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KSP2 Release Notes
Everything posted by Shaggygoblin
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Frequently, in a broad spectrum of games, I encounter mouse input lag from 'game stylized' cursors. In all the games that have the option, I have to toggle the 'reduce input lag' option to fix it, and if that is not an option then 'use system cursor' usually is, and again it fixes the input lag. Please consider this simple toggle in the settings. This will appease both sides of the 'system/precision' and 'stylized/immersive' argument. Alternatively, supply the steps to disable/revert the cursor in the config if at all possible.
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[1.0.5] RemoteTech XF [RemoteTech v.1.6.9]
Shaggygoblin replied to Pharylon's topic in KSP1 Mod Releases
Possibly good news? RT are 'considering' RTXF incorporation?! Will make it MUCH easier to add RT to existing saves, among other things! http://forum.kerbalspaceprogram.com/threads/83305-1-0-2-RemoteTech-v1-6-4-2015-05-07?p=1919730&viewfull=1#post1919730 "...something similar..." -
Forgive me if this has been covered previously. Looking at the Stock+RT Tree, the DP-10 is 3 nodes from the Start Node. Is there a way to move it to the Start Node via part.cfg? Looking at other parts I see Tree Node placement definitions, but none in the RT part.cfg's. Working as intended or oversight? Also, is there planned to incorporate RT-XF or is there still ethics/personality-conflict preventing this? as an example(not working): // Move Remote Tech DP-10 to Start Node @PART[RTShortAntenna1]:FOR[RemoteTech]:Final { @TechRequired = start } This doesn't work as GameData/DP10ToStart.cfg or as GameData/DP10ToStart/DP10ToStart.cfg, but surely some MUCH more experienced people out there can help with this... well, your reply came through while I was fiddling about in notepad++ attempting(FAILING) to come up with some kind of grotesque MM.cfg to handle it...lol. Thank you for the replies! Edited RemoteTech_Antennas.cfg: @PART[RTShortAntenna1]:FOR[RemoteTech] { %TechRequired = start KSP Loaded, DP-10 in Start Node. Where do I send the Cookies and/or Beer?
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[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Shaggygoblin replied to DasPenguin85's topic in KSP1 Mod Releases
So, is BoxSat working enough to use as ComSats and Probes launched in fairings/bays then deployed in-orbit, bypassing the Atmospherics (heating), and not needing to be assembled (KIS?) post-launch? -
+1 Some rudimentary info on the Console R&D functions would be appreciated. After derp-clicking from my dog bumping me for attention, I have parts listed 3 times each in the first 5 nodes I was looking at with the Console > R&D opened. I'm not sure which of the options was clicked to cause this. The options I have are: Unlock... Research... Rebuild... Reload... Save... Wipe... Open... (Greyed Out) I was sure that I was only clicking nodes to see what info was presented in the console for these initial (1-3 tier) nodes. Whatever got derp-clicked seems to have committed dup/triplicate entries in these, and only these, nodes. Further tiers are unmolested. This is persistent through a restart of the game which tells me I did something to the .persistant or the tree config with this. Perhaps I should have kept my fingers out, but you start somewhere, no? Looking through the rest of the functions leads me to think this can be used to add/remove items from nodes and add/remove nodes, but I would be stumbling in the dark trying to suss out what is/does what. Just having info on how to 'set' an editor as the .cfg editor to satisfy the 'No .cfg editor set' would be a start.
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[0.90] ShipEffects Sound Mod: Dynamic Sound Effects - v0.2.6
Shaggygoblin replied to ensou04's topic in KSP1 Mod Releases
I don't require pics/vids to get me to try new mods, but unfortunately it seems like the flash/bang is all but required in order avoid 'warning shots' from the 'faces' here... "Video has been removed by user" Both of them return this. Just an FYI. Cheers and great work! Looking forward to 'hearing' your next-big-thing! -
[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
Shaggygoblin replied to SpaceTiger's topic in KSP1 Mod Releases
Forgive my confusion. Did you get both latest versions from Github? And did you use the Folder Tree structure in the .zips or did you put KerboKatz and ForScience in the Game Data Folder? In other words, does Game Data contain a folder for each, or is one nested in another, and if so, what order? I'd really like to have this working again too. Edit: I should have read further. Does this mean the ForScience on Github has the needed KerboKatz in it? So just one .zip to a working install, or do I need to also retrieve KKU v1.0.0 as well? The size difference in versions is irrelevant, I think. The relevant bit is that the newest version of both are not playing well together...? -
... I did notice that, but remember reading somewhere that early applications of DX10-11 were heavily using existing DX9 stuff.... I just racked it up as that. (my memory is about as reliable as Jeb's finest work though...) Anything is better than nothing, thank you! Edit: I should have clicked the link before replying here. ZOMGBBQBACON! Dazpoet, you need a raise! Beautiful work, and exactly what I was needing to know. I'll make you a sammich! ...with bacon!
