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Everything posted by Coyote21
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So I've been playing with this mod and the GAP contract pack that goes with it and I'm liking it so far. But I have some questions and because I don't know what is WIP, what is a bug and what is stuff I'm doing wrong, I'll just ask my questions and hopefully ppl smarted than me can tell me what/who is the problem. 1. First I'm not sure I'm getting the advantage of "opening" a base. For example, one of the first bases you get a contract to fly to is Kola Naval Station. It cost iirc 150,000 to open and I don't seem to get anything for that except I can launch from a runway a stones throw away from the KSC. Am I understanding this right? I expected I would gain access to new buildings that would give me more science/min or funds/min or something. I thought maybe it was an anomaly until I flew to Cape Kerman which appears to be a large launch site complete with astronaut complexes, R&D, Tracking stations and a large golden statue of a famous Kerbal, but again I don't seem to get anything for my money except a new launchsite that is arguable worst than the KSC (non equatorial). Is this just b/c these are the closest bases to the KSC and facilities will improve the further out I travel, have the new buildings just not been implemented yet, is this just not working right for me, am I not using it right or am I expecting more from this than was promised? 2. Hopefully a simpler question, or maybe not... I don't understand how the ILS works. I turn on the landing assist and I get 3 horizontal bars over my craft and a matching set of horizontal bars over the beginning of the runway. The two sets of bars seem to increase in length as I approach the runway but how am I supposed to use them to help me land? I also sometimes get a green line telling me if I'm aligned with the centre of the runway which is helpful but I get the feeling the horizontal indicators are supposed to be used for more than telling me how far away I am, I just don't know, and can't work out how I'm supposed to use them properly. I'm hoping someone can fill me in on what the deal is with these issues, or at least point me to where I can read/research to get the answers. Oh and PS, I'm also using the new Parallax mod (so cool) and found that the new terrain from Parallax covers parts of Jeb's Junkyard and causes big problems trying to land there on crap 1st tier landing gear. Manually raising the alt of the runway and associated buildings and structures by 2-3 meters fixed the issue, just in-case anyone else encounters similar issues with Parallax.
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Nothing too specific, just kind of a nebulous concept that kinda looks like a multi-limbed "Bond" aged Sean Connery or maybe a Dr Strange Cumberbatch, floating in the void, surrounded by computer monitors, simultaneously typing on two keyboards while studying a third screen and, somehow, also drinking coffee and reading a tech manual. Oh, and of course has the 3d printer going in the background. Occasionally, he will look down, smile patiently, and deliver sage words of wisdom and advice to those who are trying to get their heavily modded KSP to work without crashing. I'm sure I'm not alone in this.....am I? TBH, didn't really think about it too much, was just surprised and a little disappointed that you looked so much like me.
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I also had the double-press weirdness, and solved it the same way as WindupHero7, above. I'd also like to add my vote for (some) of the functionality this mod offers. But it is showing it's age. LGG, maybe it is now more work to maintain than to start a new mod? Like myself, seems most ppl just really like having a configurable, named button on screen for their action groups, one that can be made to change colour if toggled. While the 250 action groups and being able to assign any key is nice (I guess) its not really needed. And the rest of the mods functionality I neither understand or use and I suspect most of it no longer works either it's just no-one uses that stuff so it's not being reported. If it in anyway counts, my vote is for a sleek new mod that simply puts a movable button on the screen that I can label, make it's colour togglable (on/off, raised/lowered, staged/not staged, etc) and, of course, it activates an action group, even if it's just one of the built-in 10 (or 50 with new axis groups). Or else maybe an update to AGM to include these features? AGM with labelled buttons in flight? I would write the mod myself except that I don't know any C#, Unity or the KSP API, and for now using this mod, despite it's quirks, is less effort than learning all that other stuff. BTW LGG, just started watching your steam on occasion and really enjoying it. Though seeing you in person ruined changed the imagined version of you. You kinda look ordinary vs the heroic image I had based solely on your KSP mod work. Just saying..... For anyone else interested in seeing the real LGG... https://www.twitch.tv/linuxgurugamer
