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Everything posted by Deimos Rast
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I'll give you another data point of feedback, not that it's of much use as your method is probably best, but it's something that drives me up the wall with your pack, Tantares, and (to a lesser extent) FASA: folder organization and structure. I know next to nothing about rockets or the history of our space program besides "point end goes up" and "one small step." To ya'll (the authors), it seems obvious that the Sienno probe belongs in the Explorer folder, when I'm sitting here looking around for a Sienno folder because there is no probe titled "Explorer" in your entire part pack. The only reason I know the Sienno is the Explorer probe analog is because I have FASA and they look the same. Yes, this is a really minor issue to be sure, but you seem a friendly Space Wolf (not like those other Space Wolves), so I figured I'd mention it, because I doubt anyone else cares about such things. And I'm not suggesting making any serious changes. Maybe, at most, an included text document or something that says "Rocketry Analogues for the Ignorant" for the important stuff ... you get the idea.
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A certain Space Wolf sent me - these look mighty fine! Many thanks. (I prefer Github to spacedock to be honest. Spacedock also implies, to my mind, "finished" although obviously your "market" is bigger).
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Yeah actually I've spent some time (don't cringe) taking the axe to your part pack (sorry!). I long ago discovered that, since I can't use Unity on Linux, I can instead use eMacs to open .Mu files (and .DDS files as well). Most of the file is gibberish, but at the bottom of the file it does tell me which texture files it requires, so I know which ones to save. Works like a charm.
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Yeah, I considered that it might be a memory savings thing. If you want my two sense on how to save memory (and I say this tongue in cheek) get rid of half the hundred fuel tanks! (I hate fuel tanks - Pods and Probes are where it's at). Thanks for the recommendation on the probes, off to check it out now. Cheers.
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[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
Deimos Rast replied to Dr. Jet's topic in KSP1 Mod Releases
Turns out the issue with my parachutes was FAR actually - I had uninstalled Realchutes, but forgot about FAR's versions for RealChutes (RealChutesLite) that installed itself. And I figured out the solarpanel tweakscale thing; I did a number of ninja edits to the posts. By "bit of an odd duck" I was trying to say "I have no idea what to make of this engine please explain slowly" If you want an analog of an engine that does just what you're thinking of, Wild Blue Industries JetWing runs on the custom resource Atmosphere, which is basically IntakeAir, but allows Angel-125 to define which planets it runs on. It's a part of the "WBI Tools" section of his mods (the resource handling / definition) and it's defined as Kerbin, Laythe, Eve and Duna. A copy can be found at his github page here. -
@CobaltWolf Dear Mr. Space Wolf, you've put together quite the impressive parts pack! I really like the shear variety offered, and your spin on historical rockets. Oddly enough though, my favorite part of the pack is the science and antennas section - I think the science parts are really well done (if perhaps a little on the inexpensive side) - oh, and the probes! I am however, having a problem with the mod, and I would best describe it as either "blurry" or "chalky" textures. I don't know how to describe it, there is just a lack of crispness to the lines and they seem to bleed over the edges. Here are two screen shots that I think high light the issue. They might not be entirely fair to your work, as they're from parts packs which are probably considered higher resolution (KW Rocketry and Ven Revamp, although KW is pretty dated), but I tried to pick plainer parts that still showed the contrast. When compared to stock textures, your's are closer in appearance, but still blurry to me (I don't really have any stock textures any more thanks to Ven's or I'd post one); of note is that other part's pack have this issue as well for me, but rarely as widespread; RLA has a few pieces I believe. Please don't take all these the wrong way, as criticism as such, as I really like everything about your pack - I just can't figure out why this is the way it is. I don't use ATM or any other such graphical wizardry. My gfx card is a Geforce GTX 980 with the latest (non-beta) drivers; Linux 64 bit, highest resolution and graphics settings I can go in game, etc. I've tried this now with this edition (Alter 0.10) and one of the previous versions as well, with similar results. (Only thing I can think of is tweaking stuff out of game, but that would still apply evenly to all parts.) Thoughts? Cheers Vulture vs Vesta (KW) Assorted Fuel Tanks vs MK1 Pod (Ven)
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So as it turns out this most excellent of mods of your's works with RealChutes, and Stock Chutes, but not FAR's RealChutes Lite (the version of RealChutes that comes bundled with FAR and replaces stock chutes if you don't already have RealChutes installed). Its' module is called "RealChuteFAR" if that helps any, it can be found here (at ferram4's github page). To be fair, I don't know that many people would actually use RealChutesLite in place of RealChutes (I'm only doing it at the moment because it was throwing errors), but I figured I'd mention it. Cheers.
