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Technologicat

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  1. Just a compatibility info update: @clusta's recompiled version runs fine on KSP 1.12.3 on Linux. @The White Guardian: Thanks for the mod! Reviving old thread to emphasize that KS3P is still relevant for Linux users looking for a postprocessing effects visual mod, since the other popular option TUFX has no OpenGL/Linux support.
  2. @blackrack: In Scatterer-0.0835, the paths in GameData/Scatterer/config/Sunflares/Sun.cfg that point to the sunflare PNGs (all four of them) are incorrect on case-sensitive file systems, such as on Linux. Should be e.g. Scatterer/config/Sunflares/Sun/sunFlare.png. Note uppercase Scatterer, matching the directory name inside GameData. Everything else is correct, the whole path should just begin with an uppercase S. I noticed the sunflare was missing on Linux, and upon investigation, there was an error in Player.log saying that the file was not found. Fixing all four paths in Sun.cfg made the sunflare appear, and the error went away. This difference was probably left over from the time the directory used to be called scatterer with a lowercase s. I searched this topic if anyone else had mentioned this, but didn't find anything, so I thought I'd let you know. Many thanks for keeping Scatterer working all the way to KSP 1.12! This is one of the best visual mods out there.
  3. I realize this might not help on Mac, but something that helped me on Linux: I initially had trouble making KSP (1.12.3) find the library, but then noticed in Player.log that you can place native .so files in KSP_Data/Mono/ inside your KSP folder. Create the Mono subdirectory if it doesn't exist. The log also tells you the filename the game is looking for, in this case libSDL2-2.14 (which means it's trying to load libSDL2-2.14.so). So, if you can get a binary of the libSDL2 2.0.14 DLL compatible with your system, place it (or a symlink to it) as KSP_Data/Mono/libSDL2-2.14.so, and it should work. For Debian-based Linux, such as Ubuntu or Linux Mint: PPAs may have already updated beyond 2.0.14, so that version is no longer readily available. In case of Linux Mint 20.1 (see /etc/lsb-release), which is based on Ubuntu 20.04 LTS (see /etc/upstream-release/lsb-release), I used the amd64 package for Debian 11, from here. DO NOT INSTALL IT - instead, just open it in Archive Manager. You can find the DLL inside the data.tar.xz package that's inside the .deb package. Path therein is ./usr/lib/x86_64-linux-gnu/. You only need libSDL2-2.0.so.0.14.0, the actual DLL file (the file with nonzero size). To check whether your system can load the binary, open a terminal, and ldd libSDL2-2.0.so.0.14.0. If that prints no "not found" errors, the binary should be good to go - just place a copy as KSP_Data/Mono/libSDL2-2.14.so, and test if KSP can now load AFBW without errors. If no suitable binary is available, it might be possible to compile SDL 2.0.14 from source. Instructions on the SDL site. Related to this, I would also be interested in a possibility to switch configs easily. I have a both a HOTAS and a gamepad, one of which is much more convenient for traveling... For now, I think I'll do the usual - keep a file manager bookmark handy for the PluginData folder, and switch XML files manually. It's not something I need to do very often anyway. The most important thing is that joysticks work in KSP 1.12! Thanks @linuxgurugamer for your continued support of the mod!
  4. That's.... a lot of white 1xN bricks. Nicely done! Is that a 3368 inside the VAB? Sometimes I get the feeling LEGO should check their staging.
  5. At least in my KSP 1.9.1 install, that option currently does nothing except drops FPS to single digits, at least when trying to drag a maneuver node handle. Could be exception spam, but I haven't looked at the logs yet. If you have time and interest to look at the issue, I could help by making a clean install with only Precise Node Continued, test it again, and post more detailed findings, with logs. What the option should do, and indeed used to do, is to use post-maneuver coordinates for adjusting the burn. This means that, in particular, when you drag the normal handle, the orbit keeps rotating also for large values of dV used for the burn. For example, if you drag it far enough, the planned burn will change inclination by 90 degrees. Drag more and you get 180 degrees, and so on. Mathematically I'd describe the behavior such that for the delta-V increment that is currently being added to the planned normal burn, the calculation uses the orientation the orbit normal vector would have, if the burn planned so far (without this latest delta-V increment) had actually already been executed. This doesn't matter for prograde/retrograde, which don't change the orientation, but it makes it easier to perform large inclination changes. Of course, for small x, from the Taylor series sin x ~ x, but the post-maneuver coordinate system approach works also when x is large. Say, if I accidentally captured into a retrograde orbit around Minmus, and want to correct that by changing inclination by 180 degrees. A silly misuse of delta-V, I know, but the expedition needed the fuel on that particular resupply probe to be able to leave orbit. Long story. A slightly more realistic example is changing the inclination by, say, 30, 45 or 90 degrees, which is faster to do if I can skip the mental math to represent the required delta-V in the original pre-maneuver coordinate system. With post-maneuver coordinates, just drag the normal handle when you want to change inclination. By however much, or little, doesn't matter, so it's simple to use. Right now I have that base covered in my install with Maneuver Node Evolved, which offers the same option. So although I like Precise Node Continued, debugging this hasn't been a high priority for me.
