Micro753
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Everything posted by Micro753
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I don't know about repairs, but you can edit the vehicle via the KCT menu, and then tell the part to be replaced with a new one.
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Is there an easy way to make the part failures show up in the flight log? I'm trying to do a career playthrough with only IVA (using raster prop monitor), and I can't find anyway to see what part failed and in what way. This would make the flight log actually useful.
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@linuxgurugamer I found out why my attempt at fixing the docking port cameras wasn't working. I was using ModuleDockingNode as the camera container because that's what the Squad files had as the module name, but apparently it needed to be dockingNode instead. I added this to a cfg file and the docking port cameras are working again: This cfg also works even without hullcam and only rpm.
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@linuxgurugamer I’m having some issues with this mod and RasterPropMonitor. It seems like the cfg files might need a look over to update them for the latest rpm? I’ve been trying to figure it out myself, but everything I’ve tried has either not worked at all or caused a bunch of errors in module manager. The camera filters (e.g. night vision) don’t seem to work at all when viewed through the rpm screen. The docking port cameras don’t work at all with rpm. I don’t see anything in the cfg files that adds an rpm module to the docking port parts, so I tried fixing this myself by making a module manager patch file, but I couldn’t get anything to work. I found a fix. See below post. Only the forward facing camera of the booster cam works with rpm. I’m pretty sure the reason is that both the forward and rearward cameras are being given the same rpm Camera ID. If multiple cameras are assigned the same ID number, rpm will only detect one of them. The Booster Camera's cfg file has a comment saying this is a known issue with no current workaround. The night vision camera works fine when viewed using the ‘=’ key, but is rotated 90 degrees when viewed in rpm. The camera’s viewpoint is also too far back, causing your view to be clipping through the camera’s model. The rotation is an easy fix. In rpm2-hullcam-models-as-external-cameras.cfg, change the night vision camera’s rotation to “%rotateCamera = -90,90,0”. For some reason %translateCamera doesn’t seem to do anything, so I don’t know how to fix that part. If you right click a kerbal, there’s an “activate camera” button and an “enable camera” button. The camera is really easy to bug out by clicking activate, then enable, or using ‘=’ and ‘-’ after clicking one of the options. Log file: https://www.dropbox.com/scl/fi/bicb9081xln4wxgqdj2hj/Player.log?rlkey=agrz36i6zt6zd1ckmdid4ud1o&dl=0 This next issue went away when I deleted all mods and reinstalled only rpm, hullcam, and module manager, so this one is a mod conflict, but I have yet to track it down. The booster cam’s rearward camera was rotated to point in the same direction as the forward camera. I don’t know how that happened, and I’m still trying to recreate it. If I find out how that happened, I’ll post here.
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[KSP 1.8+] Kerbal Konstructs (Continued)
Micro753 replied to NathanKell's topic in KSP1 Mod Releases
Edit: Disregard. Reinstalling a second time fixed the issue? It's weird that the issue happened to me on two different clean installs of KSP. Third reinstall fixed everything somehow. -
(1.12) Terrain Graphical Issues in IVA
Micro753 replied to Micro753's topic in KSP1 Technical Support (PC, unmodded installs)
@Serenity Thank you! I have no idea why that worked, but it did. -
When I enter IVA, the ground has parts that start flickering. I've never seen an issue like this before, even on heavily modded games, and this is my first time in 1.12. I'm playing on my Blender machine with a 5950X CPU, a 3090 FE GPU, and 32GB of system memory. I deleted the entire game folder and reinstalled via steam to ensure I didn't have any remnants of mods and the issue persists. Kinda hard to show in a screenshot, so I recorded a video instead. In the video, I launched the Osprey stock vehicle and flew it to the island runway. Can anyone else replicate this, or is it just me? Log and video link: https://drive.google.com/drive/folders/1GK2fRhP541kgrI3tKiHWPEYinTOtVYlE?usp=sharing
