

DerGolgo
Members-
Posts
156 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by DerGolgo
-
As stated previously, nopes. The website offers installers for 1.3.1, 1.2.2, and some older than 1.2.2. Only 1.3 in there was the patch, to patch 1.2.2 to 1.3. Which is what I ended up doing, so far seems to have worked.
-
Alas, I have gone the way of the big hammer. In case anyone else encounters the same dilemma, here's how I bested my ill fortunes: - backup "GameData", "Ships", and "Saves" folders outside the KSP installation folder. - ensure that any mods you had so eagerly updated for the new 1.3.1 version are downdated to their last 1.3 state. - uninstall KSP and delete installation folder. - install KSP 1.2.2, as available on the KSP website. - immediately patch it to 1.3 with the patch that's also provided on the KSP website. - copy the backed-up "GameData", "Ships", and "Saves" folders and merge them with the folders in the fresh KSP install. - start KSP and re-adjust all the little settings that you probably didn't have to loose like I just did. So that's that. Thank you, @linuxgurugamer, for the assistance!
-
Awesome! Thank you! Not a solution for me, unfortunately. Problem: I didn't buy it on Steam, and the FAQ tells me that it's not possible to transfer the license.
-
KSP: 1.3.1 Windows 10, 64bit Problem: I updated to soon. Mods installed: Way too many. Reproduction steps: Update do 1.3.1 without thinking it through. See that all the mods you need for missions you were actively working on are as suited to version 1.3.1 as mercury-thermometers are to commercial airliners. Log: Not really necessary, nor useful. Okay, to put my question, as elaborated above, as simply as I can: How can I revert to 1.3? Technically, I actually know. Get the 1.3 installer, backup the "ships", "saves" and "gamedata" folders, install it all fresh and dandy, dump my bloated backup in there, load it up, and smile like the clumsy oaf that I am. Problem: the Download site on kerbalspaceprogram.com offers many flavors of installers and patches. Even the installer for ya olde version 1.2.2. But not, as of this writing, an installer for 1.3. Anyone. Please. Where can I find ye older v1.3(x64) installer, for Windows? I don't even need some official place. If anyone just happens to still have it, and would put it on Google Drive or some other file-host for me to download, I would be most grateful. I might name one of my ships after you! Pleasepleaseplease, help a guy out!
-
[1.2/1.3] Real Scale Sea Dragon 0.3.4 (2016-07-12)
DerGolgo replied to NecroBones's topic in KSP1 Mod Releases
Hiya, firstoff, love it. Really, really love it. I had had Sea Dragon at the back of my head for a long time. Now that SpaceX are working on their adorable little BFR, it came to the fore, so I tried building and flying one. Problems occur when the first stage is done. I gather the first stage is its own decoupler. But there is an indubitably trivial and fundamental error I'm making. If I attach the tip of the first stage to the lower node dangling underneath stage two, it won't separate, it'll just remain stuck to the 2nd stage when I hit my "decouple" action group. With the huge gap between stages one and two I get when using that node to attach stage one, that's obviously not the right node. When I attach it to the next node up, deep in the 2nd stage engine-bell, though. Where the 1st and 2nd stage fuselages match up nicely. And then I try and decouple. The 2nd stage engine separates right along with the first stage and I'm left with only the four auxiliary engines on the 2nd stage. I apologize for wasting everybody's time, as I'm sure I am doing here. But I searched this thread and couldn't find the string "decouple", nor was I able to find description of such issues when staging. A hint what I'm doing wrong, or where I can find an answer, would be much appreciated! I'm really looking forward to launching my direct-ascent, 491 ton Dunar-lander ... EDIT: Okay, I've worked out what I was doing wrong. I was attaching the first stage with the node on its nose, rather then the correct one. Alas, I must use a tweakscale to make me a 2nd stage engine that doesn't overheat the moment I activate it, regardless of thrust setting. I first thought "Surely, I'm cheating. The whole assembly weighs a bunch more than the 2nd stage SD engine, but I must be getting higher ISP ..." I was rather surprised at the 2nd stage engine's respectable 382s. The Sea Dragon I end up launching looks less than elegant, but it does its job. If I may suggest. I'm sure that Mr. Truax would have come up with such himself. The extended hull that's shielding the 2nd stage engine. Should be a deployable fairing, or for keeping stuff reusable, a petal sort of affair. Just IMO. Thanks for a great mod, regardless! -
I had previously tried the docking port cameras that Hullcam gives me. I only saw the crude crosshair and was unimpressed. Just now, though, I switched on the camera when the two ships were but a few meters apart. And what do you know. The very speed indicators, the lovely little dials, that I had been missing. Perfect docking. Indeed, having that in a window while being able to see it all from the outside would be perfection. But I must apologize, I stand corrected, those little dials are there, they are.
