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KSP2 Release Notes
Everything posted by linuxgurugamer
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KSP_PartVolume This is a small mod which will add the ModuleCargoPart to all parts which don't already have it. This is necessary in order to allow a part to be an inventory cargo part that can be placed in inventories or allowing larger parts to be manipulated in EVA construction mode (but not placeable in inventories) It works by using the stock methods GetRendererBounds() to get the outermost bounds of the part. Usage Install the mod using either CKAN or a manual install. The first time the game is run, a file will be created in the GameData directory called partVolume.cfg The changes will be applied on the fly when first run, and also written to a config file. If you aren't changing your mod mix, you can remove this after the first run, and the config file will remain and apply the changes during the initial ModuleManager run Settings A toolbar button will be visible in the upper right when at the MainMenu. Click the button to open a Settings window: Filler is a default amount of extra volume used for packing and storage. There are several different filler settings, the settings are (with their defaults) as follows: Part Type Do Tanks (False) Create configs for tanks Manned (False) Create configs for manned parts Do Stock (False) Create configs for stock parts which don't have configs (includes expansions) Filler (10%) A default amount when no other applies Science Filler (25%) Filler for science parts Engine Filler (15%) Filler for engines RCS Filler (20%) Filler for RCS parts Limit Size (True) Limit maximum size for a config to be applied (before filler adjustment) Largest Allowable Part (64000 l) Largest volume allowed if Limit Size is true All filler percentages go from 0 to 100%. In the event that more than one type of filler can apply to a part, only the largest will apply. Part types are determined as follows: Part Type Science Part is listed in the config to be a PartCategories.Science part Engine Part has either ModuleEngines or ModuleEnginesFX RCS Part has either ModuleRCS or ModuleRCSFX Tank Part has resources and no other module (yes, this includes batteries Manned Part can hold crew If any setting is changed and saved, the config file (GameData/partVolumes.cfg) is deleted and a popup is shown indicating that the game will need to be restarted: All configs generated by this mod will only apply if a part does NOT have a ModuleCargoPart already defined. This way mods can get updated by the author with their settings with no worry that their settings will be overridden. Manipulable-only parts are parts that have ModuleCargoPart{} with negative volume, therefore can't be placed in inventory, but can be manipulated in the EVA Construction. A part without ModuleCargoPart{} can't be manipulated in the EVA Construction. Therefore, enabling "Process manipulable-only parts" will process manipulable-only parts, and instead of -1 these parts will be having proper volume. Make manual config for these parts, if the part have ModuleCargoPart{}then mod will ignore that part. (It is why all this fuzz with the manipulable-only parts was needed in the first place) @PART[reactor-125]:HAS[!MODULE[ModuleCargoPart]]:Final { MODULE { name = ModuleCargoPart packedVolume = 4254 } } Output The generated file will contain the following information (example from KW Rocketry): // KWRocketry/Parts/Aero/150mSRBTop/KW2mSRBNoseCone/KW2mSRBNoseCone // Bounding Box Size: 3107.528 liters // Volume adjustment: 15% // Engine module detected // @PART[KW2mSRBNoseCone]:HAS[!MODULE[ModuleCargoPart]]:Final { MODULE { name = ModuleCargoPart packedVolume = 3575 } } The comments are provided for mod authors who might wish to use the calculated information in their own mods. If a mod author does use this, please provide me with a small credit Note The generated config file is placed in the GameData directory so that the mod can be deleted without deleting the generated configs Note 2 To fully delete the mod you will have to delete the generated file Gamedata/partVolume.cfg Dependencies ModuleManager ToolbarController Click Through Blocker SpaceTuxLibrary Availability Source: https://github.com/linuxgurugamer/KSP_PartVolume Download: https://spacedock.info/mod/2672/KSP_PartVolume License: CC-BY-NC-SA-4.0 Available via CKAN Acknowledgments Thanks to forum user @ValiZocktfor providing me with an initial implementation of the volume calculations, and again to him for pointing out the GetRendererBounds() method which greatly simplified the code
