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Poodmund

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Everything posted by Poodmund

  1. This issue was been posted on the Git tracker a while back: https://github.com/sarbian/CustomBarnKit/issues/8. If anyone can find a consistent way to reproduce the issue then, please, let us all know.
  2. Unfortunately that seems to have slipped in at the last minute without us realizing. I've posted about it on the Git Issue tracker here: https://github.com/PorktoberRevolution/ReStocked/issues/846#issuecomment-621471937 Thanks for highlighting it to us.
  3. It was sooner than you thought. You can click on the screenshot above for the v1.1.0 Update Preview Gallery or find it here at this link: https://imgur.com/gallery/zPLd7Oa
  4. I'm trying to update a KSPedia assetbundle from way back at Unity v5, it seems to have imported the project all fine on Unity 2019.2.2f but when I install the new Part Tool and follow the instructions as per Nil's other thread posted in the OP, when I try to build the KSPedia assetbundle I get the following message: Cannot mark assets and scenes in one AssetBundle. AssetBundle name is "opm". UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget) KSPAssets.Editor.AssetCompiler:BuildAssetBundles(Boolean, Boolean, String, String[]) KSPAssets.Editor.<BuildBundle>d__6:MoveNext() KSPAssets.Editor.EditorUtil:UpdateCoroutine() UnityEditor.EditorApplication:Internal_CallUpdateFunctions() And the KSPedia file does not get built. Does anyone have any ideas as to how to resolve this? I've literally not changed anything from when it was built on KSP 1.1.2. EDIT: It seems to build the 1st time I try in a brand new project, subsequent attempts to compile the assetbundle fail with the above message.
  5. @PART[kerbalEVA*]:NEEDS[!EVAEnhancements&!SquadExpansion/Serenity] { MODULE { name = ModuleTweakableEVA } } @PART[kerbalEVA*]:HAS[@MODULE[ModuleScienceExperiment]:HAS[#experimentID[ROCScience]]]:NEEDS[!EVAEnhancements&SquadExpansion/Serenity] { MODULE { name = ModuleTweakableEVA } } Would that work?
  6. That's if you transmit the science through a relay, if you do so you then get a bonus amount of science dependent on the signal strength.
  7. If you have a connection, you can transmit science. Anything non-zero will work. That's a stock mechanic.
  8. Okay looking through the log it seems you have the J2X Antenna mod installed which has this stated in the OP: So yeah. Pick you poison. I'd recommend just removing the J2X Antenna mod.
  9. Like always, we cannot provide help without the relevant log files:
  10. Custom Barn Kit v.1.1.20 seems to work fine in 1.9.1 so as long as you have that version installed alongside the latest version of Module Manager, there should be no issues here... Kopernicus or not.
  11. There are a couple of ways to "fake" an axial tilt for a gas giant, if you do it just with Kopernicus the body cannot look as though it is rotation but with EVE installed you can get it to look as though it is rotating as you essentially use a 'cloud layer' as the body texture. Its a bit odd as the moons then have to have their rotation killed too, or not, as their axis of rotation stays flat with respect to the ecliptic plane of 0deg inclination. Its a bit funky from a gameplay perspective but a fair number of people like it.
  12. The point of CC is not to increase the amount of work available to the public but to allow it to be available for the public if they intend to work with it. Suffice to say, reiterating on myself, I'd rather optimise the mod for players rather than people deconstructing the mod as having them in the format they are currently in, it lowers the distribution size of the mod and keeps them as optimised as possible from a performance perspective. On a different note, I've been without PC for about 2 weeks as the VRMs on my motherboard decided to give up the ghost a couple of weeks ago and in turn ended the life of my sound card too... so I've only just come back online with practically a whole new rig to show for it but a lot lighter in the wallet. Talk about bad timing. I've finally put together a project scheme for OPM on the Git repo for everyone to be able to track and added all the issues that have been brought up over the last few pages: https://github.com/Poodmund/Outer-Planets-Mod/projects Please remember, the best place for issues to be reported is to the Git repo where they can be logged and not forgotten about: https://github.com/Poodmund/Outer-Planets-Mod/issues No target time for an update yet but at least the roadmap is a little clearer (I currently have a fair bit of work to do with regards to other mods right now).
