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Posts posted by MatterBeam
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Hello.
I literally cannot KSP without this part-reducing mod. I wish you the best of luck for a compatibility update.
However, can someone still confirm whether Procedural Fuel tanks works in 1.0?
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Hello.
How do I remove Physics Easing?
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Hello.
This seems very interesting. How is the tech tree integration though? I'm trying a career mode.
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Hello.
Is it possible to create an Extraplanetary launchpad mod that creates RocketParts from the stock Ore system for 1.0?
I can fiddle with the converter's .cfg files if someone can confirm that EPL works in 1.0?
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Can someone confirm that Procedural Wings works with 1.0?
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How do you get the temperature display?
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Have you tried starting it with the option -popupwindow?
No that didn't work
Minimizing from fullscreen had no effect. Minimizing from windowed only removed the borders to create a borderless window (borders could be restored from system tray).
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Edit: KSP now runs with maximum UAC rights. The programs I was using to try and it send it to the system tray were run with lesser rights.
1.0 works great. Uses 1.2Gb RAM at startup, great FPS and so on. No problems to report ingame.
However, I have a problem when trying to minimize the game to the system tray.
You see the date and time on the bottom right of your screen? There are a few icons next to it. Most people have the battery/power on their laptop, wifi bars, a spinning Avast icon... this is the System Tray.
I use Iconize 2.0.0.4 to add running programs to the toolbar. Most extensively, I use it for Google Chrome. Right click on Iconize, select Google Chrome and it minimizes to a tiny Chrome logo you can double click to restore.
KSP 0.90 allowed me to do the same. Switch to the Desktop or a non-fullscreen application, right click on Iconize and select KSP to store it away as a tiny icon on the bottom right toolbar. Other applications, such as Alien: Isolation, World of Tanks, Mechwarrior:Online all can be minimized this way.
However, a few applications don't. They briefly appear as icons in the System Tray, then reappear in their regular minimized forms (large Icon + title in Taskbar at the bottom of the screen).
KSP 1.0 is one of them now. It doesn't stay in the system tray anymore. It 'iconizes' for a brief second before restoring itself to the taskbar.
Is there any solution to this?
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regarding FSmeshSwitch:
it's because the MU doesn't contain any of the objects you list in the config file. FSmeshSwitch doesn't switch between MUs, only what's inside of MU. You need to export a proper MU file with objects (mesh filter/renderer components are required) that you reference in the MODULE.
So it is impossible to use stock models for testing?
regarding ModuleGeneratorit appears your MJ container is full to begin with, so no MJ is produced and no UF4 is consumed. it also appears the MJ generation rate is incredibly fast, 2000/sec, at that rate the part is full immediately after launch, and so appears to not produce any MJ. UF4 consumption rate is incredibly slow, so slow that you wouldn't notice any change unless on high time warp. I don't know why Cooling is being consumed constantly, is that by design?
I previously tested with empty MJ for zero resource production. Putting engines which consume MJ instantly drains the current configuration and no more MJ are produced even after engines are shut down.
Cooling is depleted in 60 seconds as intended. However, just like the reactors, the radiators don't produce their custom resource.
Also it would be a good idea to change the part/object/file names so they don't contain any periods other than the one separating the 3-letter extension from file name. spaces should be replaced with underscore or removed.I'll do this
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I said this would start happening ~March!
http://nertea.the3rdage.net/ksp/gascore.png
Texture's pretty WIP, just colour, but fancy gimbal is all good.
What engine is that?
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Is it still not working ? If not post or send me the cfg will like at it.
Can I just send you the entire mod folder I'm working on?
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Nope, didn't work....
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That's what I do.
I'll try that. If that doesn't work, I'm at a loss as to what to do.
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Did you make Resources file ?
