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Deimos Rast

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Everything posted by Deimos Rast

  1. super minor thing: your Spacedock forum link points to page 18, and not the OP.
  2. Oh, well that would explain it. I assumed it was still the .cfg that stored the settings and I never changed the new file. Oops. Maybe I'm at a level 2 VAB then afterall. I'm assuming you mean KeepFit; it should basically just be keeping track of g forces as applied to crew over the long term, but I'll look into it. I do remember see some NaN's in the log I don't remember what caused them, but it seemed unrelated to EVAing. Thanks again.
  3. The above poster has it right: make sure you are using wheels that have been updated to 1.1 minimum. Wheels prior to that will generally just explode. Which modded wheels are you using? I hate to suggest it, but you could always try stock wheels. However, if the mod has been updated to the new wheel module, it should work fine (but very few have).
  4. yeah, I thought that was the case, but I couldn't think of a better way and I was hoping it wouldn't bite me. I like your suggestion better, and I found the patch you mentioned; thanks.
  5. There were no errors from AGExt (according to Exception Dector at least). It should be the EVA right at the end, Valentina Kerman. Looking at it now, this line below makes me suspicious. KRnD is a mod that allows you to upgrade your parts with science points. The only other possibility is ForScience, as those are the only two mods that I see interacting with Valentina and her vessel. Also, I tried the newest version, 2.0b, and...does it respect the career override fully? I'm at a level 1 VAB, but it was working previously till I upgraded the mod. I kept the settings file, and I have it set to equals 1, but I seem to have lost the ability to set Action Groups to more than just the default action groups (Abort, Stage, Lights, etc). The 250 customs your mod adds are absent. Cheers. [KRnD] updating vessel 'Valentina Kerman' [KRnD] updating vessel 'Tourism 01'
  6. @Diazo Bad news chief: I've started getting the EVA Kerbal issue again I reported earlier. The one where reentering the pod from EVA is akin to docking/undocking vessels and you have to "Edit Actions > Next Vessel" to restore your Action Groups. I'll get a log to you in a second, from a "relatively" clean install. Not sure what's changed, but it is a lot rarer now than previously (when it was 100%). Cheers. --Edit-- Log here. Note: not with the latest 2.0b version.
  7. @blowfish quick question for you: is the moduleID always "fuelSwitch" when ModuleB9PartSwitch is in the role of switching fuel? I ask because I'm making a patch that applies GPO Speed Fuel Pump to parts with B9 fuel switching capability. Previously, I just blanket targeted the module itself, but I'm interested in making it a little more precise (since I'm assuming, like other Switchers, it isn't exclusive to fuel). Just wondering if that's a hard and fast rule I can work from (looking at B9 and CryoTanks seems to suggest as much). Cheers.
  8. @Gordon Dry Try this. Just save it in a notepad as RealFuels.cfg and throw it in the GPO folder. Let me know if it doesn't work. The patch you listed above should already cover most cases for Procedural Tanks, but you happened to find a special case. //RealismOverhaul Support @PART[*]:HAS[@MODULE[ModuleFuelTanks],!MODULE[GPOSpeedPump]]:FOR[GPOSpeedFuelPump]:NEEDS[RealFuels] { MODULE { name = GPOSpeedPump } } ---edit--- @hab136 I tightened up the procedural tank patch and a number of the included patches, and combined that with the few I've posted recently into a neat little package which I'll send you in a bit. I'm just waiting to hear back on a question regarding B9PartSwitch (the previous patch I post for it works, but isn't precise enough for my liking).
  9. most excellent; will go nicely with Field Experience and USI Akademy
  10. If you want realism, go with anything Nertea makes (near future, cryo, kerbal atomics, etc). And KW Rocketry. RoverDude has a lot of cool stuff tool (USI). I would recommend you at least check out RemoteTech (or AntennaRange) and a LifeSupport Mod (I vote TACLS). You also need Kerbal Alarm Clock, Kerbal Engineer, Trajectories, Action Groups Extended. I swear by MechJeb. A lot of people don't. Oh well. Planet packs are awesome. OPM is sweet. Get CustomAsteroids too if you want. If you like planes, go with FAR, KAX, B9, OPT, Firespitter, SXT etc. The first list posted is a pretty good start actually. I disagree with a few of them, but we'd be hear all day if we had to argue over them. Do not do BDA as it has not been updated to 1.1.2 and causes serious issues for most people (thread was locked recently). Seriously, buying KSP is buying a ticket to a themepark for mods.
  11. I'm intrigued; I'll have to play with it more later. Looking at the config, is there a reason a probe core needs a crew capacity of 1? Also, this might be better off in Addon Development sub-forum (more traffic probably).
