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Posts posted by PocketBrotector
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I've been playing with and enjoying WaterfallRestock (thanks again for another great mod!)
The only potential issue that I've noticed is that the Twin-Boar (and possibly other engines) no longer generates any ground effect, those puffs of dust that show up under the launchpad. I'm guessing that's because that effect is scaled according to some component of the stock engine plumes, which have been replaced.
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1 hour ago, Wilhelm Kerman said:
Also, are these engines meant to be for interstellar missions?
I suspect that FFT will be finding its way into my GameData folder at almost exactly the same time as Grannus Expansion Pack. I sort of assume that the use cases for better-than-Kerbal-Atomics-or-Near-Future-Propulsion engines are getting to very distant locations in a reasonable timeframe, whether that's another star altogether or simply the outer edges of the local solar system (e.g. Nara in JNSQ.) Looking forward to it either way.
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9 hours ago, JPLRepo said:
512 x 256 is preferred size now with the new flag parts. will give you best results.
Great, thanks. This is a different aspect ratio than before - any advice as to how the game handles this? Should we expect distortion on certain decals or planted flags, etc.?
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2 hours ago, eberkain said:
what game version are you running and can we see a shot of your gamedata folder? I'm thinking this may be a conflict with a 3rd mod.
Running KSP 1.10.1. All mods I have installed should be the latest according to CKAN. Here's the contents of my GameData:
Spoiler000_ClickThroughBlocker 000_FilterExtensions 000_FilterExtensions_Configs 000_Toolbar 001_ToolbarControl B9PartSwitch BetterCrewAssignment BonVoyage CommNetAntennasInfo CommunityCategoryKit CommunityResourcePack CommunityTechTree CryoEngines CryoEnginesNFAero CryoTanks CustomPreLaunchChecks DatedQuickSaves DeployableEngines DistantObject DynamicBatteryStorage EnvironmentalVisualEnhancements HeatControl HideEmptyTechTreeNodes JNSQ KAS KEI KerbalAtomics KerbalAtomicsLH2NTRModSupport KerbalEngineer KerbalHealth KerbalJointReinforcement KerbalKonstructs KerbalRenamer KerbalReusabilityExpansion KerboKatz KIS Kopernicus kOS KSP-AVC KSPRescuePodFix LB_KSP_Configs MagiCore MarkIVSystem MechJeb2 ModularFlightIntegrator ModuleManager.4.1.4.dll ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree NavyFish NearFutureAeronautics NearFutureConstruction NearFutureElectrical NearFutureExploration NearFutureLaunchVehicles NearFutureProps NearFuturePropulsion NearFutureSolar NearFutureSpacecraft OSSNTR PartOverhaulIntegration PlanetShine QuickMods RationalResources RationalResourcesParts ReStock ReStockPlus SCANsat scatterer SnacksSupport SoundtrackEditorForked SpaceTuxLibrary Squad SquadExpansion StageRecovery StationPartsExpansionRedux toolbar-settings.dat Trajectories TriggerTech Waterfall WaterfallRestock WildBlueIndustries ZeroMiniAVC
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Some results... (excuse the formatting; pasting from Excel doesn't seem to work nicely with the forums)
System Restock? Diam Pod Ablator Apoapsis Periapsis Outcome JNSQ Yes 2.5m Mk1-3 800 Mun (89Mm) 37.4km Success; 329 ablator remaining JNSQ Yes 1.875m Mk2 500 Mun (89Mm) 40.3km Success; 176 ablator remaining JNSQ Yes 1.25m Mk1 200 Mun (89Mm) 40.2km Success; 78 ablator remaining JNSQ Yes 0.625m Experiment Storage 50 Mun (89Mm) 40.1km Success; 21 ablator remaining JNSQ Yes 2.5m (NFT) Pandora 800 Mun (89Mm) 38.4km Failure; pod exploded
edit: to clarify, I don’t have FAR installed; I see that some of the folks having issues do have FAR
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There are some already-suspected potential issues with Restock heat shields here and here.
It would not surprise me if bugs with heat shields and reentry heating become evident only at JNSQ scale or larger, regardless of whether they originate in stock, Restock, or elsewhere. Stock-scale reentry heating is so tame that it can be frequently ignored altogether, unless a craft is coming in from an interplanetary trajectory or something.
I may do some more testing here (I have several missions returning from the Mun and I'm hoping the conquering heroes don't meet an ignominious end of spontaneous combustion.) I'll report back with any results.
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34 minutes ago, BarnabeLEPD said:
Hi, I love this mod !
I think it strikes a fine balance between realism and simplicity; it makes things more challenging without ruining the fun.
But I'm a bit confused, I can't manage to keep kerbals alive for more than a year, even with all the SSPX parts.
This is somewhat problematic, especially since I play with JNSQ, and interplanetary trips are going to be quite long.
There are some balance questions regarding the SSPX parts currently - I believe a fix is pending. The only one that's likely to cause the problem you're describing is that the SSPX cupolas don't provide recuperation at the moment, so use a stock cupola instead.
Generally, achieving very long or even indefinite habitation durations (suitable for interplanetary trips) involves combining parts to minimize the negative factors, maximize the positive ones, then add a cupola for recuperation.
- Stress: ensure that a kerbal is fully trained for all vessels they will inhabit on a mission (you can initiate training in the VAB/SPH). Max training level is capped by your Astronaut Complex level. Stress can be reduced from -2HP/day (untrained) to -0.3HP/day (best case).
- Confinement: have some combination of plenty of living space and at least one lounge to reduce this penalty to low levels.
- Loneliness: eliminate this by sending at least two kerbals, or by sending a single kerbal with the hidden "BadS" flag (Jeb and Val both have this, and regular kerbals have a 1/10 chance of having it.) Or mitigate it by 50% by attaching a cupola.
- Microgravity: attach a centrifuge from SSPX or ensure that crew are landed on a body with >0.1g local gravity. This would be the hardest thing to mitigate with just stock parts.
- EVA: avoid long EVAs - a few minutes to gather samples and plant a flag is fine, but days or more can be deadly. So use pressurized rovers instead of command chairs, for example.
- Connected: Make sure you have a connection to CommNet (set up relays as needed). Enhance this with "broadband internet" by attaching a fast direct antenna for a small bonus.
- Recuperation: if you've done everything else right, adding a cupola will allow HP to stabilize at some level above exhaustion.
- Radiation: not necessarily an immediate concern like the other factors, but too much accumulation will semi-permanently reduce max HP; try to make sure habitable parts and heat shields are filled with RadShielding before launch. If that's not enough shielding, add some structural parts with additional RadShielding capacity, or use an SSPX container to ship Lead, or use a mod that lets you produce Water in-situ.
Or you can post your current vessel and we should be able to provide feedback on what's missing.
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Is there a good way to detect cloned parts with FE and filter for them effectively? For example, Rational Resources has a number of parts that are cloned from stock (variant nuclear engines etc.). If I set up filters based on directory to organize parts by mod, FE thinks that these are from the Squad folder and not the RationalResources or RationalResourcesParts folders.
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I've noticed that my kerbals are not actually consuming Snacks. After 1-2 weeks on a Mun mission, traveling between a command module, space station, lander, etc., all parts are still fully stocked with Snacks (and empty of Soil). No ISRU has been involved, and snack levels remain constant on all craft regardless of whether recyclers are present or running. Do I have something set up wrong, or is this a bug?
Settings:
SpoilerCategory Setting Custom Snacking Snacks per meal 1 Snacking Meals per day 3 Snacking Some kerbals eat more, some eat less FALSE Snacking Enable recycling TRUE Snacking Recycler Efficiency 60% Snacking Production Efficiency 100% Snacking Consume E.C. in background TRUE Snacking Enable Debug Log TRUE Penalties Enable random penalties FALSE Penalties Hungry kerbals hurt your reputation FALSE Penalties Rep loss per kerbal per meal Low Penalties Hungry kerbals hurt your bottom line FALSE Penalties Fine per kerbal N/A Penalties Hungry kerbals ruin science FALSE Penalties Data lost Low Penalties Hungry kerbals can faint TRUE Penalties Meals before fainting 15 Penalties Nap time when fainted 1 hour Penalties Kerbals can starve to death TRUE Penalties Skipped meals before death 30 -
1 hour ago, hemeac said:
@PocketBrotector, as for your hotfix, could you just add @TechRequired = Unresearchable to your patch? I'm guessing when those were deprecated, Nertea didn't change the tech so ensure that it wouldn't break people's craft files.
Yup, this worked!
I don't think a change to the TechRequired value would break craft in flight. Since KSP stores the names of unlocked parts in the SFS file, it probably won't even prevent players from launching new craft using those parts, as long as they're on a savegame that has already unlocked them.
47 minutes ago, ev0 said:That might work for a quick hotfix. But I noticed that Squad's deprecated(?) stock parts still have the original TechRequired set, the there's probably a different root cause of the issue. I'm using the two parts below as an example reference.
GameData\Squad\Parts\Engine\liquidEngine24-77
GameData\Squad\Parts\Engine\liquidEngine24-77_v2
I think the issue only shows up when a tech node is populated solely by TechHidden parts. Anything that Squad has deprecated likely exists in a node that's still got visible parts in it.
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18 minutes ago, ev0 said:
Great, I'll be able to look at the problem with the visible line. Might have something to do with deprecated parts with TechHidden=true still counting for whatever reason. Thanks for the update!
In that case the culprit would likely be the deprecated engines from Near Future Launch Vehicles, in my case.
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7 minutes ago, ev0 said:
Your issue might have something do do with this post that was a reply to a post you made in the CTT thread. Do you know what came of that? I can see if I can put in an easy workaround.
I'm not sure whether or how the issues might be related, but the fixes submitted are here and here. And the catch-all fix that I created for my personal use is here, which seems to have quashed the cost-related issue I was experiencing (but I'm still getting the visible line from the hidden node.)
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16 hours ago, OhioBob said:
Obviously at some point we will need to remove MyRocksAreBiggerThanYours from JNSQ and other planet packs that use it. But in the meantime, will having both MyRocksAreBiggerThanYours and the latest Kopernicus (1.9.1-14 or BE) installed at the same time cause any problems? If so, we may need to put out a notice instructing players to delete it.
I'm using Kopernicus BE and JNSQ with MyRocksAreBiggerThanYours on KSP 1.10.1 and have been able to interact normally with surface features on Kerbin and the Mun, without any apparent issues.
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@linuxgurugamer , while looking through the playlists.cfg file and associated documentation on Github, I noticed a couple of things that appear to be missing: the admin building lacks a playlist, and "Sneaky Adventure" from the stock soundtrack isn't included in the Construction playlist. I should be able to submit a PR for these if you want.
I'm off now to test my own playlists of MacLeod tracks; I'll share these on GitHub if it turns out well...
Edit: actually, it looks like the admin building plays its own music on top of any Soundtrack Editor playlist.
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On 9/27/2020 at 3:23 PM, Askerad said:
I am currently trying to see if i can use ModuleManager to auto-patch the playlist file, i'll try to have it at least ready for v1.0.0 which should be the update after this next one. The ultimate goal is to be installable via CKAN
Did you have any luck with this? I have started using Soundtrack Editor myself and it looks like all of the published playlists for it completely replace the playlists.cfg file. If we can target this with ModuleManager instead, then it would be possible for music from multiple sources to coexist - e.g., one could have the stock soundtrack + Soundtrack Editor's tracks + TransferWindows + some custom curation of other Kevin MacLeod tracks, all shuffled together in the appropriate scenes.
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On 10/20/2019 at 9:43 AM, TanoPrime said:
Been through a series of installs and reinstalls with multiple KSP versions, now downgraded to 1.6.1 to work with most of my mods.
Somewhere along the line, something happened with QuickHide - it now spawns a new set (with new id) of entries for installed mods every time there's a scene change, requiring manual update of the hide settings every time one switches from VAB to Flight and vice-versa.Has anyone else encountered this?
QuickHide Config.txt content:[moderator snip]
I'm encountering the same behavior (on 1.10.1).
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I'm not quite sure where to report this bug, but I'm hoping folks here may be able to point me in the right direction, as I think this is a tech-tree related issue.
I've notice some weird behavior with the costs associated "Purchase [All] Parts" button in R&D. (This button only appears with the "No Entry Purchase Required on Research" option unchecked, typically on Moderate or higher difficulties.) Here, you can see that I have three parts left to purchase in High-Performance Fuel Systems, which should cost a total of $875k per the display.
SpoilerI should be able to afford that with my current bank of $1.39M, so I press the button, and my funds drop to $-325k!
SpoilerI have a single wild-eyed guess about what might be causing this... I have a number of fine mods from Nertea installed, including Restock/Restock Plus and Near Future Launch Vehicles; also, I have Making History. This means that a number of duplicative parts from RS+ and MH are hidden via ModuleManager, but maybe their unlock costs are getting added to purchase-all-parts-in-this-node behavior, leading to higher total costs than anticipated. If that's the case, this could well be a stock bug that's only seen with a certain combination of settings and mods.
Anyway, here's a log.
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Here's a minor bug: Gigantic Rocketry is hidden correctly since it has no parts associated with it, but it still generates a line from its would-be position to Exotic Nuclear Propulsion.
SpoilerHere's the HETTN.TechTree file. I can provide a list of mods as well, or let me know of any other logs needed here.
Edit: Here's a log
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Couple of semi-technical questions about how to achieve stock-alike results...
- Is it possible to create custom normal maps that will be used by the suit picker?
- Does it matter whether the texture is saved with some level of transparency?
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Are custom flag images still limited to 256x160 pixels in size? Images this small show a lot of visual artifacts (pixelation, blurriness, etc.) when used for the larger versions of the new flag decals.
Here's an example from the VAB: this is the largest decal available, showing the stock NASA emblem. The texture quality at this scale is plainly worse than everything else in the game.
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2 hours ago, OrbitalManeuvers said:
That's the one I used! Thanks for working on that, it was kind of the last JNSQ piece I really needed to find, as I rely on the original a lot. I had previously been just eyeballing it in the tracking station, which works for really rough guestimates, but the planner was obviously much more precise.
Glad to hear it worked! I hadn’t tested it comprehensively (just did spot checks for QC) so it’s good to know that I set things up correctly.
here’s the link for anyone who’s on mobile or otherwise unable to see signatures: https://louisb3.github.io/ksp-lwp-jnsq/
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1 hour ago, Kwebib said:
@OrbitalManeuvers Where did you find the transfer window planner? Or does the transfer window mod work with jnsq?
Check my signature for a browser-based JNSQ transfer planner
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On 4/1/2020 at 9:17 PM, Nertea said:
Here's some stuff I did last year that is getting released soon (click for album):
[snip]
Oh, this looks awesome. Is this going to be part of ScanSat itself or some other part pack?
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- Changed Pug Isp to preserve performance from original PartOverhauls mod when not upgraded (Restock 0.1.4 had changed this from 320 to 330)
- Added TechHidden attribute to old PartOverhauls versions of parts
Compatible with at least v1.8.1 of KSP and the corresponding versions of Restock/RestockPlus; probably compatible with any given past or future version as well.
[1.12.5] Grannus Expansion Pack [v1.2.8] [10 May 2022]
in KSP1 Mod Releases
Posted
@OhioBob, I'm interested in adding GEP_JNSQ to the Launch Window Planner for JNSQ. I'm able to get most of the needed body/orbit parameters from the config files or CelestialBodies pdf (thanks for including that, by the way), but there are a couple of derived stats that I think might be changed indirectly when the planets get resized for JNSQ. I don't know enough orbital mechanics to calculate them confidently myself... do you have these in a spreadsheet somewhere, or maybe there's a formula you can share?
The stats in question are, for each body in GEP:
The stats I already have from GEP_Bodies, modified by GEP_forJNSQ:
Thanks!