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[1.9.x] Contract Pack: Bases and Stations Reborn
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I'll take a look at it this week -
@Atlas Gaming I about to release a mod which will calculate volumes and add a ModuleCargoPart to all parts which don't have it. This will be based on actual volume calculations, along with some adjustments as defined in a config. Could you add the following to your file: AllowModPartsInStock.cfg: @PART[*]:HAS[!MODULE[ModuleCargoPart],#mass]:NEEDS[!KSP_PartVolume] and let me know when it's been released? This way both mods can work together
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There actually isn't a .version file at all, from what I can see. I found out about this from someone else who was using it. He was actually using it for the RCS, he liked them a lot. I just tested them all. The center bottom node is reversed on the following parts: B-1A3AA B-1A5AA D-1B6A You have an interesting group of parts here. Maybe consider breaking it into three sub-mods: Control aka RCS Fuel aka tanks Structural aka interstage & adapters
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[1.12.x] SpaceTux Industries Recycled Parts
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 0.2.0.3 Adjusted drag cubes in the Mk2Essentials: SAS, separator & decoupler Adjusted maxTemp in all Mk2Essentials to 2500 to match stock -
[1.12.x] SpaceTux Industries Recycled Parts
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I'll have to look at this. There is a good chance that this will be a reasonable fix, if they are close enough What I'm going to do is install your modified config alongside the existing ones with a slightly different naame and see what differences, if any, there are If I recall, these came from several different mods. It does look like they can all use the same model. However, the textures need to be fixed for the correct model, the fix he did ignored the different textures, so all three in his patch look the same. Edit: The textures don't match the model, so the fix isn't that good, unfortunately. I might just patch the drag cubes -
[1.9.x] Contract Pack: Bases and Stations Reborn
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
All depends on ContractConfigurator -
ksp stuck at loading expansions...
linuxgurugamer replied to tonimark's topic in KSP1 Technical Support (PC, modded installs)
I assume you installed the full KSP AVC and not the miniavc, although I have no idea what you actually installed, given what you said: The initial post of that thread was made in 2018. From the release page on Github: linuxgurugamer released this on Jun 28, 2020 linuxgurugamer released this on Jun 28, 2020 Please verify the version is 1.4.1.5. -
[1.12.x] SpaceTux Industries Recycled Parts
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
It's rather hard to follow when the left part of the picture has the two windows overlapping. Well, it is an old mod. -
Does this work with current KSP? I saw the previous message about the "bottom middle node of "B-1A3AA Interstage Adapter", has it been fixed? Do you think you could update it with a .version file?
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Not at present
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Did you know that you can tell CKAN to accept older mods as compatible? Settings->Compatible Game Versions and then enable (add checks) to the left of 1.8, 1.9, 1.10, and 1.11 Keep in mind that while most mods work from those versions, not all do. But still best to let CKAN do the install and them remove the checks when done Edit: Where did you get UBIO Welding from? And I see you are also using Mechjeb, are you using it for launches?
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ksp stuck at loading expansions...
linuxgurugamer replied to tonimark's topic in KSP1 Technical Support (PC, modded installs)
