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Everything posted by johnnydope
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Hello KSP community! This is my first mod I'm putting out for a test drive. This is a MAS-Enabled IVA for the Firespitter Apache cockpit. It is intended to be as accurate as the props i had available will allow. It's not perfect.. YET... But hopefully support for the functions of some props will come soon. This mod refreshes and brings FUN back to Firespitter! Plus i just love helicopters for some reason.... and I wanted a realistic cockpit to fly around in! Have fun everyone! Download Link: https://spacedock.info/mod/2993/Firespitter Apache IVA Upgrade
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KSP IVA Editor Station SETUP To create a functioning workstation for editing KSP IVA's and props, follow this installation manual EXACTLY and everything WILL WORK. STEP 1: DOWNLOADS Download the following files from the internet. Names and versions are PRECISE. a) Unity Hub - Install current version from website, register and login. b) Unity (Main Editor Program) "Unity 2019.4.18f1" c) PartTools_AssetBundles_2019.4.18f1 d) TextMesh Pro Release 1.0.56 - Unity 2017.3 e) ImageMagick - download installer from website STEP 2: INSTALLATION If all pre-requisite software has been downloaded, begin with installation of the main UNITY program. Confirm installation success and note installation path. Next, open UNITY HUB and select "INSTALLS" from left Menu. Select "LOCATE", and show "UNITY HUB" where you installed the main UNITY program. "2019.4.18f1" should now show on the list. Now navigate back to the "Projects" menu. Select "New Project" button, and select "3D Core". Give your project a name under "Project Name", and select "Create Project". Unity will now launch. Minimize Unity, and launch "ImageMagick" installer. Upon completion, close "ImageMagick" if running and return to Unity window. STEP 3: Modding UNITY With the UNITY window open, select "Window" from menu bar, and select "Package Manager". Scroll down the list and find "TextMeshPro", highlight it and select the "remove" option. This gets rid of the version you DO NOT need. Allow un-installation to finish and close "Package Manager" window. Now select "Assets" from menu bar, and select "Import Package > Custom Package". Select your download of "TextMesh Pro Release 1.0.56 - Unity 2017.3". When extracted it will be a "Unity Package File". Click OPEN. Now an "Import Unity Package" window will open. Make sure everything is selected and hit "Import". Now select "Assets" from the menu bar again and select "Import Package > Custom Package" again. After the "Import Unity Package" window opens, select your "PartTools" download after extraction, and once again check that all boxes are checked and hit "Import". Now you will see a new entry on the menu bar called "KSPAssets". Now on the bottom navigation window, make your way to the following path: Assets > Plugins > KSPAssets. Check that BOTH "KSPAssetCompiler.dll" and "KSPAssets.dll" have the checkbox "Validate References" UNchecked. To check, highlight the .dll and look at the info that shows up on the right menu panel. "Inspector". (WITHIN UNITY) CLOSE UNITY. OK now you're done setting up the tool. STEP 4: Setting up your KSP content. Install a fresh copy of KSP In a folder of your choice just note the installation directory. Within THAT particular installation of KSP, now add any mods required if the target you are trying to edit is part of a mod pack. Dont worry about mod pre-requisites for functionality, just put the mod that contains the IVA and PROPS you want. This will be your "UnTouched" GAMEDATA folder. Now create a new folder somewhere you can find it, this will be your "Modded" GAMEDATA folder, and copy the GAMEDATA folder into your new "Modded" folder. After this point only work in/on the "Modded" GAMEDATA folder. Carefully go through the stock and mod folders and trim as much as you can. Most things can be deleted except the "Spaces" and "Props" folder. Just keep in mind the IVA you want to modify has to BE there. AND all the stuff you want to use prop wise has to still be there as well. When done trimming, return to the root of your "Modded" GAMEDATA folder in file explorer. In the file explorer address bar type CMD to get a command prompt window to show up within GAMEDATA. Copy and paste the following command. (assuming you DID IN FACT install ImageMagick as instructed) FOR /R %f IN (*.dds) DO mogrify -verbose -flip -format png "%f" Now the textures of all things you are about to work on will show up in Unity. All your content is now setup to work. Open Unity Hub and you should now see your project listed by name. Open your project and select from the Unity Menu Bar, "Tools > KSP Part Tools". Drag and drop the "Part Tools" window over to the right beside "Inspector". (common usual location for it) Now click "Set Data Dir" and select your "Modded" KSP GAMEDATA folder. You should now see two menu columns labelled "Spaces" and "Props" populate. INSTALLATION COMPLETE Tested in 2022 on KSP 1.12.2 Now you can spawn any IVA or prop and re-decorate it to your hearts content! Have fun!
