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Phineas Freak

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Everything posted by Phineas Freak

  1. The next Release Candidate of RSSVE will be delayed by a bit. @blackrack did an absolutely amazing work with the per planet EVE integration (and the rest of the goodies) and i'd like to have it available for the next version (nothing difficult but i will have to do some tests before making it available in the mainline). For now, the previous (v0.0300) version of Scatterer will suffice.
  2. You have a ton of mods so everything could go wrong. But for now: Module Manager v2.8 is KSP 1.3 only SimpleBoiloff is incompatible with RF Check these two out and report back. If it still crashes then do a binary check to find out the offending mod.
  3. Of course they are not. These parts were created for RSS/RO and not stock KSP. It is expected that the minimum throttle will not be zero and that's why i am asking for someone to tweak the stats (mass, thrust, Isp) so that the parts will be usable by stock KSP players. If i was a bad person i could easily decide not to seek/accept any balance requests for stock but every KSP player has the right to play with them, not only RSS/RO/RP-0 players.
  4. @Bottle Rocketeer 500 Open a PR and i can take a look at it. That's weird though since the ModuleEngines module does not define a "throttleLocked" field and the min/max thrust values are different.
  5. @Observe Fair note: make sure to disable the Scatterer ocean shaders to avoid the "floating tile" issue. On another note: i have been working on the next update for KSP 1.3 but, judging from the fact that the complete RSS/RO/RP-0 suite of mods was just recently updated to support KSP 1.2 and i have made some bug fixes (major and minor), i am thinking about releasing another RC. What do you think?
  6. @Nightside For an O/F ratio of 3.8 and a Methalox propellant combination the actual KSP ratios are: CH4: 0.4154 LOX: 0.5846 For Methalox any ratio between 3 and 4 is broadly acceptable (actual stoichiometric ratio: ~2.8) so do not worry too much.
  7. @Starwaster I did it for some CMES and ProbesPlus parts. Though it mostly helps as a test to see if a specified propellant mass of a launch vehicle/rocket stage really translates into sane fuel & oxidizer mass values.
  8. @Bottle Rocketeer 500 Thank you! Do also check the sizing since IIRC the original diameter of the Copernicus parts was 3.75 m and i have increased it to 5 m (no idea if it makes sense for stock).
  9. @winged Not per se for RO because i replaced 90% of the part config to make it compatible with RO and fix some bugs with the modules. They were broken for stock though (gimbal modules and RealFuels ModuleEngineConfigs were outdated and incompatible). And the fact that they went MIA (fortunately i keep an archive with most of the "old" mods).
  10. @Theysen I created a repository for the Constellation Essentials parts, since the original distributions are MIA and the thread was locked. Could you do me a quick favor and add it to the "suggested" mod list? Repository link
  11. Yea, as i see it is not on the suggested list. I'll leave a note to the RO thread.
  12. @Mr. Sandman Since the original CE thread is now locked the best bet would be to create a new thread about it. RO, as i note, has it's own support for them via MM patches so we only need to update the RO OP and add it to the "supported list" (if it is not already included).
  13. OK, repository is live: https://github.com/PhineasFreak/ConstellationEssentials Note to stock KSP users: the parts have been rescaled to better fit other "stock" parts (5 m for the structural Copernicus parts and 6.25 m for the Ares V engine mount) but the overall stats (inert masses, thrust/Isp values) have not been adjusted yet. Since i have absolutely no idea of how to balance the parts for stock KSP i'd like for someone to take a look at them and take a stab on it. Edit: also, the parts are compatible with any previous craft files (part names were preserved) and are compatible with RO (the RO configs are part of the official RO distributions).
  14. Hmm, good to know that. Thank you! Yep, exactly. There are some parts that it is either required or easier for the end user to have them pre-configured with the correct propellants and at the correct mixture ratio. For the rest of them it is always better to have them empty and fill them "in the field".
  15. @Nightside It is somewhat complicated. The KSP engines use normalized volume ratios, the tanks are configured with mass ratios in mind (in reality they also use volumes but it is almost impossible for the user to work with volumes) and the manufacturer engine data sheets mostly use stoichiometric ratios. TL;DR: You have to convert the stoichiometric ratio into a normalized volume ratio for the engines and/or a mass ratio for the propellant tanks (if provided by the mod in hand and you want to have them pre-filled). For that exact reason i created a custom utility to automatically configure engines and tanks given a propellant mass, propellant type and O/F ratio.
