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Phineas Freak
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Everything posted by Phineas Freak
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Funny how people never check the official RO/RP-0 repositories for information like that. Anyway, all parts that are included in the current ProbesPlus release are compatible with RO but not with RP-0. I am also working on the new parts. Surveyor is ready (minus testing) and Venera is next on the list.
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@Sigma88 The second patch has a blank line: !MODULE[ModuleEngine*] <----- Blank line {} MM will fail to compile that patch. I am assuming that that is the actual way that the patch is written and not: !MODULE[ModuleEngines*] { } @Pappystein And a bit of a failure on my part: the first patch will delete only the first ModuleEngines(FX/RF) that MM will find in the config. In order to delete all engine modules then you need to use a second wildcard: !MODULE[ModuleEngines*],*{}
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I will probably take it too far but almost nothing is just "bits of metal", not even propellant tanks. A landing gear can contain electric motors, position sensors (encoders), micro-controllers and other sensitive stuff. Even if you consider them to use hydraulics then again they are very sensitive to high temperatures. All that assuming that you want the part to work afterwards. Now, considering the use of the landing gear in KSP, they have to sustain a pretty large heat load (but not direct reentry). Using the stats of the aircraft gear bays could be a good starting point.
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[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
Phineas Freak replied to NecroBones's topic in KSP1 Mod Releases
@delta wee OK, so it seems like that RFStockalike does not have configs for RSB (as indicated by the GitHub repository). Can you also post a log file so to see how and when the RSB parts are patched? A wild bet would be that a generic patch is modifying some things when it should not.- 966 replies
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Do you mean that the import was done via the KSPTOTConnect plugin? If so then you have an older version of the plugin.
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[Game Crash] Output log. Modded
Phineas Freak replied to Gameslinx's topic in KSP1 Technical Support (PC, modded installs)
Exactly. The log can confirm this: DynamicHeapAllocator allocation probe 1 failed - Could not get memory for large allocation 16777216. DynamicHeapAllocator allocation probe 2 failed - Could not get memory for large allocation 16777216. DynamicHeapAllocator allocation probe 3 failed - Could not get memory for large allocation 16777216. DynamicHeapAllocator allocation probe 4 failed - Could not get memory for large allocation 16777216. DynamicHeapAllocator out of memory - Could not get memory for large allocation 16777216! Could not allocate memory: System out of memory! Trying to allocate: 16777216B with 16 alignment. MemoryLabel: DynamicArray -
[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
Phineas Freak replied to NecroBones's topic in KSP1 Mod Releases
That one is really weird because: RSS does not mess with the parts. RF does not include any patches for RSB. RSB does not have RF patches. RO is not installed (you would see a ton of changes to that engine) Did you install any packs like RFStockalike? Can we see your mod list?- 966 replies
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Offtocpic but probably helpful. A better way to format the KSP forum links is to use "showtopic". Example for Ship Manifest: http://forum.kerbalspaceprogram.com/index.php?showtopic=56643 That way you do not need to depend on any followup text after the thread ID. It can also be used as a permalink (topic titles can be changed by the OP).
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[1.2] Real Solar System v12.0 Dec 8
Phineas Freak replied to NathanKell's topic in KSP1 Mod Releases
@Observe a nice thing about the height map textures is that they can be safely placed under a "PluginData" folder. That way you could have 16K textures for all bodies but they will not be kept in memory (just referenced when needed by Kopernicus). So, a combination of a relatively small color map with a very high resolution height map could do the job. -
[1.2] Real Solar System v12.0 Dec 8
Phineas Freak replied to NathanKell's topic in KSP1 Mod Releases
@sDaZe we might have a small issue with scaling and tiling, since we need to cover ~100 times more surface with the same texture. Doable but the results are not always pleasant to the eye. -
[1.2] Real Solar System v12.0 Dec 8
Phineas Freak replied to NathanKell's topic in KSP1 Mod Releases
@Trem Fantasma any log files? Just the GameData screenshots are not enough. -
[1.2] Real Solar System v12.0 Dec 8
Phineas Freak replied to NathanKell's topic in KSP1 Mod Releases
@Observe i agree that the Earth should have that option, since it is the planet that you look at the most and frequently up close. If you decide to create a mini mod for these i can guide you through, it is not difficult at all (probably easier than the 95% of the common MM patches). -
Titan IIIE Voyager - Interplanetary Stroll
Phineas Freak replied to liquidhype's topic in KSP1 Mission Reports
From the Voyager Backgrounder.pdf the specifications for these thrusters are: Propellant: Hydrazine (supplied by the Voyager itself) Thrust (VAC): 100 lbf (~445 N) for pitch/yaw control, 5 lbf (~22.25 N) for roll control So assume that it is a complete ACS for three-axis control. Forward is also the only available motion in the X axis (backwards firing mono-propellant thrusters are a huge no-no IRL). And that Titan IIIE detail is something that i cannot comprehend...i wish you would continue your launchers pack... -
@Observe there is a middle ground: it is true that RSS controls the body textures but you can easily manipulate the Kopernicus configs to add/remove/change things (this is how i "fix" the oblateness of the gas giants so that EVE and Scatterer can work). I could add custom Earth surface textures but it is only half a solution, since the maximum texture size that Unity supports is limited to 16K (16384 px by 16384 px) and the overall result would not be better. I did some testing using 16K and 32K textures and reported the results here: Also, VRAM and CPU throughput will limit the max size of a texture. A reddit user is planning a visual pack for RSS that also adds better Earth textures. I think that he/she is also active here but i cannot recall the username.
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Problem with Kopernicus
Phineas Freak replied to InterstellarOrbit's topic in KSP1 Technical Support (PC, modded installs)
Doh! I forgot that the file type also makes a difference for biome maps...- 3 replies
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Phineas Freak replied to Galileo's topic in KSP1 Mod Releases
Currently, in order to change the color, there is no other way but to (re)create from scratch the new Scatterer texture files (as they are "hard-coded"). -
[1.2] Real Solar System v12.0 Dec 8
Phineas Freak replied to NathanKell's topic in KSP1 Mod Releases
@ricardoguedes21 SSRSS is what you are looking for: -
Problem with Kopernicus
Phineas Freak replied to InterstellarOrbit's topic in KSP1 Technical Support (PC, modded installs)
Both the errors that you posted here complain about Kopernicus failing to find the requested texture file that is specified in the body config. So, check the actual file paths to the texture. Maybe you have a typo in a folder and/or texture name.- 3 replies
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[1.11] RemoteTech v1.9.9 [2020-12-19]
Phineas Freak replied to tomek.piotrowski's topic in KSP1 Mod Releases
Two observations (requests?) for the RT 2.0 parts: 1. There are two parabolic antennas that are already "soft-deprecated" and nobody is using them probably since before KSP 0.23. These can be safely removed: Reflectron LL-5 (RTLongDish1) Reflectron SS-5 (RTShortDish1) 2. The new stock antennas can fill the gaps of RT and/or replace some old ones. Copies of the stock parts (like the Communotron 32) could also be used.