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Everything posted by MaxRebo
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
MaxRebo replied to stupid_chris's topic in KSP1 Mod Releases
@Maelin @Starwaster Action Groups Extended is finally out for 1.1. I haven't tested it yet (my current career is already way past that stage), but under 1.0.5, AGX could force open the stock action group editor in VAB/SPH without cheatily giving you actual access to any action groups if didn't yet earn them by upgrading. It worked like a charm to access the RealChute GUI in a lvl 1 VAB/SPH. I believe stupid_chris expressed willingness to one day copy that functionality. -
It was my understanding that this mod replaces rocket plumes by using RealPlumes - just applies a few customizations. As such, configs and textures from KSPRC should take precedence over / (?)physically overwrite(?) those RealPlumes comes with.
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Kerbal Space Program patch 1.1.2 is now live!
MaxRebo commented on KasperVld's article in Developer Articles
How about... don't update? -
Kerbal Space Program patch 1.1.2 is now live!
MaxRebo commented on KasperVld's article in Developer Articles
I have yet to land something on another body using the landing legs, but the wheels are the best KSP ever had. I can actually apply full breaks to a plane going at ~60m/s immediately after touchdown without it spinning wildly out of control like a mad bull. I have no idea what you guys' problem is with the 1.1 landing gear; it has so far been the most pleasant plane experience in KSP since I started playing with 1.0.2. And it's gotten even better after 1.1.1 and 1.1.2 respectively. The collider issues seem to have been reasonably worked around. Saying the game is currently broken is stretching it beyond belief and just reeks of someone being a drama queen. Maybe, just maybe, some of you actually have no effing clue whatsoever how to land/steer a plane? I've also yet to have a single CTD in the ~25 hours I played since 1.1 was released. And over 70 mods so far failed horribly to make my game any less stable. You did a GREAT job Squad. Enjoy your well-deserved vacation. -
I find that hard to believe. Since my card is currently toast, I'm running KSP on my Iris Pro integrated GPU with shared memory and I get a constant 30+ fps at 1080p and max settings. Granted, without Scatterer and EVE, but still. That looks very much like a high-level construct meant for organizing rendering code. I don't think it's exposing the similarly named low-level functionality in the graphics driver. That would basically require Mantle, Vulkan, DX12 etc. Either way, none of this concerns KSPRC. Entirely different layer of abstraction.
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KSP is not really a case that typically benefits that much from this, so I don't think they even use it apart from the automatically done dynamic batching (I could be wrong though). It's more geared towards FPS and 3D-RPGs/adventures (and generally everything that presents a graphically rich environment with thousands of objects). Either way, nothing a plugin-based mod can do about it (at least if it doesn't try to hack / inject code into the framework itself). It's on a completely different layer. Not sure what you mean by "buffers", but I'm pretty sure KSP uses deferred shading already so there simply are no better pipeline choices. Anyway, rendering is already plenty fast even with Scatterer, and whatever CPU overhead there is is miniscule compared to the physics load.
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@KimKermanYou can get it to work in a very limited way. Not worth the hassle IMO. Looks like things may get a lot better once KSP 1.1.1 is out though.
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I think he means make the LS button behave like the stock apps Messages, Contracts, Resources etc. where merely hovering over the button opens the window, and all windows open and close automatically according to where the mouse hovers like they were all menus + clicking the button makes the window stick without having to hover over it. I, for one, would much rather see Toolbar support and the AppLauncher button be made removable (like MKS basically)...
