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Everything posted by Sol Invictus
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Sol Invictus replied to ObiVanDamme's topic in KSP1 Mod Releases
Does current version work with KIS 1.4? I'm asking because I read somewhere that each time KIS gets updated, all mods that depend upon it become broken, at least until they are recompiled against new KIS. -
[1.3.x] SETI, Unmanned before Manned [Patreon]
Sol Invictus replied to Yemo's topic in KSP1 Mod Releases
@Yemo I just found out that solid-fuel rocket added by SETI Probe Parts lacks configs for RealPlume. It would be great if you could add it for the next update, if that's not too much of a hassle.- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
Sol Invictus replied to Yemo's topic in KSP1 Mod Releases
What is challenge mode? And why do I hear about it just now?- 2,515 replies
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I'm testing latest experimental version of scatterer along with EVE in KSP 1.2.2. Everything is amazing, except one thing. All clouds in tracking station view are black, not only on Kerbin but on all planets with clouds. Eve is entirely black for that reason. However in both space centre and normal game view clouds are as they should be, mesmerizing that is. I found these lines related to EVE in my KSP.log from when I opened tracking station: [LOG 22:46:10.300] [EVE CloudsManager]: CloudsPQS: (Jool-clouds1) OnSphereInactive [LOG 22:46:10.301] [EVE CloudsManager]: Clouds2D is now SCALED [LOG 22:46:10.302] [EVE CloudsManager]: CloudsPQS: (Eve-clouds5) OnSphereInactive [LOG 22:46:10.303] [EVE CloudsManager]: Clouds2D is now SCALED [LOG 22:46:10.304] [EVE CloudsManager]: CloudsPQS: (Eve-clouds4) OnSphereInactive [LOG 22:46:10.305] [EVE CloudsManager]: Clouds2D is now SCALED [LOG 22:46:10.307] [EVE CloudsManager]: CloudsPQS: (Eve-clouds3) OnSphereInactive [LOG 22:46:10.308] [EVE CloudsManager]: Clouds2D is now SCALED [LOG 22:46:10.309] [EVE CloudsManager]: CloudsPQS: (Eve-clouds2) OnSphereInactive [LOG 22:46:10.310] [EVE CloudsManager]: Clouds2D is now SCALED [LOG 22:46:10.311] [EVE CloudsManager]: CloudsPQS: (Eve-clouds1) OnSphereInactive [LOG 22:46:10.312] [EVE CloudsManager]: Clouds2D is now SCALED [LOG 22:46:10.313] [EVE CloudsManager]: CloudsPQS: (Duna-clouds1) OnSphereInactive [LOG 22:46:10.314] [EVE CloudsManager]: Clouds2D is now SCALED [LOG 22:46:10.315] [EVE CloudsManager]: CloudsPQS: (Laythe-clouds1) OnSphereInactive [LOG 22:46:10.316] [EVE CloudsManager]: Clouds2D is now SCALED [LOG 22:46:10.317] [EVE CloudsManager]: CloudsPQS: (Kerbin-clouds1) OnSphereInactive [LOG 22:46:10.319] [EVE CloudsManager]: Clouds2D is now SCALED [LOG 22:46:10.320] [EVE] Applying _MainTex Cubemap [LOG 22:46:10.321] [EVE] Applying _MainTex Cubemap Have anyone encountered this bug before?
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Could someone be gracious enough to compile Procedural Parts from source by @RedAV8R? Apart from master, which is identical to the one by @swamp_ig, there are 3 branches named patch-1, patch-2 and patch-3. Those 3 branches need to be merged into one, as each differs from the master by one commit, and we need all 3 commits in order to fix the annoying hard coded version check problem. I already merged them, here is the result. I would gladly compile it myself, but I lack necessary knowledge in order to do it. If you possess that knowledge and you would compile it, then we would all be free from those irritating pop-ups while using Procedural Parts in KSP 1.2.2.
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[1.3.x] SETI, Unmanned before Manned [Patreon]
Sol Invictus replied to Yemo's topic in KSP1 Mod Releases
@Yemo I don't have SETI Community Tech Tree in my game. I'm using Unmanned Before Manned 1.2.1 along with Community Tech Tree 3.0.2. I was assuming that those restrictions were implemented somewhere in "0ProceduralParts" folder of SETI Rebalance. If not, where else? I found yet another problem - procedural nose cone can't be resized to any reasonable forms at the beginning of the game (I don't know if it changes with latter tech nodes unlocked). Particularly, I wanted to create sounding rocket like the first one from the left in the attached picture, but found out it's impossible due to ridiculous restrictions. I just tested procedural decoupler/separator, and it can't be scaled down to the size of 0.625m probe as well. It doesn't make any logical sense, since the same tech node that unlocks procedural decoupler/separator also gives you stock decouplers/separators of both standard and 0.625m sizes.- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
Sol Invictus replied to Yemo's topic in KSP1 Mod Releases
@Yemo Is it intentional feature of SETI Rebalance that I can't scale the diameter of Procedural SRB down to the size of 0.625m probe? I was always using Procedural SRB this way at the beginning of RO/RP-0 career, and I don't get why I can't do the same with SETI. Do these limits change after certain tech nodes are unlocked? edit: I'm using SETI Rebalance 1.2.1 along with Procedural Parts 1.2.8 on KSP 1.2.1.- 2,515 replies
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@Starwaster It will be great if you can release a plain recompile of Deadly Reentry for KSP 1.2.x before adding those awesome new features. This way Realism Overhaul for KSP 1.2.x could be released sooner, as Deadly Reentry is one of the few dependencies needed to be updated before RO can see the light of day again.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Sol Invictus replied to ferram4's topic in KSP1 Mod Releases
I see no contradiction there. Discussion about ground effects is exactly the kind of "info on aerodynamics and/or updates on FAR " that I like to see the most here. Unlike posts consisting of a single "lol" or complaints about non-relevant content. True, I'm guilty of some of these as well, but that doesn't make it any better. Nonetheless, if ferram endorses all that you say, then I have no choice but to comply. So long, and have a nice day.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Sol Invictus replied to ferram4's topic in KSP1 Mod Releases