I took a bit of time to look at the logs. Problems occur almost immediately.: AssemblyLoader: Exception loading 'SuperKerbal': System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at AssemblyLoader.LoadAssemblies () [0x000e6] in <06f13185617646e5bc801baeab53ab75>:0 Additional information about this exception: System.IO.FileNotFoundException: Could not load file or assembly 'KIS, Version=1.20.7062.41416, Culture=neutral, PublicKeyToken=null' or one of its dependencies. File name: 'KIS, Version=1.20.7062.41416, Culture=neutral, PublicKeyToken=null' System.IO.FileNotFoundException: Could not load file or assembly 'KIS, Version=1.20.7062.41416, Culture=neutral, PublicKeyToken=null' or one of its dependencies. File name: 'KIS, Version=1.20.7062.41416, Culture=neutral, PublicKeyToken=null' and when I went back and looked at your list of mods, I don't see KIS there at all Another error about MPUtils: ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at AssemblyLoader+LoadedAssembyList.GetPathByType (System.Type type) [0x00020] in <06f13185617646e5bc801baeab53ab75>:0 at AssemblyLoader.GetPathByType (System.Type type) [0x00000] in <06f13185617646e5bc801baeab53ab75>:0 at KSP.IO.IOUtils.GetFilePathFor (System.Type T, System.String file, Vessel flight) [0x00005] in <06f13185617646e5bc801baeab53ab75>:0 at KSP.IO.PluginConfiguration.CreateForType[T] (Vessel flight) [0x00000] in <06f13185617646e5bc801baeab53ab75>:0 at MPUtils.MPConfig.Getconfig () [0x0000c] in <4b14005524b04aca9e78cfaf2c6b44ee>:0 at MPUtils.MPStartup.Awake () [0x00001] in <4b14005524b04aca9e78cfaf2c6b44ee>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) <LoadObjects>d__90:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.MonoBehaviour:StartCoroutineManaged2(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <CreateDatabase>d__71:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.MonoBehaviour:StartCoroutineManaged2(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) GameDatabase:StartLoad() <LoadSystems>d__11:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) and then a whole lot of errors from Kerbalism. All these Kerbalism errors seem to be missing resources, seems you might be missing CommunityResourcePack???: [Kerbalism] Profile.Nodeparse failed to load process System.Exception: resource LqDeuterium doesn't exist for process LqDeuterium Boiloff at KERBALISM.Process..ctor (ConfigNode node) [0x00131] in <c01b58fa9151425eac28bc1f9ddf5307>:0 at KERBALISM.Profile.Nodeparse (ConfigNode profile_node) [0x00116] in <c01b58fa9151425eac28bc1f9ddf5307>:0 [Kerbalism] Profile.Nodeparse failed to load process System.Exception: resource KeroseneBoiloff doesn't exist for process Kerosene Heating at KERBALISM.Process..ctor (ConfigNode node) [0x001fa] in <c01b58fa9151425eac28bc1f9ddf5307>:0 at KERBALISM.Profile.Nodeparse (ConfigNode profile_node) [0x00116] in <c01b58fa9151425eac28bc1f9ddf5307>:0 [Kerbalism] Profile.Nodeparse failed to load process System.Exception: resource LqdKryptonBoiloff doesn't exist for process LqdKrypton Heating at KERBALISM.Process..ctor (ConfigNode node) [0x001fa] in <c01b58fa9151425eac28bc1f9ddf5307>:0 at KERBALISM.Profile.Nodeparse (ConfigNode profile_node) [0x00116] in <c01b58fa9151425eac28bc1f9ddf5307>:0 [Kerbalism] Profile.Nodeparse failed to load process System.Exception: resource LqdNeonBoiloff doesn't exist for process LqdNeon Heating at KERBALISM.Process..ctor (ConfigNode node) [0x001fa] in <c01b58fa9151425eac28bc1f9ddf5307>:0 at KERBALISM.Profile.Nodeparse (ConfigNode profile_node) [0x00116] in <c01b58fa9151425eac28bc1f9ddf5307>:0 [Kerbalism] Profile.Nodeparse failed to load process System.Exception: resource NTOBoiloff doesn't exist for process NTO Heating at KERBALISM.Process..ctor (ConfigNode node) [0x001fa] in <c01b58fa9151425eac28bc1f9ddf5307>:0 at KERBALISM.Profile.Nodeparse (ConfigNode profile_node) [0x00116] in <c01b58fa9151425eac28bc1f9ddf5307>:0 [Kerbalism] Profile.Nodeparse failed to load process System.Exception: resource LqdMethaneBoiloff doesn't exist for process LqdMethane Heating at KERBALISM.Process..ctor (ConfigNode node) [0x001fa] in <c01b58fa9151425eac28bc1f9ddf5307>:0 at KERBALISM.Profile.Nodeparse (ConfigNode profile_node) [0x00116] in <c01b58fa9151425eac28bc1f9ddf5307>:0 [Kerbalism] Profile.Nodeparse failed to load process System.Exception: resource LqdNitrogenBoiloff doesn't exist for process LqdNitrogen Heating at KERBALISM.Process..ctor (ConfigNode node) [0x001fa] in <c01b58fa9151425eac28bc1f9ddf5307>:0 at KERBALISM.Profile.Nodeparse (ConfigNode profile_node) [0x00116] in <c01b58fa9151425eac28bc1f9ddf5307>:0 [Kerbalism] Profile.Nodeparse failed to load process System.Exception: resource LqdNitrogen15Boiloff doesn't exist for process LqdNitrogen15 Heating at KERBALISM.Process..ctor (ConfigNode node) [0x001fa] in <c01b58fa9151425eac28bc1f9ddf5307>:0 at KERBALISM.Profile.Nodeparse (ConfigNode profile_node) [0x00116] in <c01b58fa9151425eac28bc1f9ddf5307>:0 [Kerbalism] Profile.Nodeparse failed to load process System.Exception: resource LqdOxygenBoiloff doesn't exist for process LqdOxygen Heating at KERBALISM.Process..ctor (ConfigNode node) [0x001fa] in <c01b58fa9151425eac28bc1f9ddf5307>:0 at KERBALISM.Profile.Nodeparse (ConfigNode profile_node) [0x00116] in <c01b58fa9151425eac28bc1f9ddf5307>:0 [Kerbalism] Profile.Nodeparse failed to load process System.Exception: resource LqdOxygen18Boiloff doesn't exist for process LqdOxygen18 Heating at KERBALISM.Process..ctor (ConfigNode node) [0x001fa] in <c01b58fa9151425eac28bc1f9ddf5307>:0 at KERBALISM.Profile.Nodeparse (ConfigNode profile_node) [0x00116] in <c01b58fa9151425eac28bc1f9ddf5307>:0 [Kerbalism] Profile.Nodeparse failed to load process System.Exception: resource LqdTritiumBoiloff doesn't exist for process LqdTritium Heating at KERBALISM.Process..ctor (ConfigNode node) [0x001fa] in <c01b58fa9151425eac28bc1f9ddf5307>:0 at KERBALISM.Profile.Nodeparse (ConfigNode profile_node) [0x00116] in <c01b58fa9151425eac28bc1f9ddf5307>:0 [Kerbalism] Profile.Nodeparse failed to load process System.Exception: resource LqdWaterBoiloff doesn't exist for process LqdWater Heating at KERBALISM.Process..ctor (ConfigNode node) [0x001fa] in <c01b58fa9151425eac28bc1f9ddf5307>:0 at KERBALISM.Profile.Nodeparse (ConfigNode profile_node) [0x00116] in <c01b58fa9151425eac28bc1f9ddf5307>:0 [Kerbalism] Profile.Nodeparse failed to load process System.Exception: resource HeavyWaterBoiloff doesn't exist for process HeavyWater Heating at KERBALISM.Process..ctor (ConfigNode node) [0x001fa] in <c01b58fa9151425eac28bc1f9ddf5307>:0 at KERBALISM.Profile.Nodeparse (ConfigNode profile_node) [0x00116] in <c01b58fa9151425eac28bc1f9ddf5307>:0 [Kerbalism] Profile.Nodeparse failed to load process System.Exception: resource LqdXenonBoiloff doesn't exist for process LqdXenon Heating at KERBALISM.Process..ctor (ConfigNode node) [0x001fa] in <c01b58fa9151425eac28bc1f9ddf5307>:0 at KERBALISM.Profile.Nodeparse (ConfigNode profile_node) [0x00116] in <c01b58fa9151425eac28bc1f9ddf5307>:0 I ALSO found a MiniAVC dll there, and did NOT find ZeroMiniAVC. MiniAVC has been broken for a few years, and should not be there, it can cause all sorts of problems. So I'd recommend that first, you install ZeroMiniAVC and try again, it's possible that is the root cause. If not, you need to look at the log file and see what Exceptions are there, and resolve them, one at a time -
Floating point roundoff errors. No craft is perfect, no matter what you do in the editor, it's not going to be totally perfect. So when you launch, it will go off (ie: twist a bit) before GT can correct it. GT might be thinking that it needs a specific correction at launch, when it either may not, or may be too much/too little, etc.
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ksp stuck at loading expansions...
linuxgurugamer replied to tonimark's topic in KSP1 Technical Support (PC, modded installs)
I have no idea what's missing. But if you are doing all those mods by hand, it's very easy to make a mistake. I use CKAN for all my installs, never had a problem like this except when I did thing by hand. Best thing would be to remove ALL mods, then copy the install somewhere else, then add a few mods at a time in the new install. Keep your Steam install clean -
ksp stuck at loading expansions...
linuxgurugamer replied to tonimark's topic in KSP1 Technical Support (PC, modded installs)
How did you install the mods? Sounds like you are missing a dependency for something