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[1.8.x-1.12.x] - RasterPropMonitor (adopted)
Micro753 replied to JonnyOThan's topic in KSP1 Mod Releases
That was the problem, thank you for your help. I reported the problem on the ASET thread. -
ASET Props Pack. v1.5 (for the modders who create IVA)
Micro753 replied to alexustas's topic in KSP1 Mod Development
Quick bug report: I was trying to fly an all IVA mission, so I was trying to use the lat/lon readouts to help navigate, but they only got me confused until I realized the cardinal directions were wrong. I asked in the RPM thread, and Manul found the problem to be a cfg file from ASET. So, I opened ALCORAscDes40x20.txt and changed it to this: That fixed the problem. -
[1.8.x-1.12.x] - RasterPropMonitor (adopted)
Micro753 replied to JonnyOThan's topic in KSP1 Mod Releases
I was trying to fly an all IVA mission in 1.8.1, so I was trying to use the lat/long in the ship window. After getting really confused, I realized that lat was showing E instead of N and W instead of S, and long was showing N instead of E and S instead of W. I have tons of mods installed, many of which are related to RPM, so I don't know if this is a conflict or a problem nobody's noticed before. Can anyone else replicate this, or is it just me? -
[1.2-1.7] Blender (2.83+) .mu import/export addon
Micro753 replied to taniwha's topic in KSP1 Tools and Applications
It works fine on your computer? How much memory does your computer have? I was trying this on my rendering desktop, which has 64 GB of memory. I'll try to find one of my old gaming laptops and see if it behaves any differently. I wish I knew coding so I could try to track down the problem myself. -
[1.2-1.7] Blender (2.83+) .mu import/export addon
Micro753 replied to taniwha's topic in KSP1 Tools and Applications
Ok, so I had a few dozen addons (a few for textures, most of the rest for architecture modeling), and I thought there might be an issue caused by compatibility or settings files. I backed-up all of my projects and purged everything Blender from my C:\ and D"\ drives. After that, I tried installing Blender 2.80 instead of 2.82, and that time there were errors when I pressed the "Install KSP Shader Presets." I uninstalled 2.80 and installed 2.82 instead. This time, I installed it on my D:\ drive, which is where my KSP is installed. It still gave errors, but they look slightly different than last time. After that, I tried deleting all of the mods in my GameData folder, just in case one of those were somehow causing the problem, and the error still happens. I'm at a loss on what to try next. -
[1.2-1.7] Blender (2.83+) .mu import/export addon
Micro753 replied to taniwha's topic in KSP1 Tools and Applications
I tried to find a log file in case that would help, but I can't find one anywhere. I have Blender 2.82 installed both regularly and through Steam, and the error happens on both. Do you have anything else I could try to maybe narrow down where the problem is? -
[1.2-1.7] Blender (2.83+) .mu import/export addon
Micro753 replied to taniwha's topic in KSP1 Tools and Applications
Blender gave me some errors when I tried to import a .craft file. I'm using Blender 2.82 and the version of this that you updated 20 hours ago. The .mu import works, just not the .craft. I did set the GameData directory, so I'm not sure if I missed a step or did something wrong. I tried with one of the stock .craft files as well, and same thing happened. Only other thing I can think of is that KSP is on D:\ instead of C:\ -
This is my first time using unity and had a few problems. I'm hoping someone here might be able to help me. I installed Unity and the KSP part tools, and I can view, edit, and add props in the IVAs. My problem is I clicked the "save project" option, but it doesn't seem to save anything; when I reopen the project the next day, it opened the generic project start scene, with a light and camera. Is there a different option I need to click instead? My other issue is I can't figure out how to create the IVA cfg file so I can put it in the game. It's probably really obvious, but this is my first time trying any kind of modding, so any help would be really appreciated. (Also any pointers or tips would help too.)
