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Posts posted by Randazzo
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Final update released. Fixed previous broken nodes and released new assets to public domain.
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2 hours ago, TheLoneOne said:
what?
I was tagged in several posts about me working on something or other, I probably should've quoted one.
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On 3/25/2022 at 9:50 AM, Rocket Witch said:
I'd like to request a reupload of the old version if you are able and willing. The introduction of part variants is a 'breaking' feature between game versions ≤1.3.1 and ≥1.4.
I've been away for a time, sorry for the late response. I did not remove any uploads or versions from the original thread so they should still be available.
Edit: I see the links are not working, let me see what I can do.
Edit2: Curseforge download give that a try
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I've been away for awhile, and I'm not presently able to take on any projects.
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40 minutes ago, Random-E said:
It was to the GitHub Repo.
Ah, OK.
I'm not sure that is in a workable state yet.
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@Random-E What was the link for? Does this already exist?
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With stock mechanics you would have to create a resource for the generator to consume and set the rate to correspond to the time you'd like it to last I suppose.
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1 hour ago, OhioBob said:
Freezing and crashing problems have been reported frequently since the last release of GPP. But I've only heard from those that have had problems, not from those who haven't. Therefore, I have no idea how widespread the problem is. My own personal experience is that I've never had a problem and have been unable to recreate to bug. Though, granted, I have not played extensively. If there is anybody who has been playing GPP successfully without the reported freezes and crashes, I'd like to hear from you. Please post a reply.
I'm the opposite of what you're looking for, but I will say that the problems did not crop up immediately and I'm currently working my way into a GPP career without Strategia to test my assumption. I think it has something to do with the tracking of "firsts", contract requirements, and milestones - I'm not sure if those are all necessarily the same thing to the game, but it's the only thing I can land on that makes any sense. If the game would just crash once and generate a log it would be helpful.
I will report back if my career goes smoothly, or if it doesn't.
Edit: And I do realize Strategia is not your baby, but since I whined here first...
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8 minutes ago, darthgently said:
Ackshully, KSP breaks the 2nd law, he is just enjoying the fruits of the pseudophysics ponzi scheme that has been foisted upon him. But, if in atmo, it can be justified head-canon-wise as being wind driven. Or even for a base on an airless world, if you put a big enough flywheel on it and combined with PVs one could store power when the sun shines and draw off the flywheel when in the dark. That would not be a good rover soln though.
How old is the heat sink grease on your CPU and GPU? I went in circles with KSP reinstalls, mod removal, etc, trying to sort things out but is turned out to be simple GPU overtemp only when KSP was running (apparently Blender, OBS, and other stuff doesn't push it as far)
Couple years since I replaced the goop on the CPU, GPU I've never touched. I did suspect this as a possibility though, and used both MSI Afterburner and Intel Extreme Tuning Utility to monitor GPU and system temps, it's not a hardware issue.
I'm relatively certain it's an interaction between two mods but I cannot test any further because removing either one breaks the save. It's start over, or nothing.
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On 2/19/2022 at 6:09 AM, SpaceCardelka129 said:
Can you help me? I am doing GPP career run without any heavy mods but my game keeps constantly crashing mostly when moving to VAB or Space Centre. Is there any way to fix it? Also sometimes clouds on planets can disappear or transfer into static image, is that normal?
I'm actually having a very frustrating time with this myself, but the game isn't crashing so much as freezing - no logs are being generated and I can't figure out what the hell is going on. Freezes on recovery, SOI change, landing, time warp.. none of the events seem to have anything in common either.
Edit: I suspect the culprit is actually Strategia but I cannot uninstall either it or GPP and still load the save to test further.
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Well I'm not having nearly as much fun as of last night and today - it seems all the game wants to do is freeze at every opportunity. Zone of Influence change? Freeze. Land? Freeze. Recover a vessel? Freeze. Doesn't even crash properly so no log is generated. It's a pity, I was really enjoying the new planets. Oh well... try something else I guess.
