-
Posts
2,411 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by septemberWaves
-
Is there any documentation that explains how to create a custom Kerbalism profile? I need to make a custom profile but I can't get it to function; this means that I am clearly missing something or doing something wrong, but I have no idea how to tell what is going wrong. Is there any documentation on this?
-
Here are my preliminary BDB compatibility patches: https://www.dropbox.com/scl/fo/gj62p00qyjlklzp5u17pg/h?rlkey=v8f4nj2wd2z8nem02pnvv6m8c&dl=0 Every crewed spacecraft has been patched to have enough life support resources to accomplish its historical missions (or, for those that never actually flew, they've been patched to accomplish the mission profiles that they are intended for). Additionally, some of the space probes (particularly early ones) have been patched to have enough electricity to run their associated Kerbalism experiments (at least, the ones that currently exist). I have not yet added custom Kerbalism experiments in the many places that they are missing. It's important to note that these patches strictly require a custom Kerbalism profile. Otherwise, my edits to the amount of life support resources in capsules (the most important adjustments) get overridden by Kerbalism, and I can't find any way of preventing that without using a custom profile. The only required edits are removing the "supply" line from food, water, and oxygen sections right at the start of the profile; I directly patch crewed parts to provide these resources in quantities needed for historical mission profiles. Stock crew parts are currently not patched in a similar way, but that's one of my next steps (and presumably most people who use BDB will make very little use of stock crew parts anyway). Additionally, I cannot find a way of making a custom Kerbalism profile actually function. I have no idea what I am missing, but all attempts at making a custom profile result in Kerbalism refusing to recognize the custom profile as one which exists. As a result, I've been working with a directly-edited "default" profile. If you know how to make a custom profile that Kerbalism won't ignore, I'll put one together properly.
-
I'm trying to create a custom Kerbalism profile. If I edit the "default" profile, my changes work with no apparent issues. If I instead create a copy of the "default" profile, change the profile name to something new, and change the setting in the config file to use the profile with this new name, many features of Kerbalism go missing despite the fact that I have not removed them. Why is this happening, and how can it be fixed? Does the setting for "profile used" in the config file affect things outside of the "Profiles" folder, or is something else going wrong?
-
Upon thinking about this, I'm not sure this is entirely the case. I do not have an optional patch for BDB installed (aside from the real names patch). The hydrogen-oxygen fuel cell switch exists within the standard BDB file for the Gemini equipment module. Still, I'll go looking for the old Apollo fuel cell patch.
-
KatnisssCapeCanaveral for KSRSS v1.0
septemberWaves replied to TruthfulGnome's topic in KSP1 Mod Releases
I did see this line; I couldn't find the "Retro" folder so I assumed it must be an out-of-date instruction. Upon looking again, I've found it. Thanks.- 124 replies
-
- kerbal konstructs
- ksrss
-
(and 2 more)
Tagged with:
-
My recommendation would be to take the following steps: Create a clean install of KSP. This is referred to as the "test instance" in the following steps. Using CKAN, install the Tantares mod set and all dependencies on the test instance. Load up the test instance and check if the bug is present. If not (and I suspect this will be the case), proceed to the following step. Re-download the latest Tantares builds from the Github, and manually replace the CKAN-installed versions in the test instance with the newly-downloaded latest versions. Load up the test instance to check if the bug is still present. There are three possible outcomes (assuming nothing breaks in the middle of this process): If the bug is present at step 3, with the CKAN builds of Tantares, then either this is an issue that has existed in Tantares for multiple updates without being noticed, or one of the dependencies of Tantares (likely B9 Part Switch) is bugged, or your clean install wasn't made properly (i.e. there are lingering mod files that shouldn't be there). If the bug is not present at step 3 but is present at step 5, with the latest builds of Tantares, then either this is a new issue with the latest builds of Tantares, or one of the dependencies of Tantares is bugged, or your clean install wasn't made properly. If the bug isn't present on the test instance in either case, then the issue is localized to the install where you first encountered it. In this eventuality, I'd recommend adding the modlist of that install to the test instance gradually (add mods one by one or in small groups) and load up the game each time you make a change to find what's causing the problem.
