FrancoisH
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Everything posted by FrancoisH
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[WIP] ActiveStruts Dev Thread [updated 10.10.2014]
FrancoisH replied to marce's topic in KSP1 Mod Development
Hello there. I built a new satellite with Magic Smoke Ind. Parts (to animate two arms extending when released once in orbit. I went through a little issue with this: my vessel started to drop from orbit as soon as I activated Active struts connector to aim to the target... Once I activated my 4 connectors, my ship is falling to the surface when I where on stable orbit. Engine is turned off. Where this velocity change is coming from? Kind regards. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
FrancoisH replied to sirkut's topic in KSP1 Mod Releases
Thank you -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
FrancoisH replied to sirkut's topic in KSP1 Mod Releases
The link is not working. Is it a fix for the parts switching by 1° each time you go through movement? It's a bit hard for me to construct my satellite currently because of that -
I was going to ask if any fixed release were being released soon. Hopefully, I thought I can look at your latest forum post and I found your message So I'll just wait until your release, which should only be in a few weeks. Thank you for your job. I enjoyed (only a little) your plug-in and I'm waiting since I returned to KSP for a new release. Hopefully it'll come soon. Kind regards.
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Did you checked your memory usage? Did you get each time an error box when you alt-tab on the desktop? If not, you should try to start the game windowed or just press alt+enter to put it in windowed mode temporarily and check the task manager and see how much memory the game use. I think Insterstellar add-on add a lot of new parts and you probably reach the 3.6 GB memory limit for the 32bits executable. So it just crash on loading. If I'm right, then just use ActiveTextureManagement to lower the memory footprint or maybe try to deactivate a few other mods... Or just use -force-opengl mode. Using both ATM and OpenGL mode, I go down from (I think) more than 4 GB down to 1.6 @ALL Nobody gentle enough to pack his MM file and all the fixes needed to get it working correctly on .25 version? Maybe with this new tree tool suggested in this post? I have to admit I'm totally lost this time!
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All thanks must go to RoverDude, it's just some things that has been forgotten along the 0.25 update Akira just sais something I had figured out by myself, but I'm not a mod author nor a KSP specialist as I'm really new to the community. I have the game since the earliest release on steam but never invested time into it, only came back with the latest version of the game (.25). I'm now thinking of helping some projects, maybe I'll be able to... If I find some time to do it because people wait for your updates once you started a thing
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I think someone explained 3 or 4 pages ago that TreeLoader author seems to be on a break... And the license he choose make impossible for anyone to start over the maintenance of this plug-in. So we have to wait either Alternative Tech Tree mod is being used or just use the fixes suggested above until then. Or just hope the author either change the code license or update TreeLoader.
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[1.0.2] TAC Self Destruct v1.5.1 [13May]
FrancoisH replied to TaranisElsu's topic in KSP1 Mod Releases
Hello, I love all your add-ons but... when this one is unlocked in the tech tree? I still don't have it yet... -
I found an error in my log : File error:Failed to read past end of stream. at System.IO.BinaryReader.ReadByte () [0x00000] in <filename unknown>:0 at System.IO.BinaryReader.Read7BitEncodedInt () [0x00000] in <filename unknown>:0 at System.IO.BinaryReader.ReadString () [0x00000] in <filename unknown>:0 at A..ReadTextures (System.IO.BinaryReader br, UnityEngine.GameObject o) [0x00000] in <filename unknown>:0 at A..ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00000] in <filename unknown>:0 at A.. (.UrlFile ) [0x00000] in <filename unknown>:0 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Model load error in 'D:\Kerbal Space Program Heavy\GameData\UmbraSpaceIndustries\AES\Spaces\AES_Internal.mu' Any clue of what's going wrong with this?
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
FrancoisH replied to erendrake's topic in KSP1 Mod Releases
Question: can you make a menu or wait for an input from the user? So you can kinda make a menu with your scripts? -
@Akira_R: thank you for your reply. This gives me those modifications. For AES_Beam.cfg MODEL { model = Squad/Parts/Structural/strutCubicOcto/model position = .45,0,0 } MODEL { model = Squad/Parts/Structural/strutCubicOcto/model position = .225,0,0 scale = 1.25,.99,.99 } MODEL { model = Squad/Parts/Structural/strutCubicOcto/model position = 0,0,0 } MODEL { model = Squad/Parts/Structural/strutCubicOcto/model position = -.225,0,0 scale = 1.25,.99,.99 } MODEL { model = Squad/Parts/Structural/strutCubicOcto/model position = -.45,0,0 }// --- asset parameters --- For AES_Decoupler.cfg { model = Squad/Parts/Utility/decouplerRadialHDM/model scale = .5,.25,.5 }// --- asset parameters ---MODEL For AES_MiniSAS.cfg: { model = Squad/Parts/Command/advancedSasModuleLarge/model position = 0,0,0 scale = .27,.27,.27 } MODEL { model = Squad/Parts/Utility/dockingPortSr/model position = 0,-.07,0 scale = .27,.325,.27 rotation = 180,0,0 } MODEL { model = Squad/Parts/Utility/dockingPortSr/model position = 0,.07,0 scale = .27,.325,.27 }// --- asset parameters ---MODEL For AES_Outrigger.cfg MODEL { model = Squad/Parts/Structural/strutCubicOcto/model position = .35,0,0 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Structural/strutOcto/model }// --- asset parameters --- Offered changes on github.
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Sorry then, I think I missed the little requirement lines in your post. Thank you
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Hi there. I got alerts from missing parts when looking at the debug log in KSP. Here's what I find : Could not find part in index: AES.Beam (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Could not find part in index: AES.Decoupler (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Could not find part in index: AES.MiniSAS (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) When looking at these parts cfg files, they're referring to non existant Squad parts... At least parts that are no longer in the .25 version of the game. Currently, Mini SAS module is looking for this models: MODEL{ model = Squad/Parts/Command/asasmodule1-2/model position = 0,0,0 scale = .27,.27,.27 } MODEL { model = Squad/Parts/Utility/dockingPortLarge/model position = 0,-.07,0 scale = .27,.325,.27 rotation = 180,0,0 } MODEL { model = Squad/Parts/Utility/dockingPortLarge/model position = 0,.07,0 scale = .27,.325,.27 } The Squad do exist in my part list but they do not exist in the Squad parts directory structure of the installed game. Maybe are they somewhere else I don't know, anyway these parts won't load correctly. Here's my output log. Any idea? Could it be released to the fact I upgraded CIT Utils as requested by my mod manager?
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Hello there, Seems there's an issue with some parts and missing files... OnionNewScience is looking at : MODEL { model = HGR/Parts/Command/Onion/model texture = HGR/Parts/Command/Onion/OnionTexture } But this subdirectory structure don't exist in the ZIP file. There's no model or texture. Is it by design or just an error? My log keep returning errors.
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[0.24.2] Community Resource Pack integration for KSPI 0.12
FrancoisH replied to undercoveryankee's topic in KSP1 Mod Releases
Hello there, I'm waiting impatiently on your SCANSat 8.x and .25 update of your adaptation as I really want to test Interstellar and Karbonite same time Hope to read from you soon -
Hello there, I would like to report my issue... Despite unchecking "use the applauncher" option, the Icon still appear in the KSP app launcher. As I use Toolbar plugin, I would like to be able to use only one of the icons I think this is a bug. Kind regards. P.S. I love your great add-on, either when helping to do tedious repeating task or just to help me limit my thrust or acceleration to very small amounts and gain precision you couldn't had with keyboard without your tool.
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I get another question for you guys... I'll look into the tree fix you spoke about, even if reading thousand pages make me wondering if I'll ever find it... But, if I understand well, Karbonite use ORS system as well... Is it the same plug-in, is there any kind of incompatibility between the two add-ons? THanks.
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Even if developers would not recommend it, if you want to get rid of the alert (you can safely ignore it), just edit the .version file with notepad or any text editor and change the KSP version into it so you should be fine with no alert if you want so... but notice you could miss the update So you'll have to check here... Or you can just remove AVC from this add-on directory as well.
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
FrancoisH replied to Nereid's topic in KSP1 Mod Releases
Or I can install your mod and use kOS And spend 3 hours making my program working as intended for my launcher automatic operations What kind of issue between Mechjeb and Final Frontier? So I could test and give you some logs if you want. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
FrancoisH replied to sirkut's topic in KSP1 Mod Releases
I understood that, except for me, going from flight back to hangar is something quite long... so, for me, it's exactly what I said -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
FrancoisH replied to sirkut's topic in KSP1 Mod Releases
Sorry if I said something that harsh to make you react like this. Your mod is really great... But this drifting of parts, rotating after testing the system, make for me the design quite complicated. So for me it's a breaking mod issue. I'll just wait you find a way to solve this issue, and I'm sure you will, and then I'll continue to use it. Anyway, as I said, it still a great and unique mod. Especially with the future of kOS and the ability to control your parts with it. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
FrancoisH replied to sirkut's topic in KSP1 Mod Releases
Yes exactly... And this really mod breaking issue as I can't rely on it or make my parts fit correctly into the fairing as I would ... as well with movement being inverted on saved parts/ships. And for the KSPAPI it's requested to replace the TweakScale one in the first post so I did it.