Well, I think it is very much relevant to this mod, as it's discussed in the context of making FAR even better than it already is. FAR stands for "Ferram Aerospace Research", and people who are discussing ground effect are doing exactly that - aerospace research, unlike some other people who think they're some authorities in the field of what is allowed to discuss here. If you truly care about respecting ferram, then you would leave to him deciding what is relevant and what is not. All that is accomplished otherwise is that new users will be less likely to contribute and interesting posts will be lost in an avalanche of uselessness.- 14,073 replies
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I'm not sure if that's still the case, but in development version of RSSVE for KSP 1.1.3 all I had to do in order to fix this was replacing GameData\scatterer\config\Planets\Earth\ocean.cfg file with the same file for Kerbin from unmodified scatterer. It worked because ocean parameters in RSSVE were much more resource heavy than those in regular scatterer. However, it may result in oceanic waves being less impressive at close range.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Sol Invictus replied to ferram4's topic in KSP1 Mod Releases
Can we just all stop complaining about stuff and enjoy each others contribution? Personally I find discussion about ground effect highly interesting and relevant. If by any chance it turns out that ferram doesn't approve it, then I'll understand it, but until then all that you achieve by complaining about it is adding unnecessary cluster and negativity.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Sol Invictus replied to ferram4's topic in KSP1 Mod Releases
@tetryds What else would be this thread for then? Only bug reports and release announcements? Isn't there already github for that? Science of aerodynamics is a heart of FAR, and discussing it here honours ferram's work better than anything else. Not only that, it can introduce new players to new exciting knowledge and potentially help make FAR even better. It's not like people started discussing science here only yesterday, this thread always was a welcoming place for this sort of thing. Also, it's silly complaining about adding cluster when there's already 519 pages of content here. I rather embrace it and appreciate every single post, as they are all created out of love to this amazing mod.- 14,073 replies
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I love you for making this! I was using dev version of RSSVE for quite a while back at 1.1.3, and I couldn't imagine RSS without it. Knowing that this thing of beauty is already available for KSP 1.2.2 will make waiting for Realism Overhaul update that much more painful. Anyway, thank you for your work both on this gem and on RO as a whole. It's magnificent!
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Isn't FASA-RO version of Saturn V much more realistic and detailed than that?
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Sol Invictus replied to ferram4's topic in KSP1 Mod Releases
If I understand it correctly, GPL makes it so that the piece of code licensed under it stays forever free. It doesn't prohibit mod authors from issuing code under different licence, for instance BSD. If ferram & co. did so, then we would have two identical versions of FAR, one licensed under GPL and another under BSD. The one licensed under GPL would remain as GPL indefinitely, and independently from it's BSD equivalent.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Sol Invictus replied to ferram4's topic in KSP1 Mod Releases
Hey, it's not like ferram can't change the licence if paid sufficiently by Squad.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Sol Invictus replied to ferram4's topic in KSP1 Mod Releases
I can't agree with that. I don't see how stock aerodynamics are more intuitive than FAR. If anything, FAR aerodynamics are more intuitive, since they behave more like you would expect in reality. The only situation in which stock system would be more intuitive to you, is if you're already accustomed to it's idiosyncrasies. I believe I spend equal amounts of time at building in VAB/SPH, flying in the atmosphere and manoeuvring in space.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Sol Invictus replied to ferram4's topic in KSP1 Mod Releases
Hey, does anyone know why KSP developers didn't incorporate FAR into stock game already? It seems so obvious to me, I can't see any reason against making it so.- 14,073 replies
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Sol Invictus replied to Ven's topic in KSP1 Mod Development
I see now that I was wrong to say that. Let's call it temporary loss of mind's clarity. -
I just tried "scatterer-EVEintegrationPreview" version, it's all the same. All I changed in scatterer was sunflare (I replaced it with yours). I'm not forcing anything. I tried forcing directx11 and directx9 but it gave no results. Here is my log, after using experimental version of scatterer just now. I will also upload log after trying again with 0.0256 in a moment. edit: I installed scatterer 0.0256 again, and miraculously it worked! I didn't replace sunflares with those from your pack this time. Perhaps I was doing it all wrong before, as my last log was telling me something about Ghost3.png missing. I guess I shouldn't have deleted all files from Sunflares directory before copying there new ones. Thank you for your help!
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Forgive me that I didn't specify it further. I'm using version 0.0256 on KSP 1.2.1. I will try experimental version soon as well. No, I'm not using any planet pack. Although it all started after I tried to install your SSRSS pack last month. However it shouldn't have anything to do with it, since it's long gone as I reinstalled the whole game multiple times in futile attempts at solving the problem. I have a Kopernicus config file that rescales the sun in order to fix the sunflare, but I don't think it renames the sun.
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How can I download older version of scatterer? I suspect that the newest one is the reason why my game is currently completely broken. Everything freezes on the Space Centre view (down to perhaps few frames per minute), and there is no scattering effects nor ocean visible. There were no problems like that up to some time last month, when I updated number of mods including scatterer.