- 22,528 replies
-
- totm march 2020
- mod
-
(and 2 more)
Tagged with:
-
Do you have B9 Part Switch? And, if so, did you install it properly? If I'm not mistaken, texture glitches like this are usually to do with B9 Part Switch either malfunctioning or being absent.
- 22,528 replies
-
- totm march 2020
- mod
-
(and 2 more)
Tagged with:
-
KatnisssCapeCanaveral for KSRSS v1.0
septemberWaves replied to TruthfulGnome's topic in KSP1 Mod Releases
The terrain exists, but I don't seem to be able to use any launch pad other than the default KSC launch site. Is there a fix?- 124 replies
-
- kerbal konstructs
- ksrss
-
(and 2 more)
Tagged with:
-
The most common issue I've ever run into with Kerbalism is that, when using it with other mods, the life support resources that are automatically added to crewed vehicles have quantities that do not make sense. For an example of what I mean, the default amount of life support added to the BDB Apollo command pod cannot support a Mun mission at 2.7x scale (which is what BDB is balanced for). I've been meaning to make a patch for BDB (and possibly do something similar for a few other mods) to fix that for a while. Is that something that would be within the scope of this mod? If so, that'd provide me some good motivation to finally get that done, and I can drop the patches here - that is, of course, assuming you don't have current plans to make such patches yourself.
-
What's the source of these images? If this is a historical mission proposal I'd like to read about it.
- 22,528 replies
-
- 2
-
- totm march 2020
- mod
-
(and 2 more)
Tagged with:
-
The question of dividing up BDB into smaller sub-mods has come up before. The mod developers have no intention of doing that because it would be a huge amount of work and because no one can agree on how the mod should be split up. There are many potential ways to divide the mod, all of which have drawbacks. If you want to decrease the install size, you have to do that yourself. I can, however, recommend the mod Janitor's Closet, which can allow you to selectively remove parts from visibility.
-
@hgordillo I had forgotten about the craft files that are distributed with the mod because I generally prefer to make my own builds. I do think it's worth saying that, while it's nice to just be able to pick up pre-built craft and play with them right away, one thing I find helpful about building them myself is that I become quite familiar with how things connect and thus how things can be put together in non-standard ways. If you want to build something that doesn't have a craft file for it, it's very useful to have already put together a lot of very similar things so that you have the intuition about what will work well. It's of course up to you whether you actually find that helpful, but I figured it's worth mentioning just in case.
-
[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
septemberWaves replied to tony48's topic in KSP1 Mod Releases
Try it out, see if it works. You'll probably find better answers by asking either the developer of the volumetric clouds mod, or other people who actually have access to the pre-release; is there a forum thread for it? All I can tell you is that Scatterer versions past 0.0.772 are known to be very broken, so if the mod which adds volumetric clouds requires one of the newer Scatterer versions, you may just have to wait patiently for the Scatterer developer to release a version that doesn't break so many things.- 1,946 replies
-
- totm mar 2022
- rss
-
(and 3 more)
Tagged with:
-
The Soyuz spacecraft docks to the lander, but that is more or less what is done here. This design predates docking ports which could be passed through, and it also predates an N-1 powerful enough to do the lunar landing mission in a single launch. Presumably part of the design consideration was minimizing alterations to the crewed pressure vessel (similar to the wide variety of utterly ridiculous variants of the Apollo lunar module proposed for the Apollo Applications Program). This is a strong contender for the most ridiculous lunar lander concept ever seriously proposed.
- 22,528 replies
-
- totm march 2020
- mod
-
(and 2 more)
Tagged with:
-
There is an... alternative approach using the N1. https://russianspaceweb.com/19k.html https://russianspaceweb.com/21k.html This system is, as far as I'm aware, one of the first Soviet designs for a crewed lunar lander. It involves several launches of an earlier, less powerful N1 design to assemble a lunar spacecraft with an Earth-orbit-rendezvous approach. It's challenging to get the correct look when kitbashing it, but it's an interesting alternative.
- 22,528 replies
-
- 2
-
- totm march 2020
- mod
-
(and 2 more)
Tagged with:
-
Do you have other mods installed? What game version are you using? Are you using Real Solar System, which (as stated in the first post of this thread) is the only solar system that the mod is actually tested with?