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Neato, many thanks. If you're looking for the latest of Cryo Engines, it can be found here (it's a 1.1 pre-release) https://github.com/ChrisAdderley/CryoEngines/releases/tag/v0.3.0 I think you hit the nail on the head about the fuel switching and tweak scale issues. I only just switched from 1.0.5 to 1.1 in the past couple days then got hit with two patches as soon as I did, and I'm trying to remember which of my 100+ mods plays nice with which. I'm a bit frazzled, heh. In retrospect it was probably an unnecessary bug report, but what confused me was why KRnD was throwing errors for parts I had uninstalled, unless it had a database/cache it was cleaning out. Oh well. Thanks for the advice.
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Neato, many thanks! @-MM- If you're looking for the latest of Cryo Engines, it can be found here (it's a 1.1 pre-release, but seems to work well enough in my 1.1.2 install). https://github.com/ChrisAdderley/CryoEngines/releases/tag/v0.3.0 Cheers. ---edit---- No release linked to your download, only the source code, although I think it may still work.
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@Shadowmage So I just spent the past hour fiddling with your mod in the VAB and I'm completely blown away. In a word, it's insane. The quality of the parts, from the textures to the models, is outstanding. The plugin worked flawlessly, which might not surprise you, but I'm used to there being at least minor hiccups (and I had my debug log open the entire time, partly because my install is a mess). If I even had the gall to offer a critque, it would be two things: some overlap in parts (this is probably just an initial impression, I'm sure when I actually use the parts they'll each behave differently). But my bigger concern is an over reliance on your plugin. Don't get me wrong, I love what it adds and I get that you're doing a low part count mod pack, and to that end your plugin allows you a degree of unsurpassed customization and modularity and is essential to your goal. It's just that in my experience, the plugin always seems to be the weakest link whenever an update hits (and incidentally, the one thing I have no experience with tinkering with). Just my two cents. Although, I don't see it being as big of an issue here, as you seem incredibly dedicated to this project, and the sheer quality and performance of it is impressive to say the least. Now to see if these parts can compensate for pilot error... Cheers.
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[1.8.x] KerboKatz - SmallUtilities - 18.10.2019
Deimos Rast replied to SpaceTiger's topic in KSP1 Mod Releases
@SpaceTiger 1.3.5 Seems to have worked! At least, I was able to load successfully to the main menu with zero NRE's. Two things though: Is this still a debug build? Seems to be more log chatter than usual (although I don't really remember what "usual" is to be fair, it's just continually telling the log where all the assets are during loading, which it normally didn't do) The version of KerboKatzUtilities packaged with AutomatedScienceSampler is the old version still. MD5Sum of KerboKatzUtilities.dll for 1.3.5 is 94a20d3e4730f5c774ce518ce79b7186 and the one bundled with Sampler comes back 1dc7bf36df011b775b2d3e2b80d1278b (probably 1.3.4) Cheers (and thanks again). -
This is a bug report that's kind of irrelevant after reading the actual text, but I already typed it out, so I'm committed now I suspect it's just the additional text at the top pushing down the boxes. Since apparently configs don't apply to Science/Sandbox games anyway, it doesn't really matter, but I'm dying to know what that last box is! Linux 64 bit, Resolution 1920x1080, Sandbox. Do you want a log? Kind of seems open & closed (and again, irrelevant and/or unimportant to begin with). Cheers.