-
I, too, miss this mod. Miss it a lot. I'm making do with other mods, but it's not quite the same. Hullcam VDS Continued has crude a crosshair, but not the many useful dials. Augmented Reality Docking revived is very helpful, but not quite it. Even with docking port settings dialed up to full with Tweakable Everything, half the time, first contact is still a bounce. Gentle, haven't broken stuff so far, but not capture on first try. Even with the magnets at stock settings, the Docking Camera would let me do that.
-
[1.12.x] Tweakable Everything Continued (replacement)
DerGolgo replied to linuxgurugamer's topic in KSP1 Mod Releases
Thanks for taking the time and helping! Toadicus Tools was one of the 130 other mods I'd usually run. I just copied the one I had (v0.22.1.0, current version) into GameData and loaded the game. Same problem. I downloaded the latest Toadicus Tools from Spacedock, v0.22.1.0 again, just to make sure. Put that into GameData and loaded the game again. Same problem. New log file: https://drive.google.com/open?id=0B2BBLt_dg3FUb1ZhRXZqOXdBQXM Could this be something got twisted up in the installation and I need to reinstall the game? I have uninstalled and reinstalled, and loaded with Tweakable Everything and Toadicus Tools. The problem is gone. My multitude of mods must have messed things up. Thank you for the assist! -
[1.12.x] Tweakable Everything Continued (replacement)
DerGolgo replied to linuxgurugamer's topic in KSP1 Mod Releases
Hiya, first off, love the mod. It makes KSP infinitely better, no question. I went through this thread and couldn't find mention of the problem. If I missed that, I apologize. It's just that, recently, it's been ... odd. I hadn't played in a while. I updated everything, play a bit, and then I want to tweak some docking port, or a reaction wheel, or an engine gimbal. I thought it could be any number of mods, so I loaded the game without any, and the problem wasn't there. There were no tweakable everythings, obviously. So I loaded the game anew, nothing in GameData but "Squad", "TweakableEverything" (v1.21.0), and Module Manager 2.8.1. I was surprised to find, no, it's not a clash with one of the 130 mods I usually run (yes, I know...). It's KSP 1.3, Windows 10 64bit. Here are a few graphical illustrations of what puzzles me: The sliders only provide nonsensical values. It starts with -1.0 and ends where I can't even read the numbers anymore: And Docking ports look similarly weird: And reaction wheels go from -1.0, to 1.0, back down to 0 only: Here's a log file, just in case it's of interest: https://drive.google.com/open?id=0B2BBLt_dg3FUc21hdDhRSDZyYmc My question: is this some sort of error, or a novelty I missed and don't comprehend, or did I break something? I'm incredibly grateful to all who contributed to this mod, and will be very grateful for any advice. -
Right, couldn't find this. Not yet requesting "support", trying to figure out what I did wrong, first. Here's what's been happening: I build a massive ship to go to Duna. Sandbox mode. Assembled it in orbit. Finally bring the crew. Docking doesn't go as desired, so I load the save I made on approach. When I saved the game, the engine on my little crew transporter was shutdown. But when the save loads, bam, it also fires the engine - and won't accept any input to shut it down until it's done with all the loading thingies. While the craft is already accelerating. And that is not all. Eventually, I build a simpler, huge craft. Just want to get going, no 2nd round of assembly, plop into orbit with hyperedit. When I leave it there, it's just sitting there. Pointed to normal, engines never activated in the first place. Then I launch my lander craft, which I DO want to dock in, I wiggle through the transfer orbits and, finally, on closest approach ... my massive ship just zips by, engines blazing. I go to tracking station, switch vessels and shut down engines. Lucky me, the engines were blazing on no throttle. But still, this is too similar to be related. Some setting I messed up? Some way I never found to lock an engine so this won't happen? EDIT: Just tried it with switching vessels from the orbital view. Here, too, my big ship's engines (Emancipator nuclear engines) ignite while the little green messages are zipping up at the top of the screen. Switching back to the lander craft currently in a lower orbit, I was already hammering my "kill switch" (key assigned to shutdown all my engines through AGX action groups), so the engines didn't fire there. Tried switching vessels back and forth once again, without touching the kill switch. This time, no undesired ignitions to be observed. I think it may be something when the craft is first loaded during a flight?