  12. You should probably be a little more specific. I've run this with a ton of other mods with no lift issues in particular (under stock aero). @Claw Any chance for an even simpler explanation of the below RSAS tweakables? I'm probably just being dense, but fiddling with the values in game made little difference, except during a blazing reentry, when I absolutely needed SAS to hold retrograde, and it was definitely not the time be fiddling (I set them all to the lowest values thinking it would tamp things down a bit, but it freaked out when it couldn't reach the retrograde marker due to air resistance). Anyway, much appreciated. Cheers. -- The "Plus" tweakable options are available in the right-click menu of the first pod/probe core. -- "Min Response" sets the lowest reaction response from the RSAS ("how far" is the initial move) -- "Min Clamp" sets the lowest clamp value (how much reaction) as the RSAS nears it's target. -- "Threshold" sets the angular speed where clamp and response values start to adjust.
  13. Well, the alternative solution that I arrived at was just not disabled the SCANSat parts physically (as in not change the .cfg to .DISABLED out of game so they load still) but then use a MM patch to change their category to -1, TechRequired to DELETE and entryCost to DELETE. I only play Career, so it works fine now (at least no NREs). I don't think you really want to have every Tom, Dick and Harry requesting you personally add in their "Super_Kool_Scanner_3000" Unit; isn't there a way to check for, instead of Part "name = SCANsat_Scanner24" instead check for the existence of a Module "name = SCANsat" with "sensorType = 24" (for the MULTI scanner). Looking quickly at the Scanner names and Types, they pretty much match up exactly (except for Radar, which has sensorType = 1, but name = SCANsat_Scanner). Or are we crossing into the territory of expending too much effort for too little gain? Like I said, I've already solved the issue to my satisfaction, at least as far as CC proper is concerned. (p.s. didn't know your Station Contract Pack was updated to 1.1+ grabbing now)
  14. I have a sort of problem (not really), but I'm pretty sure I know the cause. I'm in the middle of doing a debug build, where I ripped everything out of my install and am putting things back in one at a time. I think the below is caused by having the RemoteTech Contract Pack installed, but not having RemoteTech installed yet (I know it's a dependency). Is there the equivalent of a :NEEDS[RemoteTech] you could add, to really really make idiot proof? 'Cuz a certain idiot has been scratching his head about this for longer than he cares to admit publicly. Weird feature request, I know. Since I'm here, I'll double down and give you an even more niche "not really a bug report": CC kept throwing NRE's for the longest time, and I finally looked into it. Well it turns out, if you have a SCANSat installed, CC checks whether or not a Biome/Altimetry contract can be triggered (or whatever) based on the existence of SCANSat's included parts (RADAR, MULTI, etc). So if the user in question swapped out those parts for different ones (say, an all in one "SCANSat Ultimate Scanner 3000" model) and then disabled the originals to avoid part clutter... CC throws NREs when it tries to reference them (it doesn't recognize the "new" parts) and I'm pretty sure those contract types don't load right either. Yeah. I'm not sure that's something you should worry about. I mention it in case someone else files a bug report about it. (As an aside, it really can't be fun dealing with retarded minutiae like this all the time, I do apologize. But you do a bang up job, and I hope you get something useful out of this. Or you can throw it in the can, where it probably belongs. Cheers.)
  15. Fear not, good sir! I made you a thing. It should work out of the box (untested) as long as you get rid of the second ProceduralChute module. Or the first. You really only need one of them! The first one is the bare bones, the second one does fancy things (like allow you to resize it in the VAB with the RealChute Editor), but the costs are kind of weird. The way apparently all RealChutes parts work is that the smaller the chute gets, the more expensive it gets, and the bigger it gets, the cheaper it gets (at least that's my interpretation). You can adjust it as you see fit obviously, but I followed that guidance below. You don't have to even bother with that at all actually (and getting rid of the ProceduralChute module entirely is also an option, but it kills the player's ability to use the editor, but it can be useful in niche scenarios). Anyway, I explained everything to the best of my ability, line by line. It's a mess if you read it on the forums - best to copy to a text editor, preferably one with syntax highlighting as my explanations are in comment formating. The Legal Bit: my knowledge is piecemeal at best, cobbled together from basically repeated trial and error and peaking at other people's configs. It's probably not 100%, but it's probably enough to get you started in the right direction, if you so choose. Warranty Void if found to be less than 100% accurate (also please let me know if so!). When I get around to it, I'll see about posting some more configs. Oh, how I got the numbers, since they should work as is. Regular Radial Parachute (stock Mk2-R) has 500 drag deployed; your's has 2000, so I figured your parachute is 4x as effective. I just flat multiplied the deployment diameters by 4 from the RealChute patch for the Mk2-R, while leaving everything else unchanged, except for a few adaptations to bring it inline with your chute's values (weight, cost, altitude, etc). Not the cleverest of solutions, but it's something. Just make sure this really is a regular chute and not a drogue chute, because drogue chutes this size kill everyone (with gravity mods) and rip a part things. If you want to make a drogue chute, scale down the diameter, bump up the altitude(s), lower the pressure, and switch the material to Kevlar. Either way, this is more for instructional purposes. Also, a lot of of the values/variables from a stock parachute, as you'll see, straight translate to a RealChute. Thanks for adding "automateSafeDeploy" to your chute by the way, I didn't know about that one! And that should be enough to get you started. Cheers! re: Tags = yeah they reference "drogue orange"
