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Phineas Freak

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Everything posted by Phineas Freak

  1. Yea, i have been working on them since...ever. Life, the seer amount of parts and the lack of sources about some of them are not helping either... Something else that i noticed: the Voyager Propulsion module RCS only has a "spin-up" capability and not full roll control (you can roll it in one direction but not the other). The Voyager Backgrounder mentions: In my mind that means four RCS thrusters, shifted 45 degrees from the normal cardinal positions, all facing inwards (rotating two of the existing outwards pointing thrusters by 180 degrees achieves that). Edit: i am a derp, i did not check the RCS exhausts carefully enough...
  2. @DocRockwell HSRSS re-uses the RSS configs to make the bodies be 1/2 of the normal size, while SSRSS uses the Sigma Dimensions to do something similar (but with a rescale factor of 1/10). Both methods are valid but: Sigma Dimensions is a more robust way to set the scale of the bodies of a solar system (no need to mess with any kind of advanced calculations). Sigma Dimensions does not touch the original solar system files (meaning that bug fixes or other changes can be easily ported if needed). On the other hand custom configs do not need that extra mod dependency (that may or may not be wanted by some users). RSS Constellations might be compatible if Sigma Dimensions is used (may require additional config definitions to support the extra solar systems) but i can tell you with certainty that RSSVE is not compatible with anything but the original RSS (most rescales include cloud and scatterer configs anyway so that's a moot point).
  3. Someone has to make those and commit them to either RF or RFS. When you say CKAN, do you have a mod list? Currently, the only mod that adds RF support for RSB is RO.
  4. Meh...i completely forgot about the stock Aerobee engine . It should be automatically unlocked as it is placed in the starting tech tree node. If not then something is wrong with either the stock parts or with the RP-0 tech tree config, as it is a cloned part of the stock "LV-1 Ant" engine (meaning that it is always available). I have really dropped the ball lately...i have no idea why i thought that the Taerobee mod was the only provider of that engine...
  5. @PsyberMind It is impossible for the Aerobee parts to be compatible since they were never added to the RP-0 tech tree in the first place. If someone can submit a PR that adds compatibility for them then they will be. Also, the "tree.yml" file is required only if you want to create a tech tree config from scratch (requires a Perl interpreter).
  6. @Iso-Polaris I wrote some compatibility patches a while back for that reason: I do not know if they still work (they should) but test them and report back if you can.
  7. @mesocyclone RSB does not provide compatibility patches for RF. Where did you get those?
  8. Both the body terrain texture and the city lights overlay textures are 8 K, with the detail city texture being 4K. The EVE city lights config (that controls the tiling of the detail texture but it does not eliminate the hard edges (tested various values between 1 and 10000, current value is 250).
  9. This is a known issue with both MJ and KER and has nothing to do with RO.
  10. @jsimmons Do the city lights have a similar "pixelization" (appearing as blocks) as the ones from this image? Or is it a different problem?
  11. The shielded version is supposed to represent aircraft - like fuselages but with higher maximum temperatures for shallow suborbital reentries (X-15 class). They only support unpressurized propellants so if you want to use hypergolics the engine must be pump - fed (gas or staged combustion cycles).
  12. @Rainbowd4sh When you right- click the procedural tank there should be a slider to allow you to change the tank type to "Service Module". If not then something is broken with your installation.
  13. @pacovf If you read the two replies above your own you will see that this has been a part of KSP for a while now. There is absolutely no reason to support it or expect it to work with the newer KSP releases.
  14. I just pushed the first compatibility update for the GroundOps parts (Surveyor). The "new-new" Venera parts (SAR, drogue parachutes, GPS antenna) are the next in the list parts that i will have to create new patches, the rest "new-old" parts are 90% ready (just need some more tests).
  15. @Nightside No but the only thing needed is just a recompile (and a removal of the "KSPUtil" reference from the project file). I will ping the team to see if they can push an update.
  16. @drZuko Check if the output_log is placed under the "%username%\AppData\LocalRow" path.