-
Do you dread searching the parts list?
DerGolgo replied to DerGolgo's topic in KSP1 Technical Support (PC, modded installs)
It is how I would interpret it. Since I've found this, once or twice a week, the search will still maybe "stumble" a wee bit. I'll just do the clean-start thing after shutdown and am happy thereafter, or until it comes up again. It will rear its head-only-a-mother-could-love even though I haven't added any parts in the meantime. Caching search queries does sound a good idea for n-dimensional parts-lists like my own, at least in hypothesis (or are we at theory already?!) ... Or do you mean I am practicing bad ksp hygiene and am delinquent in my cache-cleaning-duties that everybody else surely undertakes? If so (and I certainly don't rule it out, rather the opposite, actually ...), this would be the first I learn about such cleaning procedures. Is there a readme someplace, a common terminology I should forum-search or google for?- 3 replies
-
- slow
- parts list
-
(and 1 more)
Tagged with:
-
Thanks! I use it, but sometimes, I want to see if there's stuff from different mods.
-
No need to apologize, sir! The reason I asked this was, in large part, that I was trying to avoid using the search. You know, you enter the first letter, KSP starts running through the parts list for every part where that letter comes up ... so after thirty seconds of the game freezing up entirely, I could enter the second letter ... For this, I've found another solution, my searches now run quick as heck and I can enter complete search terms in peace without having to fire up minesweeper to kill time. Explained hence:
-
Hi, I had the following issue: I have a very enormous parts-list. I like the whole "kid in the candy-store" approach, so I have n+1 mods installed. Where n is about twice the number of mods a reasonable person would have. My "GameData" folder, not counting the "Squad" subfolder, is about 4 Gigabytes. Yes. Don't do that. Consequently, my parts list stretches pretty much all the way to Minmus and back. To find something specific, the search-box presents itself. I even use it with QuickSearch. However. The very first letter I enter, KSP would try to instantly show me all the parts where that letter occurs. While it's doing that, I couldn't enter the next letter of my search term. Searching could take a minute. Literally a minute, and actually a minute, too. As it dug its way through my parts list, letter by letter, each time, KSP would be unresponsive until the results were ready to show. I dreaded using the search, just scrolling through some category was often quicker. Not always a working substitute for searching, though. Trying to start the search term with an unlikely letter-combination, yz or something, only lets me enter my search-term in full and in peace once it's done looking for the first letter. This problem no-longer irks me. I'm sure I've just missed some setting for not having the search run off with the first letter. If somebody could tell me where that is in the settings, please do tell me, I couldn't find it. But as I said, it's no longer so bad. The search still runs off with the first letter. But it's not getting stuck anymore. I can enter a whole search term, the search is quick and responsive and lovely. It went a little slow again, so I repeated what I suspected had been the fix and, yap, it worked. Just start KSP clean, same install, but without mods. Then shut it down, and start once more with the mods. Step by step, for anyone unsure what I mean: Put the mods where the game won't see them. I just rename "GameData" to some piece of fruit. Create a new folder, name it "GameData", without the ", obviously. Copy the "Squad" subfolder from the bulging bag of fruit to the new "GameData" folder. Start the game. Don't go make coffee or whatever you usually do when your heavily modded KSP install fires up. This time, it will be lightning fast. When the main-menu has come up, just click "Quit". Get rid of the new "GameData" folder you created earlier. Rename or Delete. Just make sure that the "Squad" subfolder is also still with the fruit. Rename the fruit back to "GameData", so that it looks like before. Now you go make some coffee, or do the laundry, while KSP starts up. enjoy fast and responsive search of the parts-list! I do think I need at least one "answer" to mark this as answered, no?