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Thats ok. I can be patient for all the bugs to get worked out. Im not in any rush. Id rather wait for a good job, than pressure people for a crappy bandaid fix that breaks other things.
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OK. Thanks anyway. I do however have a question of a new subject. MechJeb & kOs. RPM fixed MechJeb & kOs integration and it fully works on the JSI version of the 40x20 mfd. The ALCOR mfd and any MAS mfd fails to see mechjeb or kOs present. Why is that? No more autopilot for MAS right now it seems. I installed everything fresh in a new install of ksp and tested this on IVA's already made by others. Its a shame. That beautiful autopilot board in the OPT JHT cockpit you made i cant even use right now...... (sadface)
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Hello @L0ck0n. I would like to start building a few MAS enabled IVA's for your cockpits. I just finished the Apache from firespitter and would like to start on your helicopter cockpits next. Are you interested?
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Greetings @MOARdV I absolutely love your prop pack so much i caught the IVA creators bug myself. I just finished a cockpit but im having a problem. i looked hard through all the wiki documentation and could not find any reference to what i was looking for. Long story short, i cant seem to find the command to toggle FSengines on and off. the switches you provide respond to rocket engines but not the stock ksp turboshaft or firespitter helicopter engines. is there any way to setup the internal props to interact with the helicopter and propeller blades? Im literally a lightbulb and a switch away from releasing this IVA. very frustrating. Any help would be appreciated. I did manage to find an ugly workaround but id rather do it properly. I tried putting lines like GetFSengineBladedEnabled() ToggleFSengineBladedEnabled(), ive tried using the FSActionGroup "engine" which the start/stop button by firespitter uses but no luck. what am i doing wrong?
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I want to give the Cold War Aerospace Pack And Firespitter a nice ASET and MAS IVA Pack. Im having trouble getting the first one started. the apache cockpit from firespitter. unity 2019.4 says it cant find the model000 file. i found it. why cant unity? can anybody give me a proper 2021 guide on modifying IVA's?
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awwww you killed KSS for THIS? I don't play KSP for REALISM!! I've seen the ALL... I've seen the creator.... (I even fixed the damned thing so I could land on it.) I really hope it wasn't the forums bull$#!t smack talkers that brought you down and killed KSS. I think you really had something going there. THIS mods kinda boring side by side comparison.
