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Everything posted by LeLeon
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[1.8.x- 1.12.x] LLL Continued Dev Thread - New BETA Release
LeLeon replied to linuxgurugamer's topic in KSP1 Mod Development
my first bet is KSP Interstellar Extended - 1.11.3 . Almost all of your other mods on the list are running at my system, too. Can you try it without this one. Your ksp.log give a lot of "MissingFieldException: Field '.MapView.MapIsEnabled' not found" what says, you are using an outdated mod, not compiled for 1.2 . Short compared with my mod list, i see these differences: B9 Animation Modules - 1.0.4 B9 Part Switch - 1.5.2 B9 Aerospace - 6.2 Firespitter - 7.4.2 Kerbal Inventory System - 1.4 RasterPropMonitor - 0.28 Kerbal Inventory System - 1.4 LLL-Continued - 1.1 Kerbal Planetary Base Systems - 1.3.6 SCANsat - 1.1.6.11 TextureReplacer - 2.4.13 <- your version from May 2016 -> new Version https://github.com/RangeMachine/TextureReplacer/releases My running and working mods with ModuleManager.2.7.5.dll: I use CKAN for this big list of 90 mods to handle updates. Sometimes you have to browse the latest sites on a thread to find latest releases or user updates, if you want to do it manually. And always delete a folder, not just copy new content over old. And check, that only one modulemanager.dll is in gamedata. -
[1.8.x- 1.12.x] LLL Continued Dev Thread - New BETA Release
LeLeon replied to linuxgurugamer's topic in KSP1 Mod Development
Hi, can you provide your ksp.log and your modlist? Thx. Generally i would say firespitter missing or fuel mod conflict. -
[1.8.x- 1.12.x] LLL Continued Dev Thread - New BETA Release
LeLeon replied to linuxgurugamer's topic in KSP1 Mod Development
@linuxgurugamer I was busy last day. BrokenParts 2016-11-18.txt on your LLL Github provides a list of problematic parts. Additionally the LLL-Extra folder with it's 3x1 and 4x1 parts is not updated yet. CKAN splited LLL and LLL-Extra. -
this is the working version and all you need. this is optional from me, with few changes listed in spoiler. Useful if you want to use the small helper drones:
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Hi @ArkaelDren. I think, Deimos released a stable version and i played with a setting for "more realism" with the helper drones. I'm not a casual guy, i always look for the harder/ complicated way. What do you want/ need/ mean with "getting interesting"?
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@Bonus Eventus What do you think, is mother status in different categories: 1. basic release part number 2. outer models 3. interior 4. animations 4. finished part cfgs And what is planned generally? Own engines? Own energy products? Decoration like attachable windows? Own communication antennas?
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[1.8.x- 1.12.x] LLL Continued Dev Thread - New BETA Release
LeLeon replied to linuxgurugamer's topic in KSP1 Mod Development
LLL is still active, feel free to get latest test release from my Github fork. You can help, if you give feedback, critics and report bugs. https://github.com/LeLeon/LLL-Continued The changes since last update: Also compatibility wishes are welcome. -
If licence is okay for that. Ugly example is Boxsat. Many patches for few parts. But without open licence, what should you do else. You have a better overview with base config, instead of these patchfiles. If you are looking for an error you have to take a look at too many files, sometimes. I've seen that in LLL. The both partdisabler.cfg were repurposed bovine waste. nothing were disabled, it just raised the patchnumber at start with ~160 patches. Actually i think about integrating the part titles in the basefiles, where i wrote a patch for. Unnecessary amount of patches. But i don't know if somebody is liquided then. ^^ Aunt Edit: Uhhm, board dislikes swear words. Cute.
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Yeah base configs! When i see my last module manager starts with 12000 patches, every mod without additional patches is welcome. I just know github from fork-side, but i don't wanna miss this. Comfortable as hell. So you need help in any way? I'm career player, so balance is important to me.
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For now, i did the same to LLL legs. the config is so freaking complicated, especially if you did not designed the legs yourself. suspension values, corect name of the anims (hard if they are covered) etc. but i like to see NP raise again. it was ever my prefered mod compared to KW. Do you patch it or do you rewrite the config files? i dislike the patch over patch over patch method. I can provide some balance help, if needed. Even if you do just patch, a repo on github would help at issue report and progress parsing. I finished the main work on LLL, so i have some time.
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FSfuelSwitch module Some problems: 1. fuel costs are not calculated, price stay at "cost", when switching through the tank setups. I set up tankCost with the price of the fuel. Works, until you use tweakscale, then the tankCost break the balance of Tweakscale with the horribly new scaled drycost. That is worse in career. you cannot set a tank with LFO and Xenon on the same "cost" level, so you have to use actually tankCost. 2. TankMass: i tried different .cfg settings: disabled "mass", disabled "cost", disabled "basePartMass. in no configuaration the new part mass worked. Switching through the tank settings you see for a millisecond the mass+tankMass, but it always return to mass. 3. basePartMass: i set it to same and also different value as "mass", i also disabled mass for test. Nothing worked, this value is not active, only mass works. 4. displayCurrentTankCost: I see no line with it on right-click menu in editor.
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[1.8.x- 1.12.x] LLL Continued Dev Thread - New BETA Release
LeLeon replied to linuxgurugamer's topic in KSP1 Mod Development
All my Blender walks were pointless. The learning curve is just too high from entry level to the opened .mu of cargo bays with meshes, layers, collissions and animations. So cockpits would be same result. -
[1.8.x- 1.12.x] LLL Continued Dev Thread - New BETA Release
LeLeon replied to linuxgurugamer's topic in KSP1 Mod Development
https://github.com/JPLRepo/JSIAdvTransparentPods/wiki/JSIAdvTransparentPods The first point is a dealbreaker for LLL. I had a short view into pod .cfgs. Many use the cockpit of Hog, some mk1 cockpit. Hog cockpit fits exactly? I have no idea, if Lack took care about dimensions. Most of the requirements refers to Blender, not my comfort zone. -
[1.8.x- 1.12.x] LLL Continued Dev Thread - New BETA Release
LeLeon replied to linuxgurugamer's topic in KSP1 Mod Development
green button "clone or download" -> download to desktop -> open the zip "LLL-Continued-master" and you have the latest version, @linuxgurugamer has not packed a new zip on github. Perhaps, because there are too many commits incoming. Aunt Edit: too late -
[1.8.x- 1.12.x] LLL Continued Dev Thread - New BETA Release
LeLeon replied to linuxgurugamer's topic in KSP1 Mod Development
no fart, 1.1 is just the version of the mod, 1.2.1 is set as ksp-version -
[1.8.x- 1.12.x] LLL Continued Dev Thread - New BETA Release
LeLeon replied to linuxgurugamer's topic in KSP1 Mod Development
Shortened Changelog of last merges: LLL folder: -all parts category fixed - all parts tech tree reviewed - bulkheadprofiles to all parts (for advanced size filter) - tags to all parts (lll lack + their special size + common tags for type) - many maxTemp and angularDrag corrections compared to stock - actually deactivated airlock/ doors (hatch obstructed problem) - Engine fairings nodes fixed (broken after a KSP patch in past) - fixed attachrules for 2x1 and 4x2: better placement of parts on own asymetric surface Rename patch files … Content in Patches folder: 1. LLL_Rename_Series.cfg Size series with better differentiable letter labels: Search strings 1x1, 2x1, 4x2 still working, additionally lll, lack. Sizes: 1x1: Anthea 2x1: Meral 4x2: Telemach 2. LLL_Rename_Parts.cfg Parts renaming for better overview and imo now better and logical differentiable. F.e. windows together, rover parts together. 3. LLL_Rename_Series_Pods.cfg From MK XYZ to size letter series labels. Unique names as Sparrow, Boar, Buster still there (and some additional cockpit names). Now all 1x1 sized cockpits are at same place of list. - LLL-Extra pods + 2x1 & 4x2 pods and probes activated, balanced, Tweakscale for all cockpits deactivated - LLL-Extra category fix Known problems: - Cargo bays can't be used comfortable - Airlock, hatch, building door can't EVA, hatch obstructed - Engine fairings Jettison function broken More problems? Report. -
[1.8.x- 1.12.x] LLL Continued Dev Thread - New BETA Release
LeLeon replied to linuxgurugamer's topic in KSP1 Mod Development
