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Phineas Freak
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Everything posted by Phineas Freak
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[1.2.2] E.T. - Extreme Textures (RSS)
Phineas Freak replied to ufindbatman's topic in KSP1 Mod Development
As @ufindbatman says, the surface and horizon shimmering is caused by size of the body. The near and far camera clipping settings will need to be adjusted in order to fix that. -
Help fixing a mod (Constellation)
Phineas Freak replied to Mr. Sandman's topic in KSP1 Mods Discussions
@Bottle Rocketeer 500 I would not say that. Since i have absolutely no idea about stock part balancing i'd really like for every interested party to play around with the parts and see if they need some further balancing. These parts have not been really touched since they were originally introduced (masses and thrust values may be off compared to stock).- 31 replies
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Help fixing a mod (Constellation)
Phineas Freak replied to Mr. Sandman's topic in KSP1 Mods Discussions
In my GitHub repository OP the pack has been tagged as being "KSP 1.3 ready", though it will work for (almost) every KSP version ever released. Having specific version numbers for just a parts pack does not make a lot of sense so i may remove the small version badge that i have there. I had both the "stock" and the "RSS" versions archived. So, i updated the "stock" release to be compatible with stock KSP (remove the "LqdHydrogen" resource from the engines and the ModuleEngineConfigs - now taken care by RO) and completely removed the "RSS" one (no reason to have the overpowered and incompatible "RSS" parts under stock). Everything else (mass and sizing) of the parts has been retained for stock. My GitHub commit history will provide you with all of the steps that were done to update them. TL;DR: there is a single release now for stock, the RSS option is maintained via the RO releases, the parts will work exactly like before. Oh and @Bottle Rocketeer 500, you based your PR on an older Constellation Essentials repository state, meaning that it has conflicts. Please review your PR and make sure that the changes are applied on the repository HEAD.- 31 replies
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[1.2] Real Solar System v12.0 Dec 8
Phineas Freak replied to NathanKell's topic in KSP1 Mod Releases
That is normal since RSS has not been updated for KSP 1.3. Considering that the KSP 1.2.2 version has some problems when used under KSP 1.3 (without some patching) i would really suggest to try and play using the KSP 1.2 version. Or be patient and await the next RSS version that will be compatible. -
For existing rocket engines/solid rocket motors you can start by browsing the webz about their physical and mechanical properties (inert/gross mass, diameter, ASL/VAC Isp and Thrust) using the name of the engine. Do not expect a lot of info for very old/not extensively used/experimental engines. Example for the HM4 engine: Inert Mass: 200 Kg (per engine) ASL Thrust: N/A VAC Thrust: 40 kN (per chamber) ASL Isp: N/A VAC Isp: 412 s Throttle: N/A O/F Ratio: 5 Diameter: ~0.9 m (per nozzle) You then create Module Manager patches that will clone and convert an existing engine part into your own engine. The MM thread has various examples on how to manipulate the part configs for your own purposes. For fictional engines, there is only one route: Rocket Propulsion Analysis. You decide what the propellants are, the physical properties of the chamber and nozzle for your application (booster or orbital engine) and it will provide you with the thrust and Isp values. The mass values will be up to you to balance though (can be fudged by using info from other engines with similar properties). Then, you create again an MM patch to make the actual engine part that KSP will use. Note: all the above are just a quick reference. There are a lot of steps missing (how to setup the engine config, how to clone and convert an engine part config, how to set the actual engine model and scale, how to make plume configs and more). Some of them are documented in the RO wiki (e.g. Adding a Plume to an Engine) but for others you will have to start from existing RO MM configs and work your way up.
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@NeilC Unfortunately, there are still problems with the runway but the gaps/bumps now only they appear half of the times that you launch a vessel. In order to get a completely flat runway you will need to install RealLaunchSites. KSP 1.3 also has performance issues because of the new localization system (though slated to be fixed with the KSP 1.3.1 patch). At least the surface seams have been fixed...