  13. For your reference, when it comes to making any decisions, you can see the market share of hardware via the Steam surveys which give a good indicator: https://store.steampowered.com/hwsurvey/videocard/
  14. If you're making the APAS, you may as well make the rest of the ISS.
  15. Considering you're also having issues with the struts/clamps, it sounds as if you're using ReStock on an unsupported version of KSP i.e. before 1.8.0
  16. The value required to display here would be 'xmitDataScalar' located in the part config inside the 'ModuleScienceExperiment' module. i.e. MODULE { name = ModuleScienceExperiment experimentID = barometerScan experimentActionName = #autoLOC_502065 //#autoLOC_502065 = Log Pressure Data resetActionName = #autoLOC_502064 //#autoLOC_502064 = Delete Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False xmitDataScalar = 0.5 dataIsCollectable = True collectActionName = #autoLOC_238018 //#autoLOC_238018 = Take Data interactionRange = 1.5 rerunnable = True usageReqMaskInternal = 1 usageReqMaskExternal = 8 } Would only allow for 50% of the science data to be transmitted back.
  17. Ah they are... weird, I couldn't find them yesterday. No worries, thanks for the mod.
  18. NESD, would you have any objection as to Internal RCS and/or Surface Attachable Control being listed on CKAN?
  19. @R-T-B is the unified/split camera intelligent? Does it detect what graphics platform is being utilised and use the appropriate camera system based on that? It would be a shame to lose the performance improvements the unified camera brings with DX11 and then have that nullified.
  20. Probably not any time soon. Have work to do on OPM base before I get back to touching this again.
  21. @dkavolis, this issue seems to be persisting with FAR v0.15.11.4 and KSP 1.9.1.2788. The easiest way to reproduce the issue is to work with a clean vanilla build of KSP, install FAR v0.15.11.4, Module Manager 4.1.3 and MFI 1.2.7.0. Start a new Sandbox game and go to the Editor (VAB). Load the Kerbal X stock craft, then subsequently, try to load the Dynawing stock craft. Exceptions will be thrown when trying to click the 'Load' button when try to load the Dynawing. It seems that there is an issue in the upgrade pipeline where FAR is trying to update saved craft files to 1.9.1 'standards'. I think it affects craft that have controllable lifting surface parts as the same thing happens with a lot of the stock aircraft when trying to load them in the SPH. Log attached: https://www.dropbox.com/s/zo47m3ew88gsf68/KSP.log?dl=0 In the attached log, I followed the process I outlined above and then tried to load other vessels that triggered the same issue. Would you like me to raise an issue on the Git tracker?
  22. They work in game. What's the issue? EDIT: In the Palette-16 format they have a filesize of 4MB per biome map, if I make them 8.8.8 uncompressed they increase to 24MB each. This is the exact reason why the Palette DDS format compatibility was added to Kopernicus, so the biome map size could be reduced by a factor of 6 in this case. EDIT EDIT: To be clear, I'd rather optimise the mod for players rather than people deconstructing the mod. I don't mean that maliciously, its how I got involved with modding but at the end of the day the mod is intended to be played. I hope that's appreciated.
  23. All of the biome maps were remade by myself in v2.2.2 and they won't open in GIMP, Paint.net or DDS Viewer because of the reason that I stated in my previous post. They use a specific DDS compression that Photoshops DDS plugin provides but I do not think the other programs do. Tekto, Slate and Wal's texture files open in those programs because those 3 maps are 8-bit as the bodies have over 16 biomes. All the other maps are 4-bit, which seems as though is unsupported for your software.
  24. The biome maps are saved in Palette-16 or Palette-256 DDS compression which acts as a pixel-uncompressed format with a clamped 4-bit or 8-bit colour palette, just like a 4-bit or 8-bit GIF texture. Photoshop's DDS plugin supports this format so if you are able to, you should be able to open them in this way just fine. For reference I used to play with Urlum being tilted in my playthroughs so it's another thing on my radar for the back burner.
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