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
johnnydope replied to StarCrusher96's topic in KSP1 Mod Releases
here's a list of stuff that DOES work. Mind you I have a XEON powered computer. Great for handling lots of physics calculations. FTL drive continued I find works better, is smaller and simpler. Plus I like the beacon to beacon teleport. no few minutes.. INSTANT! only hard part is sending your probes out really early in the game so they get to their destinations in a reasonable timeframe. once the beacons are in place its teleport to your hearts content!- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
johnnydope replied to StarCrusher96's topic in KSP1 Mod Releases
Solution to Common Problem #4 The orbits of my vessels changed while using KSS As some of you may have noticed, while using Kerbol Starsystem, upon loading your game you will find most of your probes/projects currently in orbital flight are NOT where they are supposed to be. This can be game breaking for a lot of OCD players. Well now there is a fix for the problem that allows you to maintain your save file without problems. Now this process can seem a bit annoying, but after doing it a couple times it goes much faster. (Practice makes perfect) So now for a step by step guide to recover your orbits and flight paths. Qualifying Factors: you MUST start your game with KSS INSTALLED. (and properly) you MUST ALREADY have a manually created save file to load WITH all your CORRECT orbit data. Alright introductions aside, moving onto STEP 1 of this guide. STEP 1: After initial game boot, and profile load, ENTER the Tracking Station Also note these are the correct target orbits im looking to achieve. STEP 2: While in the Tracking Station, take a look at your commnet visualizations and current orbit heights. You will notice both are in disarray. Now exit the Tracking Station. STEP 3: Re-enter the Tracking Station. Now you will notice one of the problems solved. COMMNET is back to normal. However orbits are still very incorrect. Now exit the tracking station once more and we move on to FIXING the orbits. STEP 4: Hit "ESC" key and select "Load Save". STEP 5: Now select your manually made save file and load it. NOT THE PERSISTENT.SFS FILE. STEP 6: After the file re-loads you are DONE!! now were going to verify it worked!! Enter the Tracking station one last time for verification. EVERYTHING is perfect once again. theres the A-27 proper AP There is the correct PE. Now lets check a second satellite. Double checking doesnt hurt. Sure enough, AP is correct! One last photo. And there ya go. PE is correct. FIX proven 100% WORKS!!! Hope this helps all who need this knowledge.- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
johnnydope replied to StarCrusher96's topic in KSP1 Mod Releases
ok all is uploaded to imgur. now gotta write the guide. edit: ok heres the link for you moderators just to see the raw data and proof of concept. im still writing the public guide now. http://imgur.com/a/ij1Nn- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
johnnydope replied to StarCrusher96's topic in KSP1 Mod Releases
i got my account made and setup fine. right now im waiting for KSP to load to take the screenshots i said i would. and thinking about how to phrase & idiot proof this guide im about to make. of course there no such thing as actually "idiot PROOFING" something... all one can do is make his/her work as idiot RESISTANT as possible. lol- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
johnnydope replied to StarCrusher96's topic in KSP1 Mod Releases
ok as it stands right now im messing with imgur. ill get a post up as soon as I can. Polar mission complete!- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
johnnydope replied to StarCrusher96's topic in KSP1 Mod Releases
sigh.... ok how the hell do I post pictures? this site is telling me "due to your browsers security settings, the webpage cannot access your clipboard directly". what do I tweak in IE to make it work?- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
johnnydope replied to StarCrusher96's topic in KSP1 Mod Releases
Beautiful. almost done that mission. ill get to the screenshots & glitch bypass guide soon.- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
johnnydope replied to StarCrusher96's topic in KSP1 Mod Releases
lets not forget about increasing the science payouts depending on the distance from kerbin. the further away you are, the more rewards there should be! And maybe a bonus for full round trip recovery from other star systems back to kerbin? just an idea. I would assume most interstellar science you would want to be able to transmit 100% of the science value because returning every time to kerbin might take a few centuries.... each mission.... I HIGHLY recommend the "FTL Drive Continued" mod to fully exploit and explore the whole KSS galaxy to all interested in Kerbol Starsystem. gotta love faster than light travel!- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
johnnydope replied to StarCrusher96's topic in KSP1 Mod Releases
wait a sec.. doesn't having the community resource pack combined with USI, EL, and Planetary base Inc. not automatically spawn resources on your worlds? I could swear they do... ill have to check again.... and same with DMagic orbital science? does this mod not automatically add science data to retrieve from your worlds? I don't see it being to hard to edit the configs to include your planets. correct me if im wrong. (no idea what goes into programming that level of detail) for example: if your rocky planets all use the same stock template, and get renamed later when the game loads, would the resource data not get copied over with the template data?- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