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
MaxRebo replied to bac9's topic in KSP1 Mod Releases
Right, I noticed some screens were not coming up when you press their buttons, but I was convinced that was just me derp'ing out when I briefly checked the MFDs before starting my career... hopefully this one will sort itself out eventually. I doubt I'll come across something before you do, but I'll keep an eye out for possible causes / solutions anyway.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
MaxRebo replied to bac9's topic in KSP1 Mod Releases
@King Something RPM, SmokeScreen and Firespitter being up-to-date is not sufficient. If you want it to work properly in 1.1 (as properly as it can right now anyway), you'll have to grab from https://github.com/blowfishpro/B9-Aerospace: GamaData/B9_Aerospace GameData/B9_Aerospace_HX (<- your mileage GameData/B9_Aerospace_Legacy <- may vary) from https://github.com/blowfishpro/B9AnimationModules: GameData/B9AnimationModules and from https://github.com/blowfishpro/B9PartSwitch: GameData/B9PartSwitch I'm actually not quite sure what exactly still needs to be done. Works really well for me; no engine problems or any of the stuff you described whatsoever.- 4,460 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
MaxRebo replied to nightingale's topic in KSP1 Mod Releases
You can safely revert to 1.6.11 instead. Shouldn't be quite as bad as 1.6.10 bug-wise. (It's only the dev builds that came after 1.6.11 that are borked)- 5,201 replies
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KSP Interstellar Extended Continued Development Thread
MaxRebo replied to FreeThinker's topic in KSP1 Mod Development
Do you mean in my tech tree? Well, as I just sneakily edited in, I keep installing mods until there's something in every node... so of course I have none If you don't have those parts then it's most likely an install issue. -
KSP Interstellar Extended Continued Development Thread
MaxRebo replied to FreeThinker's topic in KSP1 Mod Development
I can reproduce this as well. Also causes DeepFreeze to go crazy in the logs, as if the vessel tree is constantly being updated. _____ It's the absolute topmost node in the CTT, sitting right above the nuclear subtree, branching out from "Nuclear Power". And it definitely has a storage tank for Enriched Uranium: This might be a bit of a problem. As far as I understand it, those nodes are truly empty as far as KSP is concerned, and KSPI checks if they're unlocked on-the-fly when a vessel is active, and applies the appropriate upgrades to its part modules. I don't know how Hide Empty Tech Nodes operates, but if it really physically removes the nodes then you'll miss out. I'd try (1) removing both Hide Empty Nodes and CTT, then (2) loading a save with CTT removed, then (3) saving again. Then (4) re-install CTT and (5) load that save with CTT installed. Making a backup of your saves first should go without saying /edit It might be worth first trying the above without steps (2) and (3). Especially if Hide Empty Tech Nodes operates solely through Module Manager patches. BTW, my preferred way of dealing with empty nodes is making sure every single one is filled with something instead -
[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
MaxRebo replied to nightingale's topic in KSP1 Mod Releases
Yes, it does indeed work with the release build. I was using that dev build because people reported it resolved a few issues. I guess I'll have to revert to 1.6.11 for the time being. Don't wanna play without this. Thanks for your amazing work and the quick replies!- 557 replies
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
MaxRebo replied to nightingale's topic in KSP1 Mod Releases
Ok I'm on it. Don't know why I didn't try that myself, seems like an obvious first thing to do in retrospect. Just gimme a moment...- 557 replies
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
MaxRebo replied to nightingale's topic in KSP1 Mod Releases
I neglected to mention that I do use MM v2.6.22, sorry bout that. The log is too big for pastebin, so for now I'll just paste what I think is the relevant part here: I'll gladly upload the full log somewhere if you still need it regardless, but you'll have to point me to a file hoster that you're ok with and which doesn't require registration...- 557 replies
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
MaxRebo replied to nightingale's topic in KSP1 Mod Releases
I've just started a new 1.1 career, and before I actually begin playing I want to verify that everything is working the way it should... and I noticed that the RemoteTech pack (v2.0.2) is not showing up in the Contract Configurator settings (other contract packs show up just fine). Is it supposed to be like that? Having just created the career, I obviously don't see any RT contracts yet to confirm if it works that way. /edit Just to be sure, I'm using CC v1.10.4 and RemoteTech build 499 (I think that's basically v1.6.11 + bugfixes) /edit2 Ok I had the bright idea to take a look at the log, and it seems Contract Configurator is throwing tons of errors regarding this pack. Mainly NullReferenceExceptions when trying to verify the RemoteTech version, and resulting from that, unknown RT-related parameters and requirements. Should I take this to the Contract Configurator thread?- 557 replies
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KSP Interstellar Extended Continued Development Thread
MaxRebo replied to FreeThinker's topic in KSP1 Mod Development
All reactors, including those built into closed-cycle engines like the NERVA and the Nuclear Lightbulb, already come with storage for the nuclear fuel. Those 2.00 units of enriched Uranium that fit into a NERVA should last you for months (many years if you deactivate the reactor when not needed). There are storage containers for various kinds of nuclear fuel in the "Nuclear Fuel Systems" node though. Think of it as the reactor containing the Uranium rods currently in use (which last very long by themselves already) and the containers storing spares. Regarding the propellant, liquid fuel is only one option. Right off the bat you can also use liquid hydrogen. Even better options become available as you advance through the tech nodes. I found Ammonia to be a great work-horse propellant until you can use the really advanced options later on. -
It's probably going to be quicker than usual this time around by a lot. The update has been out for a mere 3 days, and of the 67 mods I'm using, only KCT, NFT and Trajectories are still pending. KCT and NFT will be in -some- kind of working order by Sunday probably - that would still be way short of a full week. Now that's only just me and I don't now how representative of the KSP playerbase I am, but that is still one highly impressive pace things are moving at.
