caipi
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Everything posted by caipi
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Or you could simply change the value for "changeSkybox" from true to false (in file \GameData\DistantObject\PluginData\Settings.cfg). The black default setting (0 max brightness - seriously?) for the Skybox was bothering me as well. Especially since Distant Object Enhancement is recommended by other visual mods which have a dedicated and beautiful skybox. It's still a great mod and I love it! Been using it since forever and I wouldn't miss it. Thank you for the mod and the maintenance! /Edit: oops, obsolete thread. Sorry. I was troubleshooting the issue for my black skybox, found out it was distand object enhancement, googled for the mods release thread and didn't notice there is a newer thread for the current version.
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
caipi replied to Angelo Kerman's topic in KSP1 Mod Releases
Aha, yeah, sure. I believe you. Totally!- 3,523 replies
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Apologies for the late reply. I haven't really had much time for KSP the past few days. Adding the debug mode didn't actually stop it, you were right, of course. I was actually surprised myself. Turns out, the flickering was an issue caused by TextureReplacerReplaced (0.5.4), which has not yet been updated for KSP 1.4.x yet, in connection with TU. The flickering only appeared in EVA and it stopped once "alternate render" was set to "true" (which, unfortunately, was not yet saved across scenes in your dev version). Switching to TextureReplacer 3.1 (I just need my custom skybox and colonization suits! :] ) resolved the issue as well.
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I've been playing for an hour or so now with DX11 and I didn't run into any problems anymore after I enabled the debugging (thanks to @Manwith Noname !) However I did notice something weird before I activated the debug: Some metallic textures were flickering. It seems to me as if they were flickering between the alternate render mode (true/false), both with ks3p enabled or disabled, that did not matter. Enabling the debug stabilized/stopped it. It also happened in space. But see for yourself (the pod): https://imgur.com/a/MPi00TH Also I can confirm that the setting is lost between the scenes. Might this be related to the first flickering bug?
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Sorry for the very stupid question, but how do I open the TU debug GUI? I must have missed the shortcut. I've already checked the first post and several pages in this thread, the github wiki, the generalconfig file. But somehow I cannot find it. Sorry! :-/
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I was hoping you'd like it The metallic look and shiny surface is a Textures Unlimited config-thingy, but I'm also using KS3P to enhance the visuals (as well as EVE, but that should have no effect on the part, I think). To get the metallic look, I used the following config: @REFLECTION_CONFIG[default] { %enabled = true } KSP_MODEL_SHADER { name = Stock_FullMetal model = RocketEmporium/Parts/Probes/muna_sphere model = RocketEmporium/Parts/Probes/reentry_sphere MATERIAL { shader = SSTU/PBR/Metallic inheritTexture = _MainTex inheritTexture = _BumpMap inheritTexture = _Emissive excludeMesh = flagTransform excludeMesh = Flag PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } } Just put it in a config-file anywhere. I actually have it in my "customs config" directory Feel free to use it. If you want more textures to have this metallic look, you can just add another model = line. I already added reentry_sphere as an example. I also adapted some settings from Electrocutor's config file. Thanks for the new part. I haven't really thought about the 2.5m version yet. But it might be cool if it would open more than the top half and if you had a bit more space inside it. But a simple larger version would also be fine! However, if you want to get fancy, you might give the opening mechanism sort of a twisting and retracting animation, similar to Roverdude's Jaw-part from the Asteroid Recycling Technology pack. I imagine the animations might require some more work. So it's totally understandable if you consider it too much work.
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I just tested it and I'm loving the spherical probe container. I just built a quick probe with RTG and relay antenna for my GPP career mode (to set up a network of course ;-) ): https://imgur.com/a/7NBSBvR Would it be too much to ask for a 2.5m and possibly even for a 3.75m version?
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Well, so far I have always used the fairings upside down and activated the interstage nodes, but your part looks so much nicer and is not as thick as the fairing plate Gonna give it a try. And I fully agree with Chappington, sorry, Lord Chappington : The sphere part looks so nice and is an awesome idea.
