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Everything posted by orionguy
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Thank you for this thread! I have already learned so much. I am trying to build some new statics for KerbalKonstructs. I would like to keep the textures to stock because A) I'm not a good artist and B) Maybe it will help performance. Overall, I have been successful using Blender to export the models and using the KK cfg file for the model to apply stock textures. However, I was wondering if there was a way to use the stock material name in Blender so that it was included in the .mu file on export? Here is an example of what I have setup in Blender, but it doesn't show the texture in-game.
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[1.12.x] NASA CountDown Clock Updated
orionguy replied to linuxgurugamer's topic in KSP1 Mod Releases
KSP: 1.12.5.3190 Windows 64bit Problem: Countdown clock does not appear and logs an NRE in the console Mods installed: RO/RSS/RP-1 to include the following: Reproduction steps: Launch a craft and try to open the Countdown Clock window Log: Player.log -
Pressing V should switch Kerbals in IVA view. If not, check your key bindings.
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@JonnyOThan I'm having the same issue as @jebycheek above. I was using the MK2POD_ASET_IVA_Internal_MAS IVA on the Mk2Pod. KSP completely freezes after my booster tanks are empty and stage away both times. One time I was in the IVA, and one time I was watching from an external camera. Both times start spamming the "[MASFlightComputer] FixedUpdate exception on variable (fc.TargetVesselName)" error seen above. Here is the KSP.log... https://drive.google.com/file/d/15EXQplriPc64nOw0CqoHCDHMTjRB3ugF/view?usp=drive_link MOAR importantly, here is the player.log... https://drive.google.com/file/d/1uEtRfZcf5jmeOTzCKPp24tY-sPdwsj1C/view?usp=drive_link Thanks!
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I was having the same problem with RP-1/RO/RSS. You can edit GameData -> ProbeControlRoom -> MM_MC-Internal.cfg where it says INTERNAL { name = MissionControl } to INTERNAL { name = DE_MissionControl } or if you wanted to use the KSA version... INTERNAL { name = KSA_MissionControl }
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With the latest version of CKAN I am not able to "Save Installed Mod List" to a .csv file. I am running Windows 11 and have .Net 6.0 installed (tried to install .NET 4.5 manually but it won't let me since a higher version is already installed) I get the following Unhandled Exception... Object reference not set to an instance of an object. Details below...
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So is that the same issue for my post above as well? Do I need to post this issue over in Warbirds or Airplane Plus instead of here?
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Found an interesting bug with the MK1 Viewer's Cockpit from AirplanePlus. When using the Warbirds or APIP IVA with that cockpit, the back door out of the cockpit is blocked by a bulkhead labeled "Backward". When using the original Airplane Plus IVA, it operates correctly with an operating hatch in the cockpit and also on the crew cabin. Craft: AirplanePlus IVA: All other IVAs: ksp.log Thanks!
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[1.9.x] Contract Pack: Bases and Stations Reborn
orionguy replied to linuxgurugamer's topic in KSP1 Mod Releases
I think I found the problem... starting in line 191 of StationCoreCombined.cfg it should read... PARAMETER { name = PartValidHab type = Any title = Include a habitat module hideChildren = true The key there is type = Any It was trying to do a PartValidation of a PartValidation block, while it should have been accepting Any truth from the following PartValidation blocks. Also the minCount = 1 needs to go away on line 197 as it doesn't do anything in the Any block. At least that's my novice understanding of what was happening. -
[1.9.x] Contract Pack: Bases and Stations Reborn
orionguy replied to linuxgurugamer's topic in KSP1 Mod Releases
Good evening @linuxgurugamer, I'm recently having an issue with the "Launch a new space station" contracts. Looking through configurator I see the error... ContractConfigurator.PartValidationFactory: CONTRACT_TYPE 'StationCoreCombined', PARAMETER 'PartValidHab' of type 'PartValidation': unexpected node 'PARAMETER'. It seems to happen in the SSPX validation (SSPX is installed). Here is the player log. And here is my mod list... Thanks for all you do! -
I have searched here and reddit and can't seem to find a straight answer about the custom axis actions group when using a joystick. I have assigned a throttle axis to Axis 1 in the Axis Actions group in settings. There are no keybindings associated with that custom axis group. I assign the custom axis to a KAL-1000 play position in the SPH. I have tried both the Absolute and Incremental settings. Launch the vehicle and the axis is stuck at 0 (in incremental) or 50% (in absolute). Moving the assigned axis has no affect on the play position. Is there something I'm missing? I have tried Staging and Docking modes. Thanks. Oh, and just to clarify... I do already have one KAL-1000 working for the blade angle of the rotor and that is attached to my main throttle. This second KAL-1000 is for the Torque% for starting up the engine (I know I can just use keys instead of an actual joy axis, but what's the fun in that?) All,
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Ah yes, I have figured it out now. Sorry for my ignorance on the matter! The OP for KOSPropMonitor configured the most recent version to only implement the terminal. The button, label, and flag stuff is still there though and can be accessed as described in my post here...
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[Release - Final] kOSPropMonitor - IVA kOS Monitor
orionguy replied to dsonbill's topic in KSP1 Mod Releases
The buttons, labels, and flags definitely still work if everything is configured correctly. I finally realized that the Patch.cfg needs to be edited to change the template equal to a template file that actually includes buttons and labels. There is one on page 3 of this topic and I have included my own version at the bottom of this post. Additionally, the monitor has to be set to currentmonitor before trying to handle the buttons, labels, and flags. Below is a quick script that gets the total number of monitors (which is 5 in my version of ProbeControlRoom) and loops through each monitor and then loops through all 14 buttons, labels, and flags to set each one. The delegate that is assigned to each button just has it toggle the flag for the corresponding button (i.e. button 0 toggles flag 0 on and off). @lazyGlobal off. local monitors to addons:kpm:getmonitorcount(). global mybuttons to addons:kpm:buttons. global mylabels to addons:kpm:labels. global myflags to addons:kpm:flags. clearscreen. FROM {local x is 0.} UNTIL x = monitors STEP {set x to x+1.} DO { set mybuttons:currentmonitor to x. set mylabels:currentmonitor to x. set myflags:currentmonitor to x. FROM {local y is 0.} UNTIL y=14 STEP {set y to y+1.} DO { mybuttons:setdelegate(y,toggleFlag@:BIND(y)). mylabels:setlabel(y," LABEL"+y:tostring+" "). myflags:setlabel(y,"RUN"+y:tostring). } } function toggleFlag { parameter flagNum is 0. FROM {local x is 0.} UNTIL x = monitors STEP {set x to x+1.} DO { set myflags:currentmonitor to x. myflags:setstate(flagNum,not (myflags:getstate(flagNum))). } } UNTIL FALSE {}. This is the template that I am using (you have to assign it in Patch.cfg) [hw] {buttonLabel0} | {buttonLabel1} | {buttonLabel2} | {buttonLabel3} | {buttonLabel4} | {buttonLabel5} | EXIT[/hw] [#60F8F9]CPU: {currentCPU} [#60F8F9]ID: {GUID} {keyboardFlag} [#60F8F9]FLAG {flagLabel0} {flagLabel1} {flagLabel2} {flagLabel3} {flagLabel4} {flagLabel5} {flagLabel6} [#60F8F9]PANEL {flagLabel7} {flagLabel8} {flagLabel9} {flagLabel10} {flagLabel11} {flagLabel12} {flagLabel13} {l1} {l2} {l3} {l4} {l5} {l6} {l7} {l8} {l9} {l10} {l11} {l12} {l13} {l14} {l15} [hw] {buttonLabel7} | {buttonLabel8} | {buttonLabel9} | {buttonLabel10} | {buttonLabel11} | {buttonLabel12} | {buttonLabel13}[/hw] -
In regards to KOSpropmonitor, I made a post on that thread a couple days ago, asking if it has become mostly unusable. The terminal is still accessible, but the button/label/flag functionality isn't usable on MAS. And it seems that even the old RPM IVAs are now all "powered by" MAS. Please correct me if I'm wrong! I would surely like to see it work! It works... see my post below...
