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Everything posted by canisin
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[Minimum KSP version 1.11] Easy Vessel Switch (EVS) v2.3
canisin replied to IgorZ's topic in KSP1 Mod Releases
I was going to ask if it was not included in the crash dump. But I looked in my folders and found KSP.log and realized that it is very different from the log file that is in the crash dump. Unfortunately I did not keep that installation. I only saved the crash dump and then deleted the whole installation. I did not know about KSP.log until now. But no worries, I can go ahead and reproduce once more. Edit: Here you go! -
[Minimum KSP version 1.11] Easy Vessel Switch (EVS) v2.3
canisin replied to IgorZ's topic in KSP1 Mod Releases
Here is my cross post from the RCS Sounds thread. It seems that I have found a strange conflict. -
Hello! I have a crash report to make. It seems to be a rather strange conflict between this mod and Easy Vessel Switch. I would have never expected a conflict between these two mods as their functionalities seem rather unrelated. But I was able to reproduce this rather simply and consistently so I wanted to report it. Maybe it is not exactly a conflict between the specific two mods but a more general issue in only one of them. Reproduction Steps: 1) Fresh and clean install of KSP 1.3. 2) Install RCS Sounds (RCS_Sounds-5.1.zip) and Easy Vessel Switch (EasyVesselSwitch_v1.3.0.zip) along with Module Manager (ModuleManager-2.8.0.zip). 3) Start a new sandbox game. 4) Build a very simple ship with a command pod and a single RCS port. 5) Lanuch 6) Crash to desktop! Crash dump: link Crash dump with KSP.log: link I hope it helps. Best regards!
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[1.9.x] EvaFuel Continued. No more infinite EVA Fuel!
canisin replied to linuxgurugamer's topic in KSP1 Mod Releases
Hello, what resource is being added? -
[1.12.x] Custom Asteroids 1.9.0 - January 24
canisin replied to Starstrider42's topic in KSP1 Mod Releases
Thanks! I have manually installed CustomAsteroids and excluded the config folder. I have OPM as well, which already includes a configuration for custom asteroids. I do not use CKAN. It seems that I have only been impatient. -
[1.5.X] Rover Wheel Sounds v2.3 (2016-10-24)
canisin replied to pizzaoverhead's topic in KSP1 Mod Releases
May I just leave this here? It is a little MM patch to add skid sounds to all wheels except the one with "skid steering" (the one that steers like a tank, enabling skid sounds on that one is just a lot of noise!), and vacuum sounds. Enjoy! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
canisin replied to RoverDude's topic in KSP1 Mod Releases
Sorry if this is double posting, but it is completely unrelated to my previous post, which contains a question. I have noticed that the Malemute and the Karibou Rovers provide Wheel Sounds patches, but the Akita Rover and the PAL Construction Vehicle don't. So I wrote up my own and wanted to share. Note that I chose the pitch values without too much thought, so feel free to tweak as you desire. @PART[Akita_Wheel]:NEEDS[WheelSounds] { MODULE { name = WheelSounds wheelSoundVolume = 1 wheelSoundPitch = 0.75 wheelSoundFile = WheelSounds/Sounds/RoveMaxS1 skidSoundVolume = 0.3 skidSoundPitch = 1 skidSoundFile = WheelSounds/Sounds/gravelSkid damageSoundVolume = 1 damageSoundFile = WheelSounds/Sounds/wheelDamage soundInVacuum = false } } @PART[PAL_Wheel*]:NEEDS[WheelSounds] { MODULE { name = WheelSounds wheelSoundVolume = 1.5 wheelSoundPitch = 0.75 wheelSoundFile = WheelSounds/Sounds/RoveMaxXL3 skidSoundVolume = 0 skidSoundPitch = 1 skidSoundFile = WheelSounds/Sounds/gravelSkid damageSoundVolume = 1 damageSoundFile = WheelSounds/Sounds/wheelDamage soundInVacuum = false } } @PART[PAL_MiniWheel]:NEEDS[WheelSounds] { MODULE { name = WheelSounds wheelSoundVolume = 1 wheelSoundPitch = 0.75 wheelSoundFile = WheelSounds/Sounds/KerbalMotionTR-2L skidSoundVolume = 0 skidSoundPitch = 1 skidSoundFile = WheelSounds/Sounds/gravelSkid damageSoundVolume = 1 damageSoundFile = WheelSounds/Sounds/wheelDamage soundInVacuum = false } } Also, here is one for the MKS lander wheels: @PART[MKS_LandingWheel]:NEEDS[WheelSounds] { MODULE { name = WheelSounds wheelSoundVolume = 1 wheelSoundPitch = 0.25 wheelSoundFile = WheelSounds/Sounds/RoveMaxS2 skidSoundVolume = 0 skidSoundPitch = 1 skidSoundFile = WheelSounds/Sounds/gravelSkid damageSoundVolume = 1 damageSoundFile = WheelSounds/Sounds/wheelDamage soundInVacuum = false } } And finally, I have noticed that the PAL_MiniWheel has the same title as the other PAL_Wheel's. It probably needs to be renamed. -