EDIT- And from play with CFG's have seen if you
RESOURCE
{
name = Cooling
[COLOR=#FF0000]amount = 0[/COLOR] // <-- If you leave this 0 it will not fill don't know why or if it's a bug but match your max and then try using the tweakable in vab to set it to 0
maxAmount = 120000
isTweakable = false
hideflow = false
}Resource file:
RESOURCE_DEFINITION{
name = Cooling
density = 0.0
unitCost = 0
flowMode = ALL_VESSEL
transfer = PUMP
isTweakable = false
}
RESOURCE_DEFINITION
{
name = MJ
density = 0.0
unitCost = 0
flowMode = ALL_VESSEL
transfer = PUMP
isTweakable = false
}
RESOURCE_DEFINITION
{
name = UF4
density = 0.0001
unitCost = 100
flowMode = ALL_VESSEL
transfer = PUMP
isTweakable = true
}
RESOURCE_DEFINITION
{
name = TinCoolant
density = 0.0001
unitCost = 5
flowMode = ALL_VESSEL
transfer = PUMP
isTweakable = true
}
RESOURCE_DEFINITION
{
name = LiquidHydrogen
density = 0.0004
unitCost = 0.5
flowMode = STACK_PRIORITY_SEARCH
transfer = PUMP
isTweakable = true
}I'll try setting the minimum values to 1. However, starting up KSP takes a long time >.>
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Please don't be a .dll plugin.
So I'm trying to make a simple reactor/radiator/engine engine loop.
I have two problems currently:
Problem 1: Nothing works.
Here's the reactor. This the Large version that produces 2GW. I used a custom unit, 'MJ', properly defined in a Resource.cfg, and an MJ resource shows up in the resource bar.
Reactor:
MODULE{
name = ModuleGenerator
isAlwaysActive = true
requiresAllInputs = true
INPUT_RESOURCE
{
name = UF4
rate = 0.0000918
}
INPUT_RESOURCE
{
name = Cooling
rate = 2000
}
OUTPUT_RESOURCE
{
name = MJ
rate = 2000
}
}
RESOURCE
{
name = ElectricCharge
amount = 0
maxAmount = 2000
isTweakable = false
hideflow = True
}
RESOURCE
{
name = UF4
amount = 3172
maxAmount = 3172
isTweakable = true
hideflow = false
}
RESOURCE
{
name = Cooling
amount = 0
maxAmount = 120000
isTweakable = false
hideflow = false
}
RESOURCE
{
name = MJ
amount = 0
maxAmount = 2000
isTweakable = false
hideflow = false
}Normally, it consumed 'Cooling' and 'UF4' to produce 'MJ'. Problem: It just doesn't. The UF4 properly drains, but cooling does not and no MJ are produced.
The Reactor is supposed to be paired with a Radiator. The Radiator produces Cooling in exchange for a tiny amount of ElectricCharge.
Here's the Radiator:
MODULE{
name = ModuleGenerator
isAlwaysActive = true
requiresAllInputs = true
INPUT_RESOURCE
{
name = ElectricCharge
rate = 3
}
INPUT_RESOURCE
{
name = TinCoolant
rate = 0.00005
}
OUTPUT_RESOURCE
{
name = Cooling
rate = 7000
}
}
RESOURCE
{
name = ElectricCharge
amount = 100
maxAmount = 100
isTweakable = false
hideflow = True
}
RESOURCE
{
name = Cooling
amount = 10000
maxAmount = 10000
maxAmount = 10000
isTweakable = false
hideflow = false
}
RESOURCE
{
name = TinCoolant
amount = 1728
maxAmount = 1728
isTweakable = true
hideflow = false
}Again, nothing works. It drains ElectricCharge, but does not produce Cooling.
Problem 2: Weird Firespitter stuff.