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Yesterday evening I reached that point again where I was feeling very blah about KSP and didn't even care to finish my missions in progress - so it was time to try something new. GameData and Saves folders zipped up for safe keeping, and off to CKAN. Decided on Galileos Planet Pack with Strategia installed (and of course many part mods) and WOW! This is, quite literally, a whole new ballgame.
Perhaps I should take some pictures, but I've been totally engrossed in the game and not working on any projects like I should.
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5 minutes ago, VapourPhase said:
@Randazzo You are an absolute hero
Thankyou so much for teaching me that, works perfectly now.
Legend.
You're welcome, but I can't take too much credit, I just regurgitated things I read here: https://github.com/sarbian/ModuleManager/wiki/
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23 hours ago, Starhawk said:
Interesting!
I haven't tried a MJ docking in years. I always found MJ hugely wasteful of monoprop.Perhaps that's changed in newer versions.
Happy landings!It depends significantly on the craft you've given it to dock. A poorly balanced vehicle or one with hugely overpowered thrusters leads to a lot of waste as mechjeb tries to make small corrections during docking. It will also use more if your alignment is off by a lot, such as you're facing the wrong direction on the wrong side of the target vehicle or something like that.
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1 hour ago, VapourPhase said:
Hi everyone,
I'm trying to make a VERY simple cfg file, and I can't get the damn thing to work right. I just want to modify the electrical charge and cargo capacity of a simple part -
@PART[kv1Pod]
{
@author = C.McDowall
@RESOURCE[ElectricCharge]
{
amount = 500 // 10x ORIGINAL VALUE
maxAmount = 500 // 10x ORIGINAL VALUE
}
@MODULE[ModuleInventoryPart]
{
InventorySlots = 3 // 3 FOR EACH KERBAL
packedVolumeLimit = 100 // 100 FOR EACH KERBAL
}
}The second part for Inventory slots works fine, but not the eclectrical charge ? I'm obviously doing something wrong, but I can't for the life of me work out what ??
Could someone please take a look and advise
Thanks in advance
The default operation for Module Manager is "insert" so without an operator added to the line, it's simply adding a second set of amount definitions to the existing ElectricCharge node. If it's working for the Inventory bit I would guess there aren't already definitions in place or your lines got dropped in before the existing ones. At any rate you should just need a couple more @ operators.
@PART[kv1Pod]
{
@author = C.McDowall
@RESOURCE[ElectricCharge]
{
@amount = 500 // 10x ORIGINAL VALUE
@maxAmount = 500 // 10x ORIGINAL VALUE
}
@MODULE[ModuleInventoryPart]
{
InventorySlots = 3 // 3 FOR EACH KERBAL
packedVolumeLimit = 100 // 100 FOR EACH KERBAL
}
} -
One of these days you're going to summon a great old one, like @cthulhu
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Because it wouldn't be a release from Randazzo if I didn't break something and not find it until later, the Omicron bottom nodes in version 1.1.02 are set too high. This causes clipping when attaching decouplers and possible explosions upon decoupling. It will be fixed in the next release, but in the meantime please drop this MM patch into the patches folder.
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Update is out with the new Omega variant
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That's pretty impressive, I admire the commitment to fly out and build them all
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1 hour ago, Stone Blue said:
Getting at least one warning in logs. You have DXT3 textures. Need to convert them all to DXT1 or DXT5, as Unity no longer likes 3
That was a Unity change, way bac in 1.8.0, or 1.9.1, IIRCCurious, I used dds4ksp to convert. Will have to look when I get home.
Thanks!
Maybe the normal map for the Hornet..
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@AtomicTech What do you think? I took this opportunity to adjust the engine bell too so it's less...ridiculous. With this shape it can even have a 1.25m fairing.
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14 minutes ago, bobcook said:
Try to "land" a plane with one o' them fancy scanning arms near it
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3 hours ago, Abel101126 said:
Hello, I'm Abel101126, I'm really happy to join the forum.
Welcome!
[1.12+] VX Series II Engine Pack Version 1.1.03 update - Final Update
in KSP1 Mod Releases
Posted
Thank you my friend. People like you have made this journey entirely worth the effort.