[1.12.x] Custom Asteroids 1.9.0 - January 24
canisin replied to Starstrider42's topic in KSP1 Mod Releases
I am beginning a new career on 1.3 and I am preparing a heavily modded installation for this. I have installed the latest version of OPM, which appears to be functioning correctly in 1.3. It lists this mod as an optional dependency, which I was happy to add to my installation. Now, I am trying to make sure that everything is functioning correctly. But, I cannot see any asteroids other than a couple around Kerbin. OPM comes with a CustomAsteroids config which seems to place asteroid around Jool and pretty much all of its planets. I am looking at the tracking station in a newly started sand box game. Am I even looking in the correct place? Do asteroids spawn only if I have a vessel nearby? Can anyone give me any pointers? Thanks! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
canisin replied to RoverDude's topic in KSP1 Mod Releases
Hey all, I don't understand the kolonist hiring costs setting. Regardless of whether "Alternate Kolonist Costs" is checked or not, whatever value I specify for "Kolonist Cost", in the Astronaut Complex, the hiring of a Kolonist or any of the other specialties is the same as hiring a Pilot or Engineer or Scientist. Am I misunderstanding something? "Alternate Core Kerbonaut Costs" and "Core Kerbonaut Cost" settings appear to be working as advertised. Any help is appreciated -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
canisin replied to RoverDude's topic in KSP1 Mod Releases
I am not sure if this is correct, the latest constellation release is from before the USI_Tools update. For my own installation I did a separate update. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
canisin replied to RoverDude's topic in KSP1 Mod Releases
But safe to include in my vessels for the near distant future? That is, are you planning to drop them or keep them? Actually does DIY Kits require specific parts to attach to or not? I assumed that they did not. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
canisin replied to RoverDude's topic in KSP1 Mod Releases
Hey @RoverDude I have noticed that the Manufacturers for the launch pads in MKS are set to "USI - * LEGACY *". Does that mean that they have been depreciated? That they are going away? They are very pretty models and I would like to use them to attach my DIY Kits to those. Any suggestions or plans? -
[1.5.X] Rover Wheel Sounds v2.3 (2016-10-24)
canisin replied to pizzaoverhead's topic in KSP1 Mod Releases
Hello @pizzaoverhead! I just discovered your mod and I loved it! But during installation I have noticed that your version file is at the root of your release package and not inside the WheelSounds folder in the GameData folder. I think you might want to move it in your next release. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
canisin replied to ObiVanDamme's topic in KSP1 Mod Releases
Is this mod working in 1.3? It's either that or I am missing something very obvious. It loads up completely fine, but I cannot find any way to activate or use the workshop/printer! Is it maybe failing silently? -
Hello, what an awesome and atmospheric lovely little mod! Thank you. One question, it sounds silly, but I couldn't be sure: I understand that the mod detects day and night by checking whether the vessel is in shadow or not. From this I understand that the mods actions are not based on time. Which follows that the mod is probably periodicly checking for the shadow (I think 1.5 seconds was mentioned at some point). So, at the end, is the mod "continously" controlling the lights according to sun light, or does it only switch them on/off as the vessel moves into or out of the shadow? If the answer is the former then I would suggest the latter In which case, I would even suggest that the parameter only_light_not_in_AG can be set to a default value of false.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
canisin replied to RoverDude's topic in KSP1 Mod Releases
Then YAY! I can satisfy my desired difficulty/realism with those limits. Of course volume is not at all a measure of complexity, but it is a good limit none the less. Also, if I feel necessary I can tweak the limits. As for OSE's own workshop, I can either ignore it, modify it, or even delete it! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
canisin replied to RoverDude's topic in KSP1 Mod Releases