johnnydope replied to StarCrusher96's topic in KSP1 Mod Releases
I got a 15 minute wait either way bro. my game is SUPER heavily modded. sometimes its 4 mins wait to launch a craft but once it gets goin it goes good. so I probably wont notice the lag reduction. good job either way bro. im sure many critics out there WILL notice the reduction. im looking forward to buzzing around your kerbin-like worlds in my firespitter planes! helicopters are great for exploring low altitudes and scouting for good base locations. im hoping the game generates resources on all your planets for mining and manufacturing!! I got USI and EL for fully exploiting your starsystem! and haha cant wait to land the "Creator".- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
johnnydope replied to StarCrusher96's topic in KSP1 Mod Releases
Correct. I don't know exactly what the heck goes wrong with the "persistent.sfs" save, but KSS and it don't get along. But all craft flight data remains correct with a manual save. why? I have no idea.... BUT this knowledge makes KSS FUNCTIONAL!!!!! yay functionality!!! can continue where you left off now!! woohoo! we all need this. you cant explore a whole galaxy or kolonize it in a single day!! I will get to those screenshots when im done flying my long polar prop-plane mission. gimme like 4 hours. I gotta shut the game down to get those screenshots. everything is loaded correctly right now.- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
johnnydope replied to StarCrusher96's topic in KSP1 Mod Releases
answer 1: sadly yes... but its not as bad as losing 20 in flight satellites 'cause they crashed into the body they're orbiting....... and like 6 hours of play time answer 2: naw its not blank, jus hit escape and save game, and give that particular save file a name. done. manual save created. I advise doing it at the KSC. loading game is same process. hit escape load game, and select your manually made file.- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
johnnydope replied to StarCrusher96's topic in KSP1 Mod Releases
essentially you are just loading the game twice every time before you play. sound easier? 1st load: from title screen (game loads your persistent.sfs save) 2nd load: your manual save file. (you create this and load it yourself) note that I have saved my game after first returning to space center before I create said save file. and create a new save to replace it with game progress very frequently. I see you are wanting some proof? I suppose a few screenshots might be in order. but I swear this trick works. since KSS v.35 too the entering and exiting of the tracking station fixes another glitch with the COMMNET visualizations and lets me check how bad the orbits are.- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
johnnydope replied to StarCrusher96's topic in KSP1 Mod Releases
yes no problem. credit always appreciated. it seems KSS messes up the "persistent.sfs" save but wont mess with manual save files. once manual save files are loaded everything goes back into place. this has worked since KSS 0.35 btw- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
johnnydope replied to StarCrusher96's topic in KSP1 Mod Releases
id like to address an issue a lot of people are having and a fix. 4. The orbits of my vessels changed while using KSS. QUALIFYING FACTOR: you must have started your game with KSS installed. yea, they do that but there is a stupid easy fix to put all your orbiting machines back where they belong. I have a little ritual upon loading ksp up and it works every time. first, while everything is PERFECT meaning all your orbiting machines are where they are supposed to be, MANUALLY create a save file and name it. THIS is what saves your butt. second, now ksp is loaded and you have loaded your "persistent.sfs. save, enter the tracking station. you'll notice your orbits are all messed up. now exit. now enter again. now exit. now load your manual save file and and ALL IS WELL! everything is perfect again. sometimes you can get away with only entering and exiting the tracking station once b4 save file load. SOMETIMES. now for some feedback for starcrusher: dude you should be charging people money for this mod. its good man. cant wait to see what you do with it down the road. i like the fact "The All" looks like a real world representation of a portal/wormhole in a stable configuration. I think a wicked idea would be to make "The All" functional that way. say if you make physical contact with it, it should teleport you to a random spot in the galaxy. just an idea from what it looks like. quick question for ya bro, if I use "-forced3d11" will I encounter any issues? I do not have scatterer installed as it kills my system. I get very few fps. Lagtacular with scatterer.- 4,170 replies
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Hello KSP community. All my KSP components are up to date, and now im having a rather small issue. The "apache" cockpit's displays don't react. Or do anything for that matter. Does anyone know of known mod interactions that kill the cockpit's screens? I know they're not ASET level of detail or anything but I liked their simple old school military style. Again not a big issue, but it'd be nice if they worked. I miss 'em. Do note that I indeed have RPM and ASET props & avionics installed in their respective latest/req'd versions. As well as a lot of other heavy mod packages. KSP v1.2.2 FS v7.5.1 MM v2.7.5