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Mhm, I don't know if it just me, but it's currently not working for me as advertised - at least not in it's current version (23.2.0) with USI LS (0.5.14.0) What I mean is: Let's say I put Jeb, Bill and Bob in a Freezer, freeze all three of them, send them on a journey for let's say 180 days (still frozen of course) and as soon as I wake up the first guy (doesn't matter who), the first guy consumes 180 days worth of supplies. This issue does not happen when I thaw the other two guys, just the first one gets very hungry! The issue does also not happen if I keep one guy unfrozen during the journey. Is this issue happening only to me? (If so, you will probably need more information and logs, won't you?) Can anybody else confirm it? Btw: If you want to reproduce the issue, you don't actually need to fly. You can just freeze the guys and leave them on the launch pad and fast forward 30-60 days.
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OPT Spaceplane Parts - Community Maintennance
caipi replied to stali79's topic in KSP1 Mod Development
Hey Stali, sorry for the late reply. I am not a modder, so I had to look into it myself. From looking at the source code and from testing it, it looks like you have edit the fifth value in the node definitions and invert its +/- sign: 1 <-> -1 e.g. for OPT B Cargo Bay Mk 1 // --- node definitions --- // old (wrong) node_stack_top = 0.0, 2.039321, 0, 0.0, -1.0, 0.0, 3 node_stack_bottom = 0.0, -1.976694, 0, 0.0, 1.0, 0.0, 3 // --- node definitions --- // new (correct) node_stack_top = 0.0, 2.039321, 0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -1.976694, 0, 0.0, -1.0, 0.0, 3 If I had to guess, I would say that the first three values represent the position on the X, Y and Z axis and the next three represent the orientation of the node on the X, Y and Z axis. The seventh value is probably some kind of stack node modifier/identifier. But this is a wild guess now. I actually have no clue -
OPT Spaceplane Parts - Community Maintennance
caipi replied to stali79's topic in KSP1 Mod Development
Thanks for the Reply. I just downloaded the latest version and I ran into a few issues: Some (new/old?!) parts have inverted stack nodes. If you try to put them on any conventional parts, they will not fit and need to be turned around - resulting in going through the other object. But they connect fine to each other. The following objects are causing the issue (maybe even more): Right now I can just turn the first part around, so not a gamebreaking bug. And I kind of agree with Comatose Jedi. You will run into a safebreaking update eventually. Sooner is usually better than later Just give people a heads up whenever it happens and you'll be fine People usually understand. But again, just a humble request/advice, nothing more. -
OPT Spaceplane Parts - Community Maintennance
caipi replied to stali79's topic in KSP1 Mod Development
Hi Stali, I have a humble request and I hope that you can fulfill it. But I would of course understand if you decline because it is too much trouble (or because you don't feel comfortable modifying the mod in that regard). So I'm just asking nicely and hope for your understanding/sympathy :-) Background: I am playing with RSS and RealFuels (amongst a lot of other mods) and I understand and completely respect that there cannot be a mm-config for every single mod that is out there - there are simply too many great mods out there. And I think it is neither your job, nor NathanKell's job to provide a mm-config. I often write my own mm configs because of that. In order to support such mm-configs - not just with Real Fuels, but also with other mods, e.g. connected living space (not sure if it supports OPT, just another example where it might be necessary to write your own mm config) - it would be very helpful if you could put something like "opt_" in front of the part names. That would make it really easy to write mod-specific mm-configs. For example FuelTanksPlus always puts "TP" in front of its parts, so addressing those fuselages might be done with something like this: @PART[TP*]:HAS[@RESOURCE[LiquidFuel],!MODULE[ModuleFuelTanks],!MODULE[ModuleCommand]]:NEEDS[RealFuels]:FINAL This is just to show you where I'm going with this. Now for OPT it is a bit more tricky and much more work because the part names don't have such a universal tag. They are something like "a_6m_tanks", "c_6m_cargo", and so on. So you would to address every part seperately (I assume - sorry, I am not that firm with writing mm configs, there are probably simpler ways - but there are also a lot of ..uhm... script kiddies like me who only know a fraction of whats possible). If you would add "OPT_" in front of it, it would really help and make it much more easier, also for other mods to support compatibility with this mod. Kind regards, caipi P.S: sorry for the long text for that simple request. And also apologies if this is the wrong thread for it. I could post it in the original OPT-thread if you prefer. -
Thanks for the update. I love this mod and it has become essential to me
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Is anybody else having the issue that the Kerbals don't get any experience in career mode? Might be related to another mod (or at least an interaction between RSS and another mod), but I was using career before with the same mods except for RSS and now that I cloned my game, added RSS and started a new career, the issue started to pop up. /edit: Never mind. It seems like restarting the game fixed the issue. Weird...
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I can confirm this bug! Having your Precise Maneuver mod installed locks up my stage (red lamp) as soon as I enter the map. I have to quicksave/load to get it working again. But only until I enter the map again. I'm sorry to tell you that I uninstalled the mod due to this severe bug and switched to the alternative Precise node, as it doesn't include the bug.
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Is anybody else having issues with the stage lock? Every time I switch to the map view, my stage lock activates and I cannot unlock it. The only way to counter it is to quicksave and quickload. But as soon as I go into the map view, it is locked again. It sucks big time! /edit: Never mind, it seems to be one of the mods, not the stock game.
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[1.11.x] AmpYear Main & Reserve Power Manager (v1.5.9.0) 22nd Feb 2021
caipi replied to JPLRepo's topic in KSP1 Mod Releases
Awesome mod! Trying it out right now. Small hint though, your github link is broken and leads to your other project (deepfreeze continued). The correct link should be https://github.com/JPLRepo/AmpYear/releases/tag/V1.0.0- 606 replies
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Mhm, is there a way to detach a part from a ship and put it in the Kerbal's inventory? I use "g" to detach it and try to put it into my inventory, but the game acts as if the inventory (tab) is not there. Or is the only way to do that via a container? Sorry if I missed the part in the Guidelines.
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Awesome Spacebong, bro! I take it, that this is a recreational facility? Sorry, couldn't resist.
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Awesome thread and thanks for keeping the first page uptodate! However the connected living space link is obsolete. The correct link is http://forum.kerbalspaceprogram.com/threads/122126
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That didn't help and it was already the correct path/directory. But starting it with administrator privileges solved the issue - just in case anybody else encounters the issue.
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Mhm, can anybody explain to me why the real solar system doesn't load properly, when I launch the game directly without launcher? I use "F:\Spiele\KSP\KSP.exe -popupwindow" to start my game (link on the desktop) in order to avoid the launcher. I know, I could just set the flag in the settings to avoid the launcher, but I sometimes want to read the news and use the updater. If I start the game via launcher, it loads the RSS as intended. Anybody else get this? I never had an issue before with this method. The "popupwindow" makes it a frameless window.
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The correct download link would be https://github.com/KSP-RO/RealSolarSystem/releases/download/v10.0/RealSolarSystem_v10.0.zip
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Awesome! I'm (of course) a big roverdude fan and use his life support mod as well, so this mod will come in really handy. :-) Any chance that you will be able to produce Glykerol in a lab from, let's say water, minerals and substrates? Maybe as an option only? I love self-sufficient off-kerbin-bases
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
caipi replied to SuicidalInsanity's topic in KSP1 Mod Releases
The Mk2X_DRE.cfg is missing a :NEEDS parameter, which is why you get the 933.15° max Temp even if you are not using Deadly ReEntry. The number is rather low in my opinion for the DRE-free game. I simply deleted the file in my version (I don't need it ;-) ). But it would be better to fix this for the future versions as other users might not know why your parts are burning up so fast. Otherwise it's an awesome mod. Keep it up /edit: I just read that MinorInconvenience has also pointed this out. Don't mind me then.- 1,512 replies
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