I am not sure what you mean, but in MKS's OSE config, you can see the following lines: @PART[Ranger_Workshop]:NEEDS[Workshop] //Workshop is a very high efficiency high volume workshop { MODULE { <snip> MaxPartVolume = 4000.0 <snip> @PART[Tundra_Workshop250]:NEEDS[Workshop] //Tundra-250 is smaller, less efficient { MODULE { <snip> MaxPartVolume = 1000.0 <snip> Although, I don't know if these limits are implemented? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
canisin replied to RoverDude's topic in KSP1 Mod Releases
Your what? Also, I have gone ahead and downloaded the USI Constellation and the OSE Workshop mods to go thru their contents and found an OSE patch in MKS. It looks great! It replaces OSE resources with MKS resources, adds printing modules to MKS workshops, removes OSE's stock drill patches as the production of the required resources are already covered by MKS. The only thing it doesn't do is to modify the original OSE workshop with similar limitations, either that, or I am failing to see it. Edit: Thanks for the further clarifications that were sent while I was posting this reply! PS: This patch made me very happy! I like how the USI suite is consistent and apparently rather well balanced, too! -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
canisin replied to RoverDude's topic in KSP1 Mod Releases
No, no, on the opposite, I actually don't want to be able to "print" whole ships off in situ. I would rather have only a limited ability. Enough to print maybe a solar panel but not a whole engine or a colonization module. Is it possible to impose limits on the printers? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
canisin replied to RoverDude's topic in KSP1 Mod Releases
Thank you both for your answers. I like to keep to a certain level of realism/challenge in my game. I feel like both the disassembly and the printing may be somewhat too much of a short cut. Would you think that these two features are adequately balanced? Like, for example, I don't think the part disassembly should be a good source of Material Kits. Is this the case? I have read both here and on the OSE thread that the OSE printer can print anything as long as it can fit in a KIS container. That whole bases can be printed on situ given time and resources. Can this be limited? I read over on the OSE thread that the MKS workshops had had mass based limits on their printing abilities, but then again voicey99 has just said that MKS parts do not function as printers. (I know I can test these myself, but I am at work and I am trying to feed my addiction with this discussion :)) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
canisin replied to RoverDude's topic in KSP1 Mod Releases
Hmm, thanks a lot for the replies. I have also gone and read a little bit more about these mods. So let me try to clarify some more. 1) EPL: Replaced by GC. 2) GC: Already bundled in and I don't think I need either the additional parts or the dependencies. This mod allows the on site construction of ships. But from what I understand, ship construction requires the DIY Kits. And those, I think I need to send over from Kerbin, right? 3) OSE: On site "printing" of parts. There is a good integration between MSK and OSE. But if I install OSE on top of MKS, will there be multiple printer modules? Also if I use OSE, will I be able to print DIY Kits on site? As an additinal question: Is recycling parts into Material Kits a base feature of MKS, or is it from one of these mods? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
canisin replied to RoverDude's topic in KSP1 Mod Releases
Can you explain a little bit please? I believe MKT stands for Material Kits. Right? What can I not do in MKS without OSE? What does OSE add to MKS? Does MKS include any OSE functionality in a limited form? What can I not do in MKS without GC? Or scratch that, as GC is bundled with MKS, I guess this is not really a question, right? Or is the bundled GC a subset of regular GC? If so, once again, what are the differences? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
canisin replied to RoverDude's topic in KSP1 Mod Releases
Hello All, I have been researching MKS for a while and now I am confused . I can't really remember what I read where and which is up to date or not and my head is filled with misinformation. Can someone please explain any existing or past integration between MKS and OSE, EPL and Ground Construction. I get the feeling that MKS previously had integration with OSE and EPL, but maybe dropped those for Ground Construction? Or what? Any suggestions? Should I install any of those mods along with the USI constellation? Any suggestions? Thanks! Edit: After some more searching, I have found some/most of my answers: