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Everything posted by Tyko
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Thanks...are they there now?? that's odd. I could see them.
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I've been working on a new Apollo Saturn V using ReStock for a while but couldn't show it. Next step is to fly the actual mission and collect lots of screen shots. Saturn V booster is built mostly from MH because I wanted to use their engine's and tanks. the Apollo CM/SM and LEM are almost entirely RS/RS+ I'm flying this in a 3.2x scaled game - Launch to orbit DV ~5500 and total mission DV requirement is just shy of 8000. It's going to be a stretch - especially getting into orbit with the unaltered MH engines. The real engineers were under tight constraints too so I'll figure it out. Wish me luck!!
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[1.12.5] Restock - Revamping KSP's art (August 28)
Tyko replied to Nertea's topic in KSP1 Mod Releases
Glad it worked. Just remember to go in and make that same change if you download a new version of ReStock I expect there's a way to write a MM config that would force Stock textures using AFTER:[ReStock] I just haven't tried building one yet. If you're handy with MM give it a try. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Tyko replied to Nertea's topic in KSP1 Mod Releases
Welcome to the forums! It should work just fine with most other mods - especially those that just add new parts. Since ReStock changes Stock parts, other mods that add parts should work. Mods like RealPlume make changes to stock parts - in this case it replaces the stock plumes with new ones. In most cases those types of mods will work with ReStock because the new textures/models are intended to be drop-in replacements for Stock. There may be some conflicts though. There are others discussing RealPlume in this thread, so you may want to take a look at what their suggestions are. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Tyko replied to Nertea's topic in KSP1 Mod Releases
You need to whitelist AND remove the appropriate moduleManager configuration. I suspect sumghai worked around the awful way stock defined the nodes, which we addressed ourselves. Adding to this. After you whitelist the textures, here are the steps to delete the modulemanager config Go into GameData/ReStock/Patches/Command Open restock-command-pods.cfg in a text editor Delete this section and save the config // Mk1-3 Pod @PART[mk1-3pod] { @author = Chris Adderley (Nertea) !mesh = DELETE !MODEL,* {} !MODULE[ModuleAnimateGeneric] {} @node_stack_bottom = 0.0, -0.318, 0.0, 0.0, -1.0, 0.0, 2 MODEL { model = ReStock/Assets/Command/restock-mk1-3-pod position = 0.0, 0.0, 0.0 scale = 1,1,1 rotation = 0, 0, 0 } } You'll have to do this each time ReStock gets updated unfortunately. -
[Minimum KSP version 1.11] Surface Mounted Lights v1.19
Tyko replied to IgorZ's topic in KSP1 Mod Releases
Looping in @Nertea for more help here -
These keypads exist too...not sure if you've already seen them, but might be worth a look https://www.amazon.com/Professional-Singlehanded-Keyboard-Ergonomic-Backlight/dp/B0198CRU1C/ref=sr_1_6?keywords=gaming+keypad&qid=1551916502&s=gateway&sr=8-6
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[WIP] Restock: KSP Part Art Revamp (Released March 06)
Tyko replied to Nertea's topic in KSP1 Mod Development
Yea, RS+ is where a modification to stock behavior would occur. The focus of this mod isn't to fix or change functionality on a bunch of parts though, so each change is going to be deliberated on. Note that the Mk1-3 pod model would have to be redesigned to have correctly placed RCS translation motors but they would only be enabled in RS+. So people who only want stock behavior would have all these non-functional RCS ports...that's kind of a mess. I think most would rather the team spend time bringing more parts up to the ReStock quality standard -
[WIP] Restock: KSP Part Art Revamp (Released March 06)
Tyko replied to Nertea's topic in KSP1 Mod Development
ReStock is intended to replace Stock visuals, not change functionality. EDIT: FYI, the Apollo Command Module didn't have have translation control - "These 12 reaction control jets allow the command module to be rotated in pitch, roll, and yaw, but they do not allow for any translational movement." From: http://nassp.sourceforge.net/wiki/Command_Module_Reaction_Control_System -
[1.12.5] Restock - Revamping KSP's art (August 28)
Tyko replied to Nertea's topic in KSP1 Mod Releases
@linuxgurugamer Here's the text from the readme ASSET BLACKLIST =============== Restock contains a plugin that stops replaced stock assets from loading, reducing the memory footprint of the mod. The list of blacklisted assets can be found in GameData/ReStock/Restock.restockblacklist. If your mod requires a stock texture, you can create a xxx.restockwhitelist file anywhere in your GameData distribution. Each line in this file can target an asset or a folder, for example adding this line to the whitelist file: Squad/Parts/Aero/HeatShield/HeatShield3.mu will cause the size 3 heatshield .mu file to be whitelisted and loaded into the game. You can also whitelist entire folders as follows: Squad/Parts/Aero/HeatShield/ -
ReStock+ has one. I think Ven's Stock Revamp has one too iirc
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making the whitelist only takes a few seconds. copy the blacklist, paste it somewhere else in the gamedata folder and rename it XXXXXX.restockwhitelist - yer done! Then you can just delete that whitelist file at a later date. This will "fix" any mods you're running affected by the blacklist. Depending on how much RAM you have you could just leave the whitelist in place too. It's a difference of a few hundred MB of RAM iirc
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Yep, I know that @linuxgurugamer is already talking to the RS folks. If you need an immediate fix you can create your own whitelist too... It's as simple as copying the restockblacklist, creating XXXXXXX.restockwhitelist and saving it anywhere in your gamedata folder The whitelist overrides the blacklist, so if you don't make any edits you'll override blacklist entirely and load all the stock textures. if you want to get more surgical you can go in and edit your whitelist to only preserve textures you actually need.