  6. Thank you! Installed AFBW Revived in KSP 1.9.1 on Linux (Mint 19.1), and my HOTAS setup Just WorksTM beautifully. (Thrustmaster 16000.M and TWCS Throttle.) Flying spaceplanes with this mod is a wonderful experience. I especially like the mod's ability to map SAS modes (prograde etc.) to joystick buttons. QuickSAS does that for the keyboard, but doesn't feature joystick support. The buttons on the base of the 16000.M are pretty much made for that. With a full complement of SAS modes and a plane/rocket preset toggle (swapping the yaw/roll axes), exactly one button was left over. (Well, there's the SAS on/off toggle, but I have that mapped to the trigger.) For others considering using these particular joysticks, the only thing to know is how to calibrate properly. When calibrating the TWCS Throttle in AFBW, both the throttle handle and the antenna axis (the analog knob for the little finger) should be physically set in the 0% position. Then pressing AFBW's calibrate button maps the whole range of each of those axes to [0, 1]. This way KSP uses the full range of motion for the throttle (and similarly for the antenna axis). Now, to learn to build planes that don't suck in FAR... 10/10, would fly again.
  7. Updating suit packs has the technical issue that the suit mesh was changed in KSP 1.7, so suit textures for made any version older than 1.7 are not compatible. The texture itself must be redrawn to fit the new geometry. (But I haven't looked at how major the changes are. Texture creators may know more.) The suit color pack by Xeraster is the only suit texture pack I'm aware of that works in KSP 1.7 or later... but then, I mainly use TR to get some variety for the heads, so I don't know much about suits. Head textures are easier. Heads made for any KSP 1.x are still compatible with 1.9, as long as the folder structure (how the files are organized) of the texture pack is updated to follow the conventions of current versions of TR. (EDIT: Araym recently posted a template that shows the new UVs. Off the top of my head, I don't know how different that is from the old suit textures, i.e. whether those could be photoshopped/GIMPed onto it or not.)
  8. The 1.2.11 on Spacedock works fine with KSP 1.9, except the "intuitive maneuvers" option, which (at least for me) isn't currently working.
  9. Hi @shaw , I posted an updated package of GreeningGalaxy's Diverse Kerbal Lasses a couple of days ago, for TR 4.1.3 (tested in KSP 1.9.1). The original creator hasn't been seen for a long while, the download links have been dead for a while already, and the internet didn't have these textures anywhere. But the license allows re-posting them, and I happened to have a copy from back when the downloads were available. Care to link the updated package from the first post? Or is it better if I make a dedicated thread in the add-on forum? Everyone: Is there an interest in other repackages for TR 4.1.3? At least in cases where the original creator has vanished, and the license allows, I think it would make sense to provide updated packages, to reduce the installation effort. In my own KSP install, I currently have TR 4.1.3 versions of Repimped Farmer's female Lasses by Bizz Keryear, necKros's female heads, and Hotaru's Simple female heads (none yet posted, links go to the original posts). The first one is licensed CC BY-NC, so it's clearly ok to re-post. The second one is a borderline case, because no explicit license was specified. Maybe better if I provide just a bash script for converting the original download into the format used by TR 4.1.3? The third one is CC BY-NC-SA, but Hotaru is still active, so I'll ask them first.
  10. I tried again last night, and... lo and behold, Impact marker was there, in the Surface category, where it belongs. Got it, now I have it in HUD2. Problem solved. (Having it in the HUD allows easily disabling the bullseye marker during EVA. Having the marker is useful when flying long distances with the jetpack, but it's mostly a distraction when you're just trying to jump into your lander's cargo hold to retrieve some equipment.) So it may have been just me. Thanks for the reply. Another readout I couldn't find in any of the categories of the editor the other night is the compact combined stage/total dV, which is displayed in HUD1 by default. Other dV readouts are listed, though. I'll look again when I get the chance and report back.
  11. Sorry, I don't know, I'm just coming back to KSP after a pause of a couple of years (1.3.0 -> 1.9.1).
  12. Is it just me, or do the KER presets have some readouts that are not listed in the KER view editor? For example, the default LAND view has the Impact marker readout enabled, but the impact marker readout doesn't seem to be listed under any of the categories in the KER view editor. There are other similarly missing readouts too, but I haven't compiled a list yet. This currently makes it impossible to add those readouts to custom views, or to get them back if (accidentally) removed, short of resetting to a default configuration. I tried searching this forum thread, but couldn't find anything on this. I have KSP 1.9.1 on Linux, with KER 1.1.7.1... and a couple dozen other mods. If this is not a known issue, I could make a clean install with just KER, and post the logs.
  13. Intuitiveness or lack of thereof aside, I find this particular feature essential for inclination changes. As long as the initial orientation of the GUI handles is sensible, I don't care whether they rotate or not when I drag the normal. But at least in my opinion, the whole concept of "burning normal" means to continually adjust the orientation of the spacecraft so that at each point in time, the burn always takes place in the current normal direction. The resulting behavior is easy to reason about. This feature currently doesn't work in the latest Precise Node Continued with KSP 1.9.1. When enabled, I get a severe performance hit, but no other effect. Maybe exception spam? I could post a log if you (@linuxgurugamer) want to take a stab at debugging this. For the record, the similar feature in @DMagic's Maneuver Node Evolved currently works fine. He (and/or the source code) would probably know how to do it in the 1.9 series.
  14. Thank you for the mods, and especially this! IMO this feature is a must-have for making inclination changes. I also like the GUIs, they have a very polished stockalike look and feel.
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