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Everything posted by Deimos Rast
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sorry, I really need to fix the folder structure. It should all be in a folder "Taurus_Continued" in your GameData directory. You need the original mod in addition to the patches.
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may I include this? Or will it not matter in 1.2?
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[1.4.x] Porkjet's Legacy and How to Integrate It
Deimos Rast replied to Kerbal101's topic in KSP1 Tutorials
well done! did you look at mesh switching at all? I'd also recommend dropping down the bottom node on the pod a hair, to avoid heatshield clipping. EDIT: I ported over the realplume configs for the old engines with some tweaks if you want them. Maybe @Nhawks17 has some suggestions on the pug and valiant engines (I just used a rescaled 909 and T45 plume). -
neat! I'm kind of thinking it should have a very very weak antenna, for communicating while on EVA or something.
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- procedural
- hacks
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I know as recently as 1.1.* the module = Command_Pod (or whatever it is) still worked, as it provided some additional info on screen. Also, double check the licenses, because this mod allows redistribution, as does ASET props, last I checked.
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[1.4.x] Porkjet's Legacy and How to Integrate It
Deimos Rast replied to Kerbal101's topic in KSP1 Tutorials
Don't forget the Jackolantern mod he made. -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
Deimos Rast replied to JPLRepo's topic in KSP1 Mod Releases
Ah, the requiresAtmo and conversionRate sound handy. To be clear, I have no issue with the part count. What I was saying is I made a patch that uses fuel switching (using either IFS/Firespitter) to switch around a combo of Mixed/Food/Water/Oxygen for LifeSupport containers or Mixed/Waste/WasteWater/CarbonDioxide for Waste Containers. I wasn't suggesting it be an official policy to implement fuel/mesh switching; just an optional extra if people wanted. -
ah, the forums are back (as soon as I posted, they stopped loading for me). Spacedock is up, Github as well. @linuxgurugamer has kindly offered to handle the CKAN business, so expect that at some point.
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[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
Deimos Rast replied to JPLRepo's topic in KSP1 Mod Releases
Question (which I may have already asked, but I can't remember): What's the advantage for me to using TacGenericConverter over ModuleResourceConverter? My initial assumption is some sort of background processing (now or in the future). My situation is that I'm making some patches to rebalance the life support recyclers in Universal Storage (by directly referencing the ratios in the TACLS recyclers, which I can do now much more easily, thank you), and I'm wondering if I should just throw in an "@name = TacGenericConverter" and make it a full conversion, since it's literally a one line difference at this point. Also, is that module pretty much done seeing radical changes? Obviously, you can't predict what the future holds and so on (the stock standard could radically change itself for example), but as of now, do you foresee anything? I'd rather not write a bunch of patches using it, then a month later have to rewrite them all. Lastly, how would you feel about a fuelswitching patch for the LifeSupport/Waste containers? Couple that with TweakScale and you could really downsize the part count, which I know some have asked for in the past. I made such a patch a while back, and you can have it if you want it. -
Made a new thread for RLA_Continued down below.
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Original thread: here Pictures: here What is RLA_Stockalike? "Parts to fill stock niches, including 0.625m LFO engines and tanks, a full suite of monopropellant engines ranging from 2.5m to sub-0.625m, brand new 0.625m SRBs, 0.625m high efficiency engines using LiquidFuel, Monopropellant or Xenon, a number of new probe cores with varied specialisations and shapes, more ways to produce electricity, a range of RCS blocks both large and small, and structural parts to glue it all together with." What is RLA_Continued? I've been maintaining a set of patches for RLA_Stockalike for a bit now, and I've decided to take the next step and simply integrate the patches with RLA directly, and redistribute everything as a single package. This is said package. Other Things: I realize that @hoojiwana is known for taking relatively long absences from KSP, and will no doubt come riding back into town any day now. It goes without saying that when he does so, I will gladly step aside and hand over control of this continuation to him to use as he sees fit. I am very much aware that this is his mod, not mine. License/Legal: CC-BY-SA-4.0 @hoojiwana as far as I know, has no knowledge of this continuation; as per license requirement, I cannot and do not claim that he has endorsed these changes, for I have had (despite my best efforts) no contact with him. Credits: @hoojiwana is the original creator of RLA_Stockalike. @Deimos Rast is the current maintainer of RLA_Continued, and author of the changes contained therein. Installation Instruction: - Please uninstall all previous versions prior to updating RLA to the latest version. - Place RLA_Stockalike folder into GameData directory. - Has no dependencies (Module Manager is optional) Download: Spacedock Github (repo) CKAN (soon) Crafts: Soon (maybe)
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Deimos Rast replied to Tiberion's topic in KSP1 Mod Releases
use the dropbox link in the op.... -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Deimos Rast replied to sumghai's topic in KSP1 Mod Releases
Ah, really sorry to hear that man. Lost a cat this past January. Was really rough. Thanks for the update. Keep those kittens company, we'll get by all the same. -
haha, I glanced at your patch and I saw TET something something, so...yeah....I dun goofed. Reading, my old nemesis, strikes again. Good catch. Fixed. I should be rolling out the combined version tomorrow or so, with a few minor other changes. Got anything else?