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Realism Overhaul Discussion Thread
Phineas Freak replied to NathanKell's topic in KSP1 Mods Discussions
@winged In that case i will ping @pap1723 here (since he is maintaining a list with the supported mods) and ask him to move the configs under the B9 "supported mods" folder. That's a very nice Skylon you have there! -
CKAN is great for installing and managing an extensive list of mods, like the RSS/RO/RP-0 suit of mods (IIRC @pjf created CKAN for that exact reason). The problem is exactly what you said, the metadata validation. Folks like @linuxgurugamer are doing an excellent job maintaining all ~900 of active mod metadata, especially at times like these (two very active KSP versions. mods developed for both of them). But, in the case of RO, if even a single patch is not installed correctly (with the proper versioning) things will break very badly, very quickly. It is very difficult sometimes to debug such problems, as the mods appear to be the correct ones. <personal opinion> I believe that the case of the two active KSP versions (a large gap between mod version updates) is the problem. For every previous release, users jumped ship very quickly, with the mods following that trend. This time things were...different, as the KSP 1.3 version did not bring anything groundbreaking into the play. </personal opinion>
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Since there have been major problems with the CKAN versioning, i took the liberty and created a basic RSS/RO/RP-0 mod list for KSP 1.2.2. This includes all required mods, along with some recommended/suggested ones. This is not a full list by any means, check the RO OP for the complete one: Note 1: There are three texture packs with different resolutions (2K, 4K and 8K), pick the one that your system can handle: https://github.com/KSP-RO/RSS-Textures/releases/tag/v10.4 Note 2: Part of SXTContinued. And a raw version of the above list, as exported from CKAN (useful if you want to do a 1:1 text comparison to see if you are missing a mod and/or you have a wrong version installed). You can export the version list of your own install by opening CKAN and selecting the "File --> Export installed mods..." option (it will prompt you to save the file as a "CKAN favourites list (*.ckan)" file, ignore it and use the "Plain Text (*.txt)" option): I will repeat that this list is meant for KSP version 1.2.2, no more, no less.
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I am 100% sure that you can provide one. It is generated every time KSP runs, even if you force-quit after 0.1 s: As you mentioned "getting stuck" after MM runs: do you mean that you get a black screen with the planets spinning in the corner or just the last splash screen image? In the case of the second one you have to be patient and let KSP complete creating it's GameDatabase (+20000 MM patches are a lot of patches). I can also spot the incompatible CBK (v.1.1.13.0) and some mods not really supported by RP-0 (the various third-party contract packs - not sure if they do any harm though). You are also missing some hard dependencies (RealFuels, RealHeat) and it is not clear if you are also missing the RSS textures (not listed here - you are not going anywhere if you are missing these as you will never reach the KSP main menu).
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@sfhq CKAN really messes things up...it lists CBK v1.1.13.0 as KSP 1.2.2 compatible when in fact it is only KSP 1.3 compatible. I am also 100% sure that KCT/MagiCore are also incorrectly listed (CKAN provides the MagiCore v1.3.0 which guess what...it is compatible only with KSP 1.3). CBK v1.1.12.0 link MagiCore v1.2.5 link (provided by the complete KSP 1.2.2 KCT pack, install both KCT and MagiCore just to be sure) God, i hate CKAN...