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[Minimum KSP version 1.11] Surface Mounted Lights v1.19
Tyko replied to IgorZ's topic in KSP1 Mod Releases
Restock Blacklist removes stock textures to save memory. If your mod is reusing stock textures that may be the issue...here's the info from the ReStock page. If you need further help I can point you in the right direction. It took me a couple minutes to update my mod for this with a simple text file. Asset Blacklisting Restock uses a novel method to stop KSP from loading stock assets - a blacklist file. This reduces the memory footprint of installing this mod by unloading models and textures that are not required. However, this method may break mods that depend on the stock assets. There is an easy way around this as we provide a method to whitelist files. Check the entry on the Restock Wiki for more information about this. @blowfish wrote the blacklist code, so he's a good resource too -
[1.12.5] Restock - Revamping KSP's art (August 28)
Tyko replied to Nertea's topic in KSP1 Mod Releases
The drag cubes for almost all parts are generated based on the Restock part meshes, and so will end up slightly different from stock parts. Some parts in Restock are hollow that weren't in stock (some of the reaction wheels, probe cores, batteries, etc...) and were adjusted to attempt to match the drag cubes. Other parts, like engines, end up with different drag cubes because their mesh differs so much. A few parts, parachutes for instance, have their drag cubes copied exactly from stock, but there are few of those. Many parts use procedural drag cubes, so it wouldn't be possible to maintain the stock drag cubes exactly, anyway. What counts as "valid" for stock challenges is, obviously, up to each person to decide. @FleshJeb I'd just want to add that Squad has made many changes over the various KSP releases that impact drag, from adding variants to just general bug stomping. So, you're correct that ReStock could change drag values. That said, if you're concerned about a challenge being totally "fair" with respect to drag the only way would be to specify which build of KSP the player must be on to avoid any variations in Stock. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Tyko replied to Nertea's topic in KSP1 Mod Releases
I'll look into the parachute thing (please raise an issue on GitHub, it really helps!). The other two, things in R&D, I don't see this being us but will investigate. I'll log it...there are two different issues happening. On the .625m version the chute is attaching a bit too high above the top of the capsule and it is causing a slight separation that looks like a size difference from that angle. On the 1.25m the chute is a bit smaller than 1.25m in diameter. Thanks @MuchozolF EDIT - issues logged -
[1.12.5] Restock - Revamping KSP's art (August 28)
Tyko replied to Nertea's topic in KSP1 Mod Releases
The ReStock has landed -
[1.12.5] Restock - Revamping KSP's art (August 28)
Tyko replied to Nertea's topic in KSP1 Mod Releases
@cineboxandrew, just to be clear "30% higher" than what value? What did we estimate the actual increase in MB of RAM was? -
Cool. thanks for explaining. I can see how multiplayer could work in limited situations well. In the two cases you provided they were both structured as "races" - which meant A) that there was an imperative for each player to be close in time to the others = less waiting and B) you only had to be in sync at points where you would be geographically close to each other. I'm glad you've found a new way to enjoy the game. This still doesn't convince me it should be added to the core game because Kerbal Space Program is about running programs in space - few of which are races and most of which occur over broad time scales that would inhibit this type of syncing. Here's my revised opinion (for what it's worth) - I think this could be a DLC but should not be added to stock - Why? It's going to take a lot of work to develop, deploy and support this project. If there are enough players that want multiplayer then a DLC makes sense. If there aren't enough players to justify a DLC then there aren't enough to justify diverting resources to bloat the core game with things for only a small number of players. I, for one, don't intend to buy it.
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[1.12.5] Restock - Revamping KSP's art (August 28)
Tyko replied to Nertea's topic in KSP1 Mod Releases
ReStock reboots my favorite game of all times. After playing for 4 years it's been so exciting to see the new parts come to life and I can't wait to see the amazing craft the community will build. Thanks to @Poodmund for being awesome QA buddy and to @Nertea@cineboxandrew @Beale @riocrokite @passinglurker @blowfish @DMagic giving me the chance to work on such a fantastic collaborative project. This was my first big mod project and I learned a ton about how a well managed mod team works. -
I wasn't looking for an explanation of how a time warp system works. I was asking for a walkthrough of how it affected your game play in a specific instance. It sounded from your earlier post like you were actually trying to win people over and I'm asking you to use this as an example of how it worked for you how did you all end up in orbit at the same time? how did you race to minmus and all arrive in orbit at the same time? how did you all hit your landing zones at the same time? how did you all go about building your bases simultaneously?
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@Jatwaa help me visualize this...I don't understand how you did a race to minmus with base building in an MP environment. How was time warp handled? Time warp feels like the one thing that I haven't heard a solution to that doesn't have major compromises. Maybe your explanation of this minmus race will help me understand how time warp can work.
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Oh man...I get it too and am sad that he's done...I just know how helpful this community is when someone has a problem. I'd hate for people to write chapters of advice on struts, autostruts, KJR, different station designs, use of reaction wheels, etc etc etc if the OP is seriously done and not looking for advice.
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Are you launching or returning from orbit? If you're launching you can separate your orbital craft from your launch stage before you circularize. Leave the launch stage on a suborbital path and use the orbiter engines to raise your PE above the atmosphere. Side note: KSP only deletes "on-rails" suborbital junk if it's PE is below 25km. In reality if the PE is in the atmosphere it's going to de-orbit pretty quickly, so I just go in and stop tracking anything that has a PE in the atmosphere - it's not really cheating, it's fixing an issue with how KSP handles junk If you're trying to avoid space trash when you're returning you can drop your PE into the atmosphere before separating the orbital module and Service module. That way they'll fall to Kerbin.
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Before a dozen people try to offer you advice...I just need to ask...is this actually a plea for help or are you really done trying? [snip] Thanks!