- 3 replies
-
- 1
-
-
- slow
- parts list
-
(and 1 more)
Tagged with:
-
Okay. Not what I had hoped to hear, but thanks for taking the time!
-
Hi y'all! First and foremost, this mod is indispensable. It was one of the first I installed and has become so important to me, I started thinking some of the features were actually stock ... I have a question regarding the filter and sorting of the partlist functionality. I wonder whether I just haven't found how to do it (the likely scenario), or it's not there. Is there any way to "save" the results of a part-list search, or to search the part list (I use Quick Search) and dump all results into a custom category? As you can probably imagine, you'd need complex-number-theory to describe the size of my parts-list (I'm the kid who'd build his own candy store ...). If I just got the dumb, don't spare my feelings when you let me know how. Thanks for taking the time to read all the way down here!
-
Hiya! Love the little quick mods, I especially love QuickSearch. I wonder whether I just haven't found how to do it (the likely scenario), or it's not there. Is there any way to "save" the results of a part-list search, or to search the part list and dump all results into a custom category? For the life of me, I can't figure out right now whether that custom category business is stock or Part Wizard or Part Commander or any of the other n+1 mods I use, where n is the square of the number of mods a reasonable person would use. If I just got the dumb, don't spare my feelings when you let me know how. Thanks for taking the time to read all the way down here!
-
[1.2] Missing Parachutes
DerGolgo replied to chlbutterworth's topic in KSP1 Technical Support (PC, modded installs)
Solved it. In case anyone else still has this problem, I have it no more. I updated a bunch of mods today, I removed some from GameData entirely. Since things like the "deploy" action and deployment settings have returned for a bunch of chutes that I know I cursed hadn't been working only yesterday, it stands to reason one of the mods I took out was either blocking, or one of the mods I updated had done that and the update fixed it. Dunno what did it, but maybe somebody else will find this helpful. Mods I updated today, and the version I updated to: Correct CoL V 1.4.4 Editor Extensions Redux V 3.3.10 Kerbal Joint Reinforcement V 3.3.1 Ubio Welding Continued V 2.4.4 Mods I removed from GameData: DMagic Module Science Animate Ferram Aerospace Research ("FAR") MechJeb 2 Nav Hud Repo Soft Tech Ion RCS and RST Utils Station Cunstructs Umbra Space Industries Kolonization and Warp Drive Wild Blue Industries Airships and Wild Blue Tools I also installed Kramax Autopilot Continued V 0.3.2.1, though I wouldn't expect this to fix something another Mod I've got broke. Make up your own mind as to which one you consider the likely culprit. I can't check it out right now, restarting KSP takes me about 15 minutes minimum (which is why I removed a bunch of mods today to begin with). -
[1.2] Missing Parachutes
DerGolgo replied to chlbutterworth's topic in KSP1 Technical Support (PC, modded installs)
Correction. With Realchutes back in, I found that stock-chutes look fine, as well as the Realchutes, obviously, and the Tantares ones. -
[1.2] Missing Parachutes
DerGolgo replied to chlbutterworth's topic in KSP1 Technical Support (PC, modded installs)
I think I have the same problem. 1.2.1 with approximately a lot of mods. I threw out Real Chutes, suspecting it might be the culprit. It was not. What I see (or don't see): Some parachutes, like the good old Mk16 here, nuffin. No settings for deployment, no action groups. For a few others, there is an action group - but not parachute deployment. Only the decouple action. A third group appears to be fit and healthy. These are also the only ones that'll show up for staging on the right. I've just noticed that this third group is chutes by Tantares. So I've pulled Tantares and Tantares LV from my Gamedata folder and restarted the game. I then had lunch and, once the game was back up, I found that that wasn't it. -
Mod request: Quicker game startup with many mods.