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[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
Deimos Rast replied to Dr. Jet's topic in KSP1 Mod Releases
Greetings Dr. Jet! I've been playing around in the VAB with your lovely mod and poking its configs for a bit, and I have some feedback. If you're open to some suggestions, lavish praise and some mild critques, read on! If not that's cool too, just know that you've created some cool pieces. Some stuff: Is it intentional to give your remote tech enabled antenna a required minimum omni range of 100,000 Km (Mode0OmniRange = 100000) or a packet resource cost of 1? As I understand it, the antenna won't function unless you're 100,000 Km away from HQ and then you can send back data really inexpensively. I've toyed with the idea of making a custom Communotron 16 like that, but haven't yet; just curious if it's intentional or not. I like the...let's call it the "Rover Reorientation Patch" - I've been looking for something that reorients rovers for mechjeb usability. Two things about it: It adds an SAS module to the rover, when I believe it already has one, and it seems to be missing a closing "}" at the very bottom in the part about the VenRevamp patch. LeadBallast Weight - thank you for checking for CRP! Unfortunately, (I have CRP, but not Real Fuels), I don't get the option to tweak the quantity in the VAB. I checked the CRP definition and I think the issue is that, while it's set to "isTweakable = true" it's also set to "isVisible = false" which I think defeats the entire endeavour. Not sure on this one. RoverDude, in his SubPack, uses the resource "Lead" for ballast, which is both tweakable and visible (and in CRP), but it has a different flowmode and transfermode than I think you want (ALL_VESSEL & PUMP respectively). Soil Sampler: You mentioned you were familiar with DMagic's Soil Analyzer in IR. I've tried using that, but had problems with the plugin (which is a different plugin from DMScienceAnimate incidentally). There is also the Science Sampler Drill from BahaD's EPL pack from back in something like 0.24 that works exactly like your's does, but is an auger/drill. I don't know if there is a way to get ModuleAnimateGeneric to respect animation speed in the VAB (I know Firespitter does, and it's "animSpeed = #" which might be the same), but it would be a nice feature, as currently your Sampler plays incredibly fast and it's hard to gauge where it will contact the ground. Chutes - I really like this idea! (For some reason I'm seeing Real Chutes modules in them, even though I don't have the mod installed at the moment. I suspect that's a problem on my end though (adding a patch for that mod though would be awesome, I don't think I saw one). Could make the bases TweakScale-able? Also, the description mentions they are crew passable, but they aren't listed in the CLS patch as passable (or at all). Space plane parts are amazing (one thing though - on the Wide Tricoupler: there is a sort of stretched blurry seam running the length of the inner tube on either side of the black accent) Smart solar panels - awesome, although I only seem to have two, and the titles are different from what they are in the configs (not a major issue; was going to mention the dummy 'Extend Panel' Action but apparently you know about that already). A nitpick would be consistent color choice for solar panels, but that's cosmetic. Lil Buzzer (a seam down the back by the way) - is there an analog in another part pack I can compare this to? I compared it to the SXT eFan and RoverDude's AES Micro Ducted Fan (he has a lot of fans if you're looking for references) and the results were a bit...well I should say I don't fully know how to read the curves, but this fan seems to be a bit of an odd duck, yeah? Again, I know you don't want to use Firespitter's, which is perfectly understandable (even though it is a great plugin). If you're looking for other ideas, you could check out KAX or WBI's Micro Jet from I think his Buffalo pack. Skycrane is super slick! I also really like the internals of the Rugged Rover (and the transparent glass). Colors - I really like your color choices. My biggest complaint of the pack, and it's pretty minor, is that some of the colors come across too bold (saturated I think is the technical term) and others come across too muted. Mainly the blues are very blue and the whites very white (contrast the saturated LTS white vs the stockish Space Plane parts white). Not as big of a deal on solar panels or "hazard yellow," just a general thing. If that's a design choice, then disregard comment. That about sums it up. Your parts show a lot of creativity. Overall, I'm a fan. Cheers. -
[Airships in 1.12.3] HooliganLabs Mods
Deimos Rast replied to JewelShisen's topic in KSP1 Mod Releases
Glad to see this live again -
[1.8.x] KerboKatz - SmallUtilities - 18.10.2019
Deimos Rast replied to SpaceTiger's topic in KSP1 Mod Releases
Anyway, it's going on 2am here, so I think I'm going to call it a night. I'll probably just remove the FPS Limiter/Viewer package for now (my gfx card is an animal anyway). Let me know if you need me to test anything more tomorrow. Thanks for all the help! Cheers. -