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[Release - Final] kOSPropMonitor - IVA kOS Monitor
orionguy replied to dsonbill's topic in KSP1 Mod Releases
Ok, I'm going to ask a potentially dumb question, and can later delete my post if I'm proven correct... I'm thinking the overall functionality of this mod is now incompatible with most common IVAs? It seems that even the old IVAs that used RPM are now running RPM "powered by" MAS. I can still use the terminal functionality with the keyboard by triple clicking the upper right button on the MFD but all of the button delegate, label get/set are not really compatible anymore. I am very appreciative of this mod while it lasted! I just want to make sure I'm not missing something (after hours of toying with it) that can make it work on the current set of IVAs that are out there (I'm thinking most IVAs compatible with REVIVA). @dsonbill @JonnyOThan @HebaruSan Thanks for all you do!!! Matt Edit: It still works... see below... -
[1.12.x] Modular Computer Package Revived
orionguy replied to linuxgurugamer's topic in KSP1 Mod Releases
Yep, they were missing the Module in each chip config... each cfg should have: MODULE { name = FStextureSwitch2 moduleID = 0 objectNames = board textureRootFolder = ChromaWorks/Parts/ComputerPackage/chip/ textureNames = chip_blue;chip_green;chip_grey;chip_red textureDisplayNames = Blue;Green;Grey;Red nextButtonText = Next Color statusText = Board Material switchableInFlight = false repaintableEVA = false showPreviousButton = false } MODULE { name = FStextureSwitch2 moduleID = 1 objectNames = shield textureRootFolder = ChromaWorks/Parts/ComputerPackage/chip/ textureNames = shield_sensor;shield_control;shield_info;shield_data;shield_science;shield_empty textureDisplayNames = Sensor;Control;Info;Data;Science;Empty nextButtonText = Next Label statusText = Chip Type switchableInFlight = false repaintableEVA = false showPreviousButton = false } -
[1.12.x] Modular Computer Package Revived
orionguy replied to linuxgurugamer's topic in KSP1 Mod Releases
@linuxgurugamer I did try that earlier. KAS is only required for making the object grabbable (i.e. adding/removing chips on IVA). In fact, I can grab, remove, and insert the one basic chip that does show up when using KAS in IVA. The problem is it is only the basic chip that shows up and has no functionality. I did just find the issue though! Since the basic chip is the only one that shows up, I took a look at what is different about chip_basic.cfg. That chip is the only one with a "category". The rest are category=-1. The only way finally found the parts was to go in the VAB editor advanced mode and filter by tech level. Not really sure if you want to go about adding categories to each chip. Maybe one of us can make a PR on Github to do that for you. Last issue is that the chip textures aren't switchable. I think that was the whole need for firespitter in the first place? I see the dds files in the mod folder for both the colors and the labels, but nothing is switchable in the PAW in the editor. Thanks again. -
[1.12.x] Modular Computer Package Revived
orionguy replied to linuxgurugamer's topic in KSP1 Mod Releases
@linuxgurugamer Thanks for looking at it. However, I did try installing a couple of the needed mods for those parts and that still didn't help. In fact, many of the chips in the mod don't need additional mods. Looking at the mod configs I can immediately see a few that don't have other dependencies... chip_barometer, chip_battery, etc. But none of them show up. Thanks again for looking at this. Matt -
[1.12.x] Modular Computer Package Revived
orionguy replied to linuxgurugamer's topic in KSP1 Mod Releases
LGG, I'll wait a few days before pinging you again, but unfortunately the mod doesn't seem to work on a clean install of 1.12.5 KSP: 1.12.5.3190 Windows 64bit Problem: No Chips show up in inventory Mods installed: Breaking Ground (BreakingGround-DLC 1.7.1) Firespitter Core (FirespitterCore v7.17) Making History (MakingHistory-DLC 1.12.1) Modular Computer Package Revived (ModularComputerPackageRevived 2.0.0.1) Module Manager (ModuleManager 4.2.2) Reproduction steps: Clean install with both DLCs. Load game. Only the "Basic" chip is in inventory and doesn't show a PAW on right click. Log: https://drive.google.com/file/d/1CRt3nOIfiZn765521BhLd65qSUTm7Obj/view?usp=drive_link -
[1.12.x] Modular Computer Package Revived
orionguy replied to linuxgurugamer's topic in KSP1 Mod Releases
@linuxgurugamer I've been patiently checking CKAN and haven't seen an update. And I have also checked the Github repository and it appears that there have been no updates since last August. Perhaps a change didn't get committed somewhere? Thanks again for everything. -
[1.12.x] ProbeControlRoom Recontrolled (adopted)
orionguy replied to JonnyOThan's topic in KSP1 Mod Releases
I have no clue how I missed the one at the CAPCOM desk! Strangely, the one at the Crash Specialist Desk is mostly hidden by the yellow work helmet of the Kerbal sitting in that position. Thanks for all the help. Now that I've found the throttle at the CAPCOM desk, I'll just keep using the KSA layout. And thanks again for all your hard work. -
[1.12.x] ProbeControlRoom Recontrolled (adopted)
orionguy replied to JonnyOThan's topic in KSP1 Mod Releases
Could you please explain how to change the IVAs manually? I was previously using DE_IVAExtension IVA for PCR and would like to go back to it (mostly because I can't see throttle position anywhere in the KSA layout). There is no IVA Switch in the PAW, so I'm assuming I would need to adjust a cfg file somewhere? -
[1.12.x] AFBW Revived (Joystick & controller mod)
orionguy replied to linuxgurugamer's topic in KSP1 Mod Releases
Thanks for keeping this mod up-to-date. I have tried installing via CKAN and Github, and both installs don't work. I load the game, get into a flight scene, and open the AFBW gui. I can click and scroll with the mouse, but as soon as I touch the joystick (regardless of which part of the AFBW gui is open) my game completely freezes and I have to quit using windows. Here is the Player.log... https://drive.google.com/file/d/17iwzt2Ffh3v__wJeVvRxGaoIPmwuqhiM/view?usp=share_link Thanks for any help you can provide!