  17. The patch for the VSR effects was probably not included with the beta testing release. Anyway, anyone that wants to playtest RSS/RO/RP-0 has to make sure that he/she downloads the the latest RO from the repository. There are a lot of things that are fixed/changed/added almost daily. @Wallygator No, it is 100% a problem with RO and not RSSEx. Maybe you accidentally reverted to an older RO while installing/uninstalling RSSEx?
  18. Well, that's your problem! This is not a problem with VSR but with the RO part config of the Mk2. The RO repository (and probably the pre-release) already includes a fix for that so make sure that you have the latest RO beta testing distribution.
  19. So, @Blacks and @Gaest, can you confirm that the change of the Rt value fixes the "blue Earth" bug? Does this also happen for the rest of the bodies? @Neil_Kerman You can get it to work with laptops but i do not recommend it, as you will not get any reasonable frame rate. @PrivateJoker Take a look at the RSSVE OP, i have posted a note about the correct mod versions for KSP 1.1.3 (using RC2). Do note that i do not support older versions of KSP though.
  20. Unfortunately, i foresee that it will be impossible to fix it. I spent hours after hours yesterday trying to reproduce 100% of the issues (except the DX11 renderer switch) with zero results. (I am already spending far more time that i should on this mod. Do not expect a quick fix)
  21. @Firemetal There is a small bug with the PF autostruts and KJR. We have implemented a fix but it is not a part of the RO preview release. Download the "RO_PFairings.cfg" file from the repo and replace your local one.
  22. @davidy12 At least for your installation i can be sure that you have broken it by having extra EVE configs: [LOG 13:13:21.907] [EVE PQSManagerClass]: Unable to parse config node: OBJECT { deactivateDistance = 175000 body = Jool } [LOG 13:13:21.910] EVEManager: Issue loading PQSManagerClass! Error: UnityEngine.UnityException: Unable to apply node! ---> System.NullReferenceException: Object reference not set to an instance of an object at PQSManager.PQSManagerClass.ApplyConfigNode (.ConfigNode node) [0x00000] in <filename unknown>:0 at EVEManager.EVEManagerBase.Apply () [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at EVEManager.EVEManagerBase.Apply () [0x00000] in <filename unknown>:0 at EVEManager.EVEManagerBase.LoadConfig () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[PQSManager.PQSWrapper].StaticSetup () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].Setup () [0x00000] in <filename unknown>:0 at EVEManager.GlobalEVEManager.Setup (Boolean late) [0x00000] in <filename unknown>:0
  23. The only thing that are hard-coded are the paths to the textures (same as before). I had the idea of checking for the stock EVE "BoulderCo" folder and removing it (since it breaks a ton of things) but i never materialized it. Fun fact: the stock Kerbin Scatterer config has the "drawSkyOverClouds" set as "True" and it works fine. Back to the drawing board... @BeeArr Try it without the DX11 switch and report back.
  24. It has definitely something to do with the Scatterer configs themselves. @Gaest mentioned that by replacing the Earth config with the Kerbin config fixed it but i cannot do a direct diff between them since they are completely different. I want to (blindly) test something though: Open the Earth Scatterer config Find the "drawSkyOverClouds" parameter and set it to false Optionally, set the "drawOverCloudsAltitude" parameter to "100000"
  25. @Blacks Your log did not indicate anything out of the ordinary (compared to mine) but i broke my installation by using the DX11 switch. I also use the "-popupwindow" switch under DX9 so i have no idea what the problem is for that specific test run you did. IIRC @Galileo had the same problem (tagging him for confirmation). No, i meant it as "aha, i managed to get the same results as the users reporting the bug". Edit: the " scatterer.Core.Update ()" NullRef is normal, i also have it. I am not sure about the "material from string" but you have a lot of other mods so i cannot comment on that one. @BeeArr That is the same problem that the other users are having. At least for Earth, by applying the Scatterer setttings something breaks and removes the scatter completely (as i can see from the dark texture of the ocean). What is your OS (Windows. Mac, Linux)? Do you use any command line switches to change the renderer?
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