DerGolgo replied to DerGolgo's topic in KSP1 Mods Discussions
Ah, see, that cache bit, didn't know that. Just feels agonizingly slow to load ... since the 1.2 update, and it doesn't crash seventeen times in fifteen minutes anymore, I'll let it run, just in case I wanna play later. Before starting it off, I'll check for any mod updates, and there's always at least one, isn't there. Guess that's probably the source of my agony. Had to restart it a bit ago, I got hung up in the space center and couldn't even get the save menu to come up. Didn't change the Game Data bits, it started up in a little over ten minutes. MUCH faster than earlier today when I did my updates. Well, as I'm illustrating here, my own "solution" wouldn't have solved nothing for me to begin with. Sorry for taking up everybody's time, and many thanks for explaining stuff! -
I had this idea. I couldn't find anything similar through a search, but I'm sure that's just a fault on my side and that somebody must have had this idea before. The way I understand it: I start game. Module manager goes through the installed mod, umpteen thousand patches are applied. Those who, like me, are totally kid-in-candy-store when visiting Spacedock and have dozens of mods installed. Or hundreds. That whole startup procedure isn't quite quick. Which makes sense if I installed a new mod, or there are updates, etc., etc. But if that is not the case. If I didn't install anything new, if there are no updates or I just don't want to update. It'll basically do the exact same stuff it did last time I started the game, right? So, my idea/request/delusion/feverish-dream: A mod or addon that takes an image/makes a copy of whatever was patched together. So that, next time I start the game, I can chose to just use that stuff. And the mod will make the game use the image/copy of the thing that was run last time. Might not be a thing for a mod, more like a new game-launcher, maybe. Obviously, I have no real clue what happens in detail, nor understanding of that. So I won't be surprised if it's not remotely possible. Ideas, imho, shouldn't usually go to waste, so I'm just throwing this out there.
-
I, too, had this problem. Seeing this and other discussions, and having nothing of substance to add, I refrained from commenting. However, I wish to express my great gratitude and thanks to the magnificent TriggerAu and his grand effort in this most clean and, for me, trouble-free bug-fix. I failed to express this sooner as the fix is, in fact, such a delight, I was too busy playing without clumps of hair and lumps of bloody scalp torn from my own head obstructing my keyboard. Thanks, man!!
-
[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
DerGolgo replied to Firov's topic in KSP1 Mod Releases
Five things that I'd find quite helpful, three of which only occurred to me just as I was writing this. I don't urgently need them, but they I'd find good use for them. 1) Temperature. For example to switch a multi-mode engine to the less-powerful mode when the tip of the rocket starts getting too hot. Or to just trigger any action group, which in turn would be a trigger for my KOS script to throttle back. 2) Throttle. A trigger that won't start an action group, but will increase or decrease throttle by some amount when its trigger-condition occurs. The uses for this would be moderately limited, avoiding overheating on takeoff or maybe adjusting thrust on a lander. 3) Action groups, for that matter. For when I need things to happen one after the other. The trigger would fire its action group when another, specific action group goes off. If the trigger could be "if several action groups go off", this would allow fairly straight-forward implementation of doing x when complex set of y conditions is met. Other triggers could just turn on other, empty action groups, for the final trigger to see whether it's time has come. 4) A delay. For the "after" part of "one after the other". For example on the fuel trigger. Trigger an action group or another NOT at the moment the trigger condition is met, but n seconds later. Decouple not when the fuel is gone and the stage has burnt out, but 1 second after that. 5) Orientation. A trigger that goes off when the navball reaches, or departs, from a specific position, possibly with the option to define a tolerance around that. So that, for instance, a burn is started the very moment the ship is facing the right direction, or for release of a reentry capsule from an orbiter at just the right moment. I'm sure most of this will be anywhere between monumentally difficult and impossible. I don't "expect" any of it to be implemented by anyone. Just throwing those out there. Kthanksbye! -
1.1 64bit always crashing
DerGolgo replied to eroglu994's topic in KSP1 Technical Support (PC, modded installs)
I have constant, unprompted crashes, also. Most of the time while I'm fiddling about in the VAB. But quite often, I'll start the program, and while the long loading process rumbles along, do something else for a few minutes. Then I look at the taskbar and there's an "Ooops" task next to KPS. I have collected a few dozen logs. Trying it out without logs now. Usually had it set to "Run 64-bit player". I've switched that off, started the game and Ooops.