needs to, somehow, get done earlier in the process along with the stars.