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@sfhq There is something wrong with the stock side of your install (Squad folder): PartCompiler: Cannot replace texture 'model000' as cannot find texture 'Squad/Parts/Engine/liquidEngineSkipper/ksp_l_midrangeEngine_diff' to replace with And: LiquidFuel not found in resource database. Propellant Setup has failed. These are stock assets that should be always present in the GameDatabase (at least the resources). The fact that you are missing textures and critical resources means that you either pruned/deleted some of the Squad folder contents, the folder itself for some reason is inaccessible or it's contents are corrupted. The RP-0 patch throws errors because the stock "GooGooExperiment" part config is missing (probably caused by the above): [ModuleManager] Error - Cannot parse variable search when replacing (%) key mass = #$@PART[GooExperiment]/mass$ From the PartHacks.cfg: @PART[SXTProbeGooo]:FOR[RP-0] { %mass = #$@PART[GooExperiment]/mass$ } SXT also has problems accessing the stock KSP part textures/models required for it to work: PartLoader: Compiling Part 'SXT/Parts/Aviation/Aero/Wing/elevon0b/SXTelevonSmallHalf' PartCompiler: Cannot replace texture 'Wings' as cannot find texture 'Squad/Parts/Aero/wings/Wings' to replace with
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Realism Overhaul Discussion Thread
Phineas Freak replied to NathanKell's topic in KSP1 Mods Discussions
@hypervelocity I do not know how AJE sets up the engine stats for the open cycle but i think that you can simply patch the Isp values of the closed cycle like in a normal rocket engine. Example config (non-operational): @PART[B9_Engine_SABRE_M]:FOR[RealismOverhaul] { . . . @MODULE[ModuleEngines*]:HAS[#engineID[ClosedCycle]] { @maxThrust = 2000 @atmosphereCurve { @key,0 = 0 460 @key,1 = 1 100 } } } -
Realism Overhaul Discussion Thread
Phineas Freak replied to NathanKell's topic in KSP1 Mods Discussions
@hypervelocity The B9 SABRE engines are not part of the "official" RO configs. They are listed under the "REWORK" category, meaning, "use at your own risk": https://github.com/KSP-RO/RealismOverhaul/blob/77cdd5c8fcfbf3edb1ef509c5a8c2495c449d35f/GameData/RealismOverhaul/REWORK/RO_B9.cfg#L3555-L3647 -
[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Phineas Freak replied to Theysen's topic in KSP1 Mod Releases
@wb99999999 Still, a log file would be required to see what is broken and how. Since most of the resources in RO are managed via RF then it may be a recent change of how RF handles things. RF also had an update for both KSP 1.2 and 1.3 but the metadata were broken. So, if you are installing the mods via CKAN then it will use the KSP 1.3 RF version in the place of the KSP 1.2 one, breaking a ton of things.- 2,215 replies
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@Hurrykein Since you did not provide a log, as required, i will take a wild guess: RSSVE for now requires Scatterer version 0.0300 and not the newer 0.0320. Please also take a look at the OP, i list everything that RSSVE requires and how to get support (for future reference). I should update RSSVE to be compatible with the newer Scatterer but alas...
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Phineas Freak replied to Theysen's topic in KSP1 Mod Releases
@wb99999999 Before opening any issue, you should at least post your log files. It may be a simple mod conflict, as it does not happen in a normal RSS/RO/RP-0 installation.- 2,215 replies
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Phineas Freak replied to cybutek's topic in KSP1 Mod Releases
@minepagan Yea, i should have also make the "lightheartedness" of my reply more obvious...as you said, reading at least the last few pages of a thread can usually answer/solve about 95% of the user questions/bug reports. Besides, this specific bug is not something new. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Phineas Freak replied to cybutek's topic in KSP1 Mod Releases
Nah, this time is just a known KER/RF interop bug. @Gordon Dry this was acknowledged by @Padishar literally two posts above your own... -
@KAO Principia was more or less created with RSS in mind, since it is a solar system that is known to be stable over large time periods. Other solar systems (including the stock one) 99% of the time are not stable, requiring extensive rework. So, it is assured that Principia will work with the RSS/RO/RP-0 suit of mods.
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The only hard dependencies are Firespitter and Procedural Fairings. If these two are updated then it will be OK.
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ProceduralFairings-ForEverything (10 char...?)
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@kerboman25 This was a minor issue with the "ground ignition only" feature of RF that RO implements. It has since been removed from the RO global engine config. Grab the latest .cfg and replace the old one.
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@Cdw2468 Check if any kind of firewall software is blocking the connection (this can be valid even for the localhost, not only for networked systems). Antivirus products usually block anything that they do not like...
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