[1.8.x] KerboKatz - SmallUtilities - 18.10.2019
Deimos Rast replied to SpaceTiger's topic in KSP1 Mod Releases
This chain of events relevant or am I just stringing together coincidences? [KerboKatzAssetLoader] Couldn't find bundle. Loading from file! Error while reading AssetBundle header, only uncompressed AssetBundles with 'UnityRaw' signature are supported! [KerboKatzAssetLoader] Bundle loaded. Accessing file at: assets/kerbokatz/textures/Icons/FPSLimiter.png NullReferenceException: Object reference not set to an instance of an object at KerboKatz.Assets.AssetLoader.GetAsset[Sprite] (System.String name, System.String pathInBundle, System.String bundlePath, System.String dataType) [0x00000] in <filename unknown>:0 at KerboKatz.FPSL.FPSLimiter.onGameSceneLoadRequested (GameScenes GameScene) [0x00000] in <filename unknown>:0 at EventData`1[GameScenes].Fire (GameScenes data) [0x00000] in <filename unknown>:0 at HighLogic.LoadScene (GameScenes scene) [0x00000] in <filename unknown>:0 at PSystemSetup+��.MoveNext () [0x00000] in <filename unknown>:0 -
[1.8.x] KerboKatz - SmallUtilities - 18.10.2019
Deimos Rast replied to SpaceTiger's topic in KSP1 Mod Releases
Katzzzzzzzz Log I didn't check hash, but it talks more in the log, yeah -
[1.8.x] KerboKatz - SmallUtilities - 18.10.2019
Deimos Rast replied to SpaceTiger's topic in KSP1 Mod Releases
I did some edits (to my forum post), I tried with just stock yeah. I'm using Linux Mint. I'll run Md5 on the zip, one sec ---edit--- @SpaceTiger 1d8f016700e9ffab10a6d9b793d4dd49 is what I get, which matches your's -
[1.8.x] KerboKatz - SmallUtilities - 18.10.2019
Deimos Rast replied to SpaceTiger's topic in KSP1 Mod Releases
Apologies, I assumed it was a part of the Small Utilities Suite. On the topic at hand: I downloaded all the mods again, threw them in my modded install, booted it up, same thing happened again. So then I cleaned out my install, completely cleaned out the KSP folder and reinstalled it fresh, downloaded a third time (and a third time from GitHub), and ran it clean with just Squad and Module Manager and it happened again. Log here. I verified my steam cache prior to running the game and all files came back 100%. By the way, is there a way to verify that I downloaded the same file that you upload (I think it's called like MD5-Sum or something?) So if it's fine on your end, then something must be getting dropped in the transfer. I'm not using a download manager (just regular Firefox downloader). I could try downloading from somewhere other than github if you have alternative mirrors. Other possibility is a bad Module Manager download, which I doubt, but it's the only other file in the install. I don't really need FPS limiter, so I could just remove it and see if that clears things up. Thoughts? ----edit---- my md5sum for FPSLimiter.dll is 3c26fb8c50e1c775be1845cc19bcb8fe ----edit2----- Removing FPS Limiter allowed my game to load, but I'm still getting a lot of NRE's from FPS Viewer. Log -
[1.8.x] KerboKatz - SmallUtilities - 18.10.2019
Deimos Rast replied to SpaceTiger's topic in KSP1 Mod Releases
Will do. On another note: will Craft History be making a reappearance by the way? I enjoyed that one a lot, and I like categorizing and organizing things, heh -
[1.8.x] KerboKatz - SmallUtilities - 18.10.2019
Deimos Rast replied to SpaceTiger's topic in KSP1 Mod Releases
@SpaceTiger I'm having some issues with your suite of Utilities (which are great by the way). Log here loaded with just module manager and your Small Utilities + Sampler. And the game hangs on the final loading screen. There are a few other NRE's, but I think this one is the culprit. This is with the very latest version 1.4.1 from your GitHub page, installed manually. Linux 64 bit. Cheers. NullReferenceException: Object reference not set to an instance of an object at KerboKatz.Assets.AssetLoader.GetAsset[Sprite] (System.String name, System.String pathInBundle, System.String bundlePath, System.String dataType) [0x00000] in <filename unknown>:0 at KerboKatz.FPSL.FPSLimiter.onGameSceneLoadRequested (GameScenes GameScene) [0x00000] in <filename unknown>:0 at EventData`1[GameScenes].Fire (GameScenes data) [0x00000] in <filename unknown>:0 at HighLogic.LoadScene (GameScenes scene) [0x00000] in <filename unknown>:0 at PSystemSetup+.MoveNext () [0x00000] in <filename unknown>:0 -
[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
Deimos Rast replied to JPLRepo's topic in KSP1 Mod Releases
Yeah, that's occurred me in the past, I usually kill the logs after a while. I might be paranoid, but convenience wins out after while. Funny how that works. --edit-- Responded: It works, but applauncher icon no longer defaults. --Edit 2--- Thanks -
[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
Deimos Rast replied to JPLRepo's topic in KSP1 Mod Releases
Gotcha; (and on a more personal note could you pretty please remove my username from the post, personal real life info an such)