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Thank you, to everyone for getting this working again! Happy B-Day, Nlight! Could someone please direct me to specific information on creating a 'metapackage file' for CKAN? in-context: https://github.com/KSP-CKAN/CKAN/issues/761. I attempted a 'non-code contribution' on github, but I think it was interpreted incorrectly. (Ippo343, pjf, Alex, Thank you for your inputs!) With a little pointage-in-the-right-direction, and then some hands-on practice, I'd be more than happy to add to the wiki an entry to cover the topic of custom/user-default Mod-Lists for those "when I install KSP, these mods are guaranteed to be in it..." or "I had to reinstall KSP and forgot which mods I had..." On a side note: Does anyone know definitively if the -no-onethreaded switch works with -force-opengl? I have a hard time getting KSP to run (not crash before first launch) with just a handful of mods. I have already attempted the .dds with marked load time reduction (Thanks sarbian and Lilleman!) I can get the -force-d3d11-no-singlethreaded to run Stock but memory usage is huge, even with the DDS Loader and Active Texture Management(Aggr.x86)(Thanks rbray89).
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List of Mathematical Equations
Shaggygoblin replied to Chezburgar7300's topic in Science & Spaceflight
um... missing THE most important one... Towel =/= 42 ∞ = 42 -
KSP Interstellar Extended Continued Development Thread
Shaggygoblin replied to FreeThinker's topic in KSP1 Mod Development
So, I am adamant about the idea that the proper career should start with Sounding Rockets and unmanned tech, advancing to manned, and then future tech/warp. Is there any word on if there will be a compatible tree that will wrap Interstellar + Remote Tech + Mod-Oriented Tech Tree (Unmanned)? Or better yet, drop the MuMech Treeloader and use the one that seems to be used by every other mod I have seen? I think it's Tech Manager, which has an "Unofficial KSP Interstellar" entry in it when Interstellar is present in my GameData folder. The need for the MuMech Treeloader is confusing as both loaders are presented at a new game start. it's like having to enter a car and exit the other side to enter and drive another car sitting next to the first. Can't we just go around? -
Another issue... KAE - KSPAPIExtensions is listed as AD (Auto-Detected?) after a fresh install of KSP and CKAN. I literally installed KSP and CKAN to a freshly formatted drive, and it is there... Does CKAN save/access installation info anywhere else than the folder it resides in and any folder the mod says it needs as well? Even more frustrating, if I have mods installed, and have to do something to troubleshoot conflicts, most times CKAN stop recognizing things it installed, either by displaying an AD, or more recently and more commonly just not seeing it at all. But if I try to install a mod it doesn't see/AD, it will definitely throw an error.
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Looking at the error produced in CKAN: Downloading "https://github.com/Crzyrndm/FilterExtension/releases/download/1.17/Filter.Extensions.1.170.zip" Downloading "https://kerbalstuff.com/mod/449/Mk3 Mini Expansion Pack/download/V1.1.3" Downloading "https://kerbalstuff.com/mod/344/TweakScale - Rescale Everything!/download/v1.52" Error! ...and then browsing to "https://kerbalstuff.com/mod/344/TweakScale - Rescale Everything!" brings me to the correct KS page. Hovering my mouse over the DL Link and looking at the status bar, I see that the version is v1.52.1 CKAN is trying to grab the file "v1.52" and not "v1.52.1" I would be of no help in fixing this in a hands on way, but perhaps when CKAN goes to KS to get files, maybe have it not be so picky/specific and just 'virtualy click' and/or use whatever is delivered by the Download button, rather than specifying 'get me this specific file at this specific address'. It is clearly CKAN asking for a file by address that doesn't exist. It's a case of the right mailbox, but nobody by that name lives there now. Unfortunately, this one little version difference is causing Interstellar and ALL of it's dependencies to fail and revert. Could we get it to prompt to open the Download Page on Errors like this to manually install, and then It prompt to continue or abort th rest of the dependencies? Not sure if this would break your 'Won't affect change to anything not installed by CKAN,' as it is clearly a case of "I want you, CKAN, to install this, but you can't, so I'll give you a helping hand if you show me where you're trying to get it, then you can proceed with the rest."
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PowerShell Procedural Mechanic Training
Shaggygoblin replied to AetherGoddess's topic in KSP1 Tools and Applications
I'm a user. I just downloaded .90. I have a total KSP experience of 5 hours. What will this thing allow me to do with Stock KSP .90?