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
MaxRebo replied to bac9's topic in KSP1 Mod Releases
Why don't you just go and grab the "dev version" (i.e. the GameData/* on the github master branch)? Works well enough in 1.1 for me. Just make sure you use updated Firespitter, RPM and SmokeScreen. Should get you through the rest of the week just fine.- 4,460 replies
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You click the "<> Code" tab, then the easy-to-miss "Download Zip" button on the right, just above the repository directory view. This downloads the complete repository including sources, but TweakScale repositories include up-to-date release binaries inside the GameData subfolder. /edit You should probably do that with the dev branch on pellinor's official repository. He's merged emerald's patch with some OPT-compatibility related stuff a few hours ago. A proper release is probably imminent anyway...
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KSP Interstellar Extended Continued Development Thread
MaxRebo replied to FreeThinker's topic in KSP1 Mod Development
^ Nice. Out of personal preference, I'll probably still go with just pruning the MKS reactors Was a valuable exercise all the same. By the way and for what it's worth (not sure if a declaration in the form of a forum post is actually enough - probably should have included a waiver/license in the code), I hereby place my patch MKSReactors.cfg in the public domain. -
KSP Interstellar Extended Continued Development Thread
MaxRebo replied to FreeThinker's topic in KSP1 Mod Development
Alright... Ok. Then by what magic do the Mk2 and Mk3 parts not appear in the editor? (same for NERVA and other upgradable parts?) Also, if they get hidden and the InterstellarFissionMSRGC module takes care of applying updated values to the original Mk1 part, then shouldn't the part description for the Mk2,3,etc. parts still receive the appropriate ReactorTemp and PowerOutput values fron the Mk1 upgrade definition so that you can easily tell from the R&D building what effect an upgrade will have? Currently, it's just the (apparently copypasted) Mk1 values... also, there seems to be a lot of unnecessary and/or contradictory (deprecated?) values in the Mk2+ part configs. Anyway, here's my patch: pastebin for easy copy+paste: http://pastebin.com/th8B6L2U Currently my mass doesn't scale properly (that is to say, not at all) when TweakScale'ing KSPI parts (e.g. Molten Salt Reactor mass stays at 8t no matter what). Probably has something to do with my setup of using KSPI-E 1.8.5 on a KSP build 1203. So I can't really check if the scaled values for the non-2.5m MKS reactors make much sense. I just applied the same mass/power ratios the non-scaled 2.5m Molten Salt has. This probably resulted in some incorrect physics, so you might want to review them at some point in the future. -
KSP Interstellar Extended Continued Development Thread
MaxRebo replied to FreeThinker's topic in KSP1 Mod Development
Alright, I've almost completed putting together a patch for the MKS reactors. First off, I found a typo in the Molten Salt part config: Before I finalize the patch, there's a few things that need clarification. (1) Tech level. The 2.5m scale Molten Salt Reactor becomes available with (basic) Nuclear Power, the 2.5m MKS Nuclear Reactor at Improved Nuclear Power. I basically see two options: a) Move 2.5m scale Molten Salt Reactor to Improved Nuclear Power if MKS is installed (<- I'm in favor of this) b) Move 2.5m MKS Nuclear Reactor to (basic) Nuclear Power (2) Why is there a partMass defined in the FNGenerator module of the Molten Salt Reactor? There's no such value in FNGenerator for the Thermal Electrical Generator. The value doesn't seem to do anything, but for now I've just scaled it down appropriately. (3) I have absolutely no idea how the upgrades actually work with the configs. Is it sufficient to just have the appropriate heat/power levels defined inside the InterstellarFissionMSRGC module? Would completely disabling upgrades for MKS reactors be desirable?