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when/where? version? details please. EDIT: I have his back catalogue, and I did find a window emissive file and (apparently) HD textures, but both were removed from later versions. Doesn't say why.
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I've been in a similar situation, using up 16 gigs of ram, but on Linux. That shouldn't happen. What it probably is is a memory leak or something of the nature (as you said yourself). You have good hardware, no way it can't handle the KSP graphics. It's likely an outdated mod doing something it shouldn't behind the scenes. You are on 1.2.1 right? We'd need the full log. What you posted just shows the crash, not the chain of events leading up to it.
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@smotheredrun and @Capt. Hunt have been helping me flight test the Dauntless, and so far it seems like things are going pretty well (casualties and explosions are well within acceptable parameters!). We've entered round two of testing (I forgot to include all the fixes last time), then hopefully I'll have something for ya'll to play with. I've also started work on some Super25 patches.
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you realize games like this are never "finished". There is no point where you cross a finish line, look behind you and say "at last we have arrived." There will always be new bugs, because there will always be new hardware and software for the game to interact with. There will be new mods that expose new bugs as well. Generally a log helps. Why are you posting this in the FASA thread though - is there a reason you think this 1.0.5 mod might be causing issues (assuming you're using it)? 88 mods isn't that much (hardware depending obviously).
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Autostrut Needs Work
Deimos Rast replied to Daveroski's topic in KSP1 Technical Support (PC, unmodded installs)
you should report it as a bug then, not clutter up the technical support sub-forum -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Deimos Rast replied to DasPenguin85's topic in KSP1 Mod Releases
This is what you need (although the latest MM is 2.7.4 I believe). -
Yeah, I remember reading about those bounding issues. Seemed serious. I made you the video. Here is a log if you want to see what errors I get (none that I can tell are related to the Centrifuge). I took a Centrifuge in a size 3 fairing to a 200x200 orbit. Then I took it to the STARS AND BEYOND with x25 Physics warp (while it's spinning of course, under acceleration) for a minute or so till the engine started to fry things. Also did a crew transfer, some IVA/EVA action. It's a definite blockbuster production. Like I said, I believe you, but I'm not seeing it. EDIT: I just started spinning it while it was inside the fairing and then launched it. No problemo. EDIT2: Deploying it, while it's spinning, while inside the fairing, while it's flying through the air, also no problem (although I thought I made that impossible...)
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nope and nope. I just downloaded the pack and applied my patches. I'll have to try the fairing test though. Might have to make a video of it.
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[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
Deimos Rast replied to icedown's topic in KSP1 Mod Development
you know me - you could do texture switching with scratch n' sniff and strawberry flavoring and I'd complain about lack the blueberries or some nonsense. just pick a suitably neutral direction (grey? black? win/win) and go with it, and people will grumble and adjust. still, if you could make it scratch n' sniff... -
[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
Deimos Rast replied to icedown's topic in KSP1 Mod Development
@CobaltWolf I...don't know. I rather liked the originals as is, and I'm a staunch conservative and change scares me, so....I shall need to think about this.