  16. The crashes in 1.0.5 were primarily the 16gb memory issue, which might be reasonable with the 160 mods I was running. But I still occasionally get it now, with 80 mods. Sometimes on load, frequently just doing nothing (looking at parts in the tech tree, sitting in the VAB, etc). But usually the crash just says SIGSEGV and nothing. I pretty much haven't been able to play for the past two weeks, since it's reached a crescendo of crashing. Could you be more specific by chance? I had my suspicion of this back in 1.0.5, because while I have a EVEGA GTX 980 graphics card, KSP would sometimes give me 120 FPS, other times 12 or less (as reported by the ingame performance meter ALT+F12). I actually took to manually removing all SurfaceFX Modules from engines because it would freeze up my computer when I launched. This was without any graphical enhancements installed at all. Things run better now in 1.1.2, and I even ran with some FX mods for a while; however, the quality of the graphics has tanked, even on max, but that might be a KSP issue (i.e. nothing has shine or crinkle anymore, everything is just matte). I do have an integrated graphics card on my CPU, and I think my BIOS has it set to automatically enable/disable it (maybe even on the fly) - might explain the massive 100+ fluctuations I saw in FPS, if KSP stopped recognizing my GPU mid game, then suddenly started to again. Either way, I appreciate both of these responses, more than you two can possibly know. Thanks! ---- I've also decided to go to war with this problem, and have decided to rip out everything of my install and add it back in piece by piece, systematically checking every mod for problems. I'll post the first crash report when the forum stops trying to merge the threads.
  17. Sort of in line with what you were saying, but with a conspiracy theory twist: There was a "news report" a little bit ago about Microsoft pushing Windows 10 content/updates onto Windows 7 PCs to the tune of a few hundred mb, to "facilitate the transition" to Win10 or something along those lines, whether you opt'd in or not. (I should probably try to cite a source like a responsible conspiracy theorist but we're on the internet and I have KSP alt-tabbed, so...). However, I will say something no other crazy paranoid nut has said though: I can see the legitimacy of MS's point of view, and from a business/technical perspective I even rather agree with it. It's just personally, I find it disagreeable. I do think though, for the average user, Windows is probably the way to go. Most people, for whatever reason, don't care that Cortana does double duty, only that she works. Having used Linux Mint (which is a very user friendly iteration of Linux) for the past year, it's completely different in many many ways. On the one hand, it's very refreshing, but on the other hand also incredibly frustrating. Especially considering I've purchased hundreds of hundreds of games on Steam that are only for Windows that I will probably never play again. I suppose one could always go the Mac route, but I think I'll hold my tongue on that subject.
  18. The answer to your question is an improper installation most likely, and is why I am here. @amarius1 Currently, your folder structure goes "KerbolOrigins > GameData > KerbolOrigins" . Usually, when a mod author has the first folder in the zip the same as the name of their mod, that means that it's the folder that belongs in the GameData directory. I made that mistake earlier, by dropping it straight into GameData, and I got white textures as described above. It was fixed when I went in an removed the first two folders ("KerbolOrigins > GameData") and installed it properly. I've installed a lot of mods manually, and this still got me. Maybe make this small change when you upload the next version to save yourself from having to deal with this issue/report in the future? Cheers (and I really like the planets).
  19. As a lifelong Windows user, I was building a new computer about a year+ ago. I figured I would upgrade from Windows 7 Ultimate to Windows 10. However, I highly value my privacy...and I'm sure you can guess where this is going (not a rant, promise). Anyway, I spent a couple months researching stuff for my computer and reading on Win10, but it promised the latest and greatest for gaming, and because I never got the option to upgrade on my Windows 7 machine, I.....bought.....Windows 10. I spent a week untangling various things I didn't like and disabling various privacy "features", installing firewalls and such, before even connecting to the Internet. I never intended to spend so much time doing this - I did this initially just out of habit, then it became a game of "find all the hidden Microsoft tricks," then "dear God, how is this legal." It's really really bad. Anyway, I finally connected to the Internet and everything went better than expected. The operating system seemed fine. For a few days. Then Microsoft came knocking. Apparently all the reading and work I had done wasn't enough, as Windows Update launched with fury and vengeance and installed everything I didn't want and reset everything. I couldn't cancel it, or shut it down, so I physically ripped the Internet cable from computer, which corrupted the Windows 10 installation. That's Windows 10. I use Linux now.