  16. No problem! This is actually one of the first mods that i ever used (back in my stock KSP days) and also configured for RO so it has a special place in my mod (and support) list.
  17. @Mr. Sandman OK, give me some time and i will do a quick & dirty update.
  18. @MeCripp & @Mr. Sandman: i had created a repository for these parts but i removed them since the parts were readily available. Seems that it would be a nice idea to resurrect it and update the parts (since RO also has support for it and the parts are mostly unique among other mods).
  19. @wb99999999 That would be a nice feature. no idea why i missed these nodes. @Theysen i have an RSB maintenance PR open, i will see if i can add them in the list.
  20. Another simple & easy solution for managing .DDS textures is PaintNet. It has built-in support for most (if not all) the .DDS formats.
  21. Ported from the old RP-0 thread: @Benji13 This is a really bad way to handle non RP-0 parts. If you do so, you will end up making all parts compatible with RP-0, even those you are not supposed to be using (not having RO support, not placed correctly in the tech tree, not costed correctly). Using the parts in that state will lead to major game-play imbalances, ending up paying a lot more funds that you are supposed to. TL;DR you will not enjoy the end result. If you do not wish for these parts to appear then: Create an empty folder inside your GameData folder named "NoNonRP0" (this will hide the parts from the editor list) Install FilterExtensions (this will move all non-RO and non-RP0 parts into their own part categories) Now, if you just want to make some of the parts compatible with RP-0 then you will have to follow the excellent instructions that @Bornholio gave you over to the RO thread.
  22. Since it only happens with this (modded) tank, did you check it the tank attachment node is actually off and not the engine?
  23. [LOG 18:18:21.904] Load(Assembly): /ModuleManager.2.8.0 [LOG 18:18:21.907] AssemblyLoader: Loading assembly at C:\Program Files\KSP_win64\GameData\ModuleManager.2.8.0.dll MM 2.8.0 is KSP 1.3 only. This is enough for the rest of the mods that depend on it to break. Also, SSTU Tools? [ERR 18:18:24.218] AssemblyLoader: Exception loading 'Microsoft.DirectX.Direct3D': System.BadImageFormatException: Could not load file or assembly 'C:\Program Files\KSP_win64\GameData\Plugin\SSTUTools\SSTUUtilDDS\bin\Debug\Microsoft.DirectX.Direct3D.dll' or one of its dependencies. An attempt was made to load a program with an incorrect format. File name: 'C:\Program Files\KSP_win64\GameData\Plugin\SSTUTools\SSTUUtilDDS\bin\Debug\Microsoft.DirectX.Direct3D.dll' at (wrapper managed-to-native) System.Reflection.Assembly:LoadFrom (string,bool) at System.Reflection.Assembly.LoadFrom (System.String assemblyFile) [0x00000] in <filename unknown>:0 at AssemblyLoader+LoadedAssembly.Load () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 [ERR 18:18:24.235] AssemblyLoader: Exception loading 'Microsoft.DirectX.Direct3DX': System.BadImageFormatException: Could not load file or assembly 'C:\Program Files\KSP_win64\GameData\Plugin\SSTUTools\SSTUUtilDDS\bin\Debug\Microsoft.DirectX.Direct3DX.dll' or one of its dependencies. An attempt was made to load a program with an incorrect format. File name: 'C:\Program Files\KSP_win64\GameData\Plugin\SSTUTools\SSTUUtilDDS\bin\Debug\Microsoft.DirectX.Direct3DX.dll' at (wrapper managed-to-native) System.Reflection.Assembly:LoadFrom (string,bool) at System.Reflection.Assembly.LoadFrom (System.String assemblyFile) [0x00000] in <filename unknown>:0 at AssemblyLoader+LoadedAssembly.Load () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 [ERR 18:18:24.252] AssemblyLoader: Exception loading 'Microsoft.DirectX': System.BadImageFormatException: Could not load file or assembly 'C:\Program Files\KSP_win64\GameData\Plugin\SSTUTools\SSTUUtilDDS\bin\Debug\Microsoft.DirectX.dll' or one of its dependencies. An attempt was made to load a program with an incorrect format. File name: 'C:\Program Files\KSP_win64\GameData\Plugin\SSTUTools\SSTUUtilDDS\bin\Debug\Microsoft.DirectX.dll' at (wrapper managed-to-native) System.Reflection.Assembly:LoadFrom (string,bool) at System.Reflection.Assembly.LoadFrom (System.String assemblyFile) [0x00000] in <filename unknown>:0 at AssemblyLoader+LoadedAssembly.Load () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 [ERR 18:18:24.269] AssemblyLoader: Exception loading 'Microsoft.DirectX.Direct3D': System.BadImageFormatException: Could not load file or assembly 'C:\Program Files\KSP_win64\GameData\Plugin\SSTUTools\SSTUUtilDDS\bin\x86\Release\Microsoft.DirectX.Direct3D.dll' or one of its dependencies. An attempt was made to load a program with an incorrect format. File name: 'C:\Program Files\KSP_win64\GameData\Plugin\SSTUTools\SSTUUtilDDS\bin\x86\Release\Microsoft.DirectX.Direct3D.dll' at (wrapper managed-to-native) System.Reflection.Assembly:LoadFrom (string,bool) at System.Reflection.Assembly.LoadFrom (System.String assemblyFile) [0x00000] in <filename unknown>:0 at AssemblyLoader+LoadedAssembly.Load () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 [ERR 18:18:24.287] AssemblyLoader: Exception loading 'Microsoft.DirectX.Direct3DX': System.BadImageFormatException: Could not load file or assembly 'C:\Program Files\KSP_win64\GameData\Plugin\SSTUTools\SSTUUtilDDS\bin\x86\Release\Microsoft.DirectX.Direct3DX.dll' or one of its dependencies. An attempt was made to load a program with an incorrect format. File name: 'C:\Program Files\KSP_win64\GameData\Plugin\SSTUTools\SSTUUtilDDS\bin\x86\Release\Microsoft.DirectX.Direct3DX.dll' at (wrapper managed-to-native) System.Reflection.Assembly:LoadFrom (string,bool) at System.Reflection.Assembly.LoadFrom (System.String assemblyFile) [0x00000] in <filename unknown>:0 at AssemblyLoader+LoadedAssembly.Load () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 [ERR 18:18:24.304] AssemblyLoader: Exception loading 'Microsoft.DirectX': System.BadImageFormatException: Could not load file or assembly 'C:\Program Files\KSP_win64\GameData\Plugin\SSTUTools\SSTUUtilDDS\bin\x86\Release\Microsoft.DirectX.dll' or one of its dependencies. An attempt was made to load a program with an incorrect format. File name: 'C:\Program Files\KSP_win64\GameData\Plugin\SSTUTools\SSTUUtilDDS\bin\x86\Release\Microsoft.DirectX.dll' at (wrapper managed-to-native) System.Reflection.Assembly:LoadFrom (string,bool) at System.Reflection.Assembly.LoadFrom (System.String assemblyFile) [0x00000] in <filename unknown>:0 at AssemblyLoader+LoadedAssembly.Load () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 And: Assembly-CSharp-firstpass v0.0.0.0 Stock assembly: Assembly-CSharp v1.0.0.0 Assembly-UnityScript-firstpass v0.0.0.0 / v Assembly-UnityScript v0.0.0.0 / v KSPAssets v1.0.0.0 SSTUTools v0.0.0.0 UnityEngine v0.0.0.0 UnityEngine.UI v1.0.0.0 UnityScript.Lang v1.0.0.0 / v Assembly-CSharp-firstpass v0.0.0.0 Stock assembly: Assembly-CSharp v1.0.0.0 Assembly-UnityScript-firstpass v0.0.0.0 / v Assembly-UnityScript v0.0.0.0 / v KSPAssets v1.0.0.0 SSTUTools v0.0.0.0 UnityEngine v0.0.0.0 UnityEngine.UI v1.0.0.0 UnityScript.Lang v1.0.0.0 / v Assembly-CSharp-firstpass v0.0.0.0 Stock assembly: Assembly-CSharp v1.0.0.0 Assembly-UnityScript-firstpass v0.0.0.0 / v Assembly-UnityScript v0.0.0.0 / v The KSP base assemblies are installed/loaded 3 times via SSTUTools (?) Edit: OK, not a corrupted KSP installation but a very weird GameData folder.
  24. @Benji13 You have a badly corrupted base KSP installation, on top of using some KSP 1.3-only mods with KSP 1.2. Delete your current installation, get a clean copy of KSP and reinstall carefully all the mods.
  25. @Raptor831 Yes, the "bounding box" view of Scatterer is another known issue. It happens in both stock and RSS but usually only if: You pan the camera around by a large angle You distance the camera from the vessel (does not affect the zoom-in/out function though) As you correctly guessed, the RSS scale makes them a bit more prevalent. I can replicate both of these very easily and with consistency. Changing the far/near camera values of the PQS/SS does improve the appearance a bit.
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