Did few KSP.log error corrections today Fixes: - missing textures on CBM extendable - missing textures on 1x1 NoseProbe, assigned new normal map. - wrong paths/ squad renamed files - debris shield price too low for shield capacity - out commented old modules - converted some .tga to .dds - added normal map for two 2x1 parts errors Many remaining KSP.log errors point to 3x1, 4x1 parts in LLL_Extra. There are simply missing models, 132 [ERR] only here. Edit: Okay found the archive on github. Will be pushed, so no more error spam and a possible usage of the 3x1 and 4x1 size. Wouldn't it be better, to push them in a zip-archive, to prevent lag spam? Are there somewhere forgotten archives with these models? Most other errors belong to KIS and KAS, ScanSat, RT after i haven't these mods activated in my LLL test GameData folder. -
yes, i have to calc with full tank. i tried and failed. I've read yesterday hours to find a solution on my own... Effect zero. What do i need, that tankCost is not count while scaling on parts that have fsfuelswitch module? You will make my day. it should scale normal with fuel content. 2x1 to 4x2 should be 8x times. so 55k to 440k seems legit. just tankcost is too much. if tweakscale does not count it, i think it will scale just the "cost =". Xenon price on the scaled version is correct too. I also opened a issue report to fsfuelswitch, perhaps a solution on the base can be found. Aunt Edit: I played with config: Tested tankCostList 3 to -3, for higher sizes it works, compared to the status before. Now drycost scale from base size: -1: 1.78 millions drycost, holds ~9k xenon, not very effictive +1 = 28k drycost +2 = 10k drycost +3 = 9k drycost +4 = 46k drycost The tankcostlist modificator is the only possible way to tweak? Did you meant that with "blind"?
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without tankCost entry fsfuelswitch just show the normal cost. the fuel is free. when i take the above example code tank. i set it in editor without tankCost entry, the whole full tank costs 600 creds. now i can empty the tank i get -221.xxx in the creds bar. -> start this tank into flight scene = +221.000 on my account. I asked you, because while tank cost on original size is at the fuel side, scaled the tankcost is converted to drycost. And so i hoped i can make tweakscale blind for this tankCost entry. And yeah, when fsfuelswitch does not interest in the fuel costs, the original problem is on their side. But that means not, that tweakscale can be cleverer. Some flowers for this awesome mod and Maintenance. THX
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i have a annoying problem. In tanks is fsfuelswitch installed. there i set variable "tankCost = 222222" for the price of xenon. (without the tank costs with fuel 600, what is not career realistic and cheaty). KER says dry costs 600 / fuel 222222. Now i scale this thing up and BÄMM! drycost 1.70x.xxx / fuel 1.700.000 . Can i prevent tweakscale from converting the original size fuel costs into huge sized dry cost? Or to make it blind for tankCost parameter "that not are the droids you're looking for"
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[1.8.x- 1.12.x] LLL Continued Dev Thread - New BETA Release
LeLeon replied to linuxgurugamer's topic in KSP1 Mod Development
actually just a small typo fix, i messed up in last pull. i meant it generally during balancing. balancing pull, then a damned typo pull... But i don't need instant pulls, if you have no time, then the PRs have to wait. No stress. -
[1.8.x- 1.12.x] LLL Continued Dev Thread - New BETA Release
LeLeon replied to linuxgurugamer's topic in KSP1 Mod Development
No no, you are the pro. I'm just a leg worker. I can do little tweaks and patches or clean light things. But things as the broken hatches, the cargo bays (i spent too many hours in these things with no effect) and some error logs are beyond my skills. They need to be reviewed by a pro. That's the real work, imo. If you have not the time at the moment, the progress will be slowed down. Perhaps another guy with skill is in the right mood and can fix things. This board is full of pros. But better a slow progress in future, than no progress. I just need some merge of commits actually. After i finished the balancing of mass and stats for career merge requests will be less. So stay as dev. I don't need credits, i just want to give something back.