Engine animation in the VAB... it works fine on the launchpad though. This only affects parts with the firespitter module I added:
MODULE
{
name = FSmeshSwitch
moduleID = 0
buttonName = Next
previousButtonName = Prev
objectDisplayNames = Level A; Level B; Level C; Level D
showPreviousButton = true
useFuelSwitchModule = false
objects = WF0.5GW; WF1GW; WF2GW; WF5GW
updateSymmetry = true
affectColliders = true
showInfo = true
}The Next/Prev menu buttons appear, but clicking on them does nothing. Also, the objectDisplayNames do not appear.
Can someone help me sort out this mess?
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Looks positively amazing.
Sadly, I play using in dx11 forced mode. I know this messes up a lot of shaders, so I must ask:
-Is this compatible with dx11?
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You might look at how MFS does it
MODULE
{
name = FSmeshSwitch
moduleID = 0
buttonName = Next variant
previousButtonName = Previous variant
objectDisplayNames = FH-HL;FHN-HL;FHW-HL
objects = FH-HL;FHN-HL;FHW-HL
affectColliders = true
useFuelSwitchModule = true
fuelTankSetups = 0;1;2
}Or just look up Firespitter and look at the wiki on it.
Here's something I made for 4 parts named KRS, KRM, KRL and KRH, with display names Level A-D.
{
name = FSmeshSwitch
moduleID = 0
buttonName = Next
previousButtonName = Prev
objectDisplayNames = Level A; Level B; Level C; Level D
showPreviousButton = true
useFuelSwitchModule = false
objects = KRS; KRM; KRL; KRH
updateSymmetry = true
affectColliders = true
showInfo = true
} -
I gotta say, a part to use up electric charge... just for the sake of using up electric charge... well, it's actually sounding extremely "kerbal" to do that, but I really don't see much point otherwise.
I'm making a special fuel tank that needs to keep its contents heated. Therefore, it consumes energy without 'producing' any other resource.
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Thank you!
Just to clarify, 'objects' list the general_parameters part name or the mesh model name? Also, are 'useFuelSwitchModule' and 'fuelTankSetups' essential for an engine?
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That rocket was not 100% stock. And i've no idea on how to put an Imgur album on these forums. And the parts, since i can't model them, look the same as stock, just re-sized and changed a bit.
Well, what you can do is take the part, create a rocket with only that part, zoom in on it, then open the right-click menu and take a screenshot of that.
Also, I just went through your mod and found your 'explodium' powered 88000kN thrust engine. To make it more efficient, you have to alter the 'AtmosphericCurve' numbers, not the fuel ratio. Higher numbers are better. The best LFO engines have 390. Nuclear engines in the game have 800, so they are much more efficient.
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http://imgur.com/gallery/4T50g/new
Part list ATM:
-New explodium fuel system for later career mode
-New supercomputer probe core, WIP
-New science module that packs all 4 sensors into 1 (but for some reason can't do experiments, workling on that)
-More to come
please put an imgur album of this on your first post. Also, your mod shows a completed rocket with 100% stock parts and some procedural shape on the top. Which parts belong to your mod? what are their characteristics?
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Hi.
This is probably the most complicated thing I'll ever do, but here goes:
Is there a way to create the option to switch between several models for an engine part in the VAB?
For example, I drag and drop an engine under a fuel tank. It has parameters A,B,C defined in a .cfg file, and is assigned model 1. I right click on the engine, and I can choose to switch to model 2. It has parameters D, E, F, assigned by another elsewhere in the .cfg file.
I know this option exists, because this 'model switch' is used in procedural fuel tanks.
How is this done? What .cfg code do I need to add to the engine?
KSP cannot be minimized to system tray
in KSP1 Technical Support (PC, unmodded installs)
Posted
I have a problem when trying to minimize the game to the system tray.
I use Iconize 2.0.0.4 to add running programs to the tray. I have tried several different programs but all have the same result.
KSP 1.0 briefly appears as an icon in the system tray, before returning to the task bar as if minimized normally.
KSP 0.90 could be iconized normally. I am using the same settings as in 0.90.
Is there any solution to this?