  20. which engines? If you're looking for engine effects, an easy route to go is RealPlume, especially RealPlume Stock Configs. Would be most excellent if you could get engine plumes made, but you'd probably need to decide on a stable number of engines first. As for a guy to talk to, you could try CobaltWolf of BlueDog Design Bureau fame - he does rockets mainly (I think), but he's incredibly knowledgeable and super friendly/helpful - and he seems to know everyone. I don't know that he does space planes much, but I'm sure he knows someone who does. Best I can come up with. Oh, and maybe few of the bigger names from the FAR craft repository forum thread . A lot of spaceplane addicts seem to hang out there. That's all I can come up with at 5am on no sleep. ---edit--- A better guy to talk to might be blowfish of B9 and AJE fame. He does do Aviation stuff and things, to put it mildly.
  21. I agree with the sentiments of the above post (not sure what it's in relation to though). As to why I am here, it would seem poor little (radiator) Phi has lost her mesh. As in: the config references radiator-fixed-1.mu instead of what should probably be radiator-fixed-2.mu. Re: radiator plugin (TLDR - still considering? new functionality or just FX?) Are you still considering doing a plugin for this mod? If so, would it just add that extra glow or would there be additional functionality (a la capacitor plugin)? If you're looking to poll the audience, or for an early data point: I have no doubt whatever you decide will be grand, but I'm a little less than 100% about turning a parts only mod into a parts+plugin mod, since come update time, I can't do much with a broken plugin (in fairness though, you and your team were great with the updates). If it added extra functionality, I'd jump on it in a second, but if it's just new FX....unless you could makes the radiators really pop and sizzle. Cheers.
  22. I'm actually here about the same thing @NecroBones. I'm in the process of making RealChute patches for this mod, but I can't figure out if your radial chute is supposed to be a drogue chute or a regular chute. The tags suggest drogue, but the temperature values and altitude deployment suggest regular. I'm really not sure how to approach it since it's 2000 drag value blows everything else away and there isn't a close analogue. Suggestions? Regarding your above discussion, I think your reluctance/hesitation for RealChute support was something about the textures of the canopy getting overridden by RealChute? I don't know much about it, but there is a module that you add the parachutes that specifies the texture library (see below). There is then a TextureLibrary.cfg in Realchute (link to relevant github page here) that has textureURL's (see below). That's what I've managed to piece together from looking at it for a few minutes. Not sure if that's actually your question, but that's the one I'm answering. Maybe just make a new textureLibrary in the Module, make a patch that adds it to the TextureLibrary.cfg with textureURL's pointing to the relevant files, and...? --edit-- Nevermind, found a working (presumably) example: SDHI Service Module. It would seem you can disregard pretty much everything I said above. Link here to sumghai's config with a RealChute with custom canopy. MODULE { name = ProceduralChute textureLibrary = StockReplacement currentCanopies = Main chute } CANOPY_TEXTURE { name = Main chute textureURL = RealChute/Parts/RC_canopy_main }
  23. This mod seems like it's in very good hands! In fact I agreed with everything you wrote. Are the original developers still that active? I'd just hate to see you in a situation where you're at an impasse and because you've set yourself such stringent guidelines to follow, development grinds to a halt while you wait for a response. I also had a good chuckle over the "10-30 mods" comment Anyway, cheers and good luck!
  24. I tested the third .dll: no dice (it's bad). It throws errors, but allows me to board; however, it freezes my computer/game for a good 10 seconds in the time it takes for my kerbal to be within boarding range and to actually board. Fourth .dll....I don't know what to say, because I technically never got a chance to test it. I should back track and say KSP has never behaved well for me. At all. In fact, I recently opened a support ticket (here if curious) about it. Anyway, yesterday I spent a grueling 2 hours just trying to get KSP to load and get the launch pad to test the boarding mechanics, but the game just would not cooperate (crashing non-stop everytime I do anything, it does that a lot but worse this time). There were no errors in the log or popups from Exception Detector relating to this mod, but as soon as I switched back to the normal .dll, everything went fine. I really don't know what to make of that, but I figured I would report it any way. I think it best if we put a halt to the investigation for the time being, as my installation is just a mess, and if you can't replicate this and others don't get this issue, then it's not that big of deal. The only thing I can think of left is that it's because I'm on Linux, and I'm guessing you're on Windows, dunno though. Thanks again for your help, sorry for the trouble. Results of the investigation, in summary: KSP hates me. You're an incredibly helpful and proactive individual (thanks!). There is most likely nothing wrong with this mod.
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