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Micro753 replied to girka2k's topic in KSP1 Mod Releases
This mod works for me in 1.2 and 1.3, but not 1.4. When I click the button for it in the SPH, the window doesn't show up. I made my ship hull in 1.4 before realizing this mod wasn't working for me, and I can't get the craft file to load in 1.3 (Input string was not in the correct format). I spent hours tweaking my ship and don't want to have to redo all of that, so I hope there is a way to either figure out why the mod doesn't work for me in 1.4 or make my ship load in 1.3. The save file, my files, and the output_log are in the zip file linked below. The mods needed are: this mod for 1.4, Heisenberg version 2.10 (Hooligan Labs isn't needed), Tweakscale latest version, Module Manager latest version, and my files. Any help would be greatly appreciated. https://drive.google.com/file/d/1vZkO5tUBSHFhw2GyIBWe2Pf_gttz5UK9/view?usp=sharing How do you do that? If I can't get the mod to work, I might have to try this. -
Where did you find video tutorials? I want to make IVAs as well, but am getting lost really easy. Nvm, I think I finnaly found his channel.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Micro753 replied to RoverDude's topic in KSP1 Mod Releases
I know this mod supported EPL in the past, but does it still? If it still does, then what are the differences between the bundled Global Construction and EPL? Do you need to fly those kits for Global Construction from the KSC every time, or does it work just like EPL? -
Not sure if this is possible, but i'll suggest it anyways. Would you be able to make two versions of the iva, one early one modern, and enable the modern one with an upgrade in the tech tree? Would it be possible to make the iva switchable, like I've seen done with textures?
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So, I've been getting into naval stuff on Kerbin, and sailing fully around the planet is impossible without going over land at least once. Every attempt so far at moving a full sized aircraft carrier over land has failed, so I started to look for a way to make canals. I thought of editing the heightmap of Kerbin, but I couldn't find one anywhere in the game files. I looked for a mod that could do it, but I can't find any. Kerbal Konstructs doesn't have an item that changes terrrain as far as I can tell, and I tried using KSC Mover with multiple PQSMod_MapDecalTangent, but that didn't work either. (Even if it did, that would be so tedious putting in a bunch of coordinates over and over.) Can Module Manager replace heightmaps, and if it can, how would I get Kerbin's original hieghtmap so I could edit it? Or is there maybe a different mod out there that I missed? Any help or ideas would be appreciated.
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Micro753 replied to KillAshley's topic in KSP1 Mod Releases
It's good practice to read back a few pages to see if an issue is known before posting about it. In my post on the previous page, I shared a temporary fix until the next update. " In Sonnah's config file (New_Horizons\KopernicusFiles\Sonnah) the rings color is "colour = RGBA(0.100, 1.000, 1.000, 1.000)" while Arin and Titanus have "color = 0.700, 0.500, 0.300, 1.000". I changed Sonnah's ring color to "color = 0.100, 1.000, 1.000, 1.000" and it looked closer to normal, but it still didn't look quite right. I lowered the green value to 0.800, and now it looks much better." -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Micro753 replied to KillAshley's topic in KSP1 Mod Releases
Make sure you have the latest Kopernicus, Module Manager, and New Horizons. If it still happens, then reinstall KSP and try with only New Horizons and its required mods. If it still happens, then post back here with the log files. -
Instead of changing the failures based on space vs launch engines, why not just make the rate of failures not drop of so quickly and increase the time until failures from age occur? This would keep long missions from being spammed with failures while keeping failures on Mun missions a bit more prevalent. I could see it becoming common practice to leave a craft in orbit for a few months to see if it is going to have delayed failures caused from the stress of launch. Or get rid of the bathtub curve altogether, or use the bathtub curve only on parts that have been recovered and reused. "Unlike in terrestrial systems, where strain and wear cause failure rate to be a linear function of time, spacecraft failure rates diminish over time. This relationship, a Weibull distribution, is shown in Figure B.1, where the average number of failures reported annually for a given spacecraft decreases." http://forum.nasaspaceflight.com/index.php?action=dlattach;topic=22274.0;attach=240496 The graph is on page 6. Kind of makes sense too. Most of a spaceship's time is spent doing nothing, not constantly working like an automobile would. Also, are failures currently possible on part that are turned off? Is they are, please change that. Disabling failures on turned off modules would make redundancy possible. For example, you can put 3 reaction wheels on a probe, but only have 1 turned on. If the one currently on fails, switch to one of the backup ones.
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Micro753 replied to KillAshley's topic in KSP1 Mod Releases
I was cleaning up unneeded files from my backup drives when I found this. I think it's from 1.0.5.