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After updating to 1.16.2 I started to get errors from ModuleManager about RationalResourcesParts/CRP/Opt-in_OreTanks.cfg. 8 errors , all relating to the refVolume key. Seems MM can't find the #$RESOURCE[Ore]/maxAmount$ variable. [LOG 05:21:01.086] Applying update RationalResourcesParts/CRP/Opt-in_OreTanks/@PART:HAS[#RROreTank[Set]]:NEEDS[B9PartSwitch,CommunityResourcePack,!ClassicStock]:FOR[RationalResourcesParts] to MiningExpansion/Parts/Mk2OreTank/part.cfg/PART[SMX_Mk2Oretank] [ERR 05:21:01.086] Error - Cannot parse variable search when inserting new key refVolume = #$RESOURCE[Ore]/maxAmount$ [WRN 05:21:01.086] Cannot find key refVolume in PART [ERR 05:21:01.086] Error - Cannot parse variable search when inserting new key baseVolume = #$../refVolume$ [LOG 05:21:01.087] Applying update RationalResourcesParts/CRP/Opt-in_OreTanks/@PART:HAS[#RROreTank[Set]]:NEEDS[B9PartSwitch,CommunityResourcePack,!ClassicStock]:FOR[RationalResourcesParts] to MiningExpansion/Parts/Mk3OreTank/HugeTank.cfg/PART[SMX_Mk3OreTank] [ERR 05:21:01.087] Error - Cannot parse variable search when inserting new key refVolume = #$RESOURCE[Ore]/maxAmount$ [WRN 05:21:01.087] Cannot find key refVolume in PART [ERR 05:21:01.087] Error - Cannot parse variable search when inserting new key baseVolume = #$../refVolume$ [LOG 05:21:01.087] Applying update RationalResourcesParts/CRP/Opt-in_OreTanks/@PART:HAS[#RROreTank[Set]]:NEEDS[B9PartSwitch,CommunityResourcePack,!ClassicStock]:FOR[RationalResourcesParts] to MiningExpansion/Parts/Size0OreTank/Microtank.cfg/PART[SMX_Size0OreTank] [ERR 05:21:01.087] Error - Cannot parse variable search when inserting new key refVolume = #$RESOURCE[Ore]/maxAmount$ [WRN 05:21:01.088] Cannot find key refVolume in PART [ERR 05:21:01.088] Error - Cannot parse variable search when inserting new key baseVolume = #$../refVolume$ [LOG 05:21:01.088] Applying update RationalResourcesParts/CRP/Opt-in_OreTanks/@PART:HAS[#RROreTank[Set]]:NEEDS[B9PartSwitch,CommunityResourcePack,!ClassicStock]:FOR[RationalResourcesParts] to MiningExpansion/Parts/Size3OreTank/HugeTank.cfg/PART[SMX_Size3OreTank] [ERR 05:21:01.088] Error - Cannot parse variable search when inserting new key refVolume = #$RESOURCE[Ore]/maxAmount$ [WRN 05:21:01.088] Cannot find key refVolume in PART [ERR 05:21:01.088] Error - Cannot parse variable search when inserting new key baseVolume = #$../refVolume$ Turns out this is because another patch from another mod (Configurable Containers) deletes the RESOURCE[Ore] module earlier in the patching order. I fixed it personally by simply replacing :FOR[RationalResourcesParts] with :BEFORE[ConfigurableContainers] to Opt-in_OreTanks.cfg but I don't know if this will work for everyone, (what happens if no ConfigurableContainers? I'm a bit hazy on MM patch ordering rules wrt modname variables that don't exist). Maybe better to add !ConfigurableContainers to NEEDS directive in Opt-in_OreTanks.cfg? @PART:HAS[#RROreTank[Set]]:NEEDS[B9PartSwitch,CommunityResourcePack,!ClassicStock,!ConfigurableContainers]:FOR[RationalResourcesParts] I guess I don't / should'nt need to use both B9PartSwitch and Configurable Containers? I'll leave it up to smarter ppl to decide best action from here.
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OK, I might have misled you a bit with the .dds icon files. Its started to happen now with .png icons as well. Kaptain's Log is now also showing purple square. It was fine for sometime, then started turning purple for no apparent reason after being clicked. I could swear I have used it many times before but now it turns into a purple square after being clicked everytime. Clicking it again or closing the Kaptain's log UI does not change it back to normal. On first loading a save it's fine, until you click on it. Do you need another output.log? https://www.dropbox.com/s/a71ao0q99atemv8/output_log - Kaptains_Log.txt?dl=0
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Yes, I only installed unBlur to try to fix it. Without unBlur the Chatterer, kOS, and QuickExit icons turn into Red Questions marks on white background. The Action Group Manager icon remains purple. Output_log.txt without unBlur installed avail here https://www.dropbox.com/s/q5lmk0acvzkus4c/output_log - No_UnBlur.txt?dl=0
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OK, sorry thought I was saving some time by only posting, what I thought was the relevant section of my log. Using version 1.7.20 installed with CKAN, with UnBlur The mods with icon issues are all the ones using .dds files for icons, but specifically in my case, they are: Action Group Manager Chatterer Quick Exit kOS I have fixed all but Action Group Manager by simply converting the .dds files to .png files. This is not working for Action Group Manager however. I have undone my fixes (returned all to original) for this output_log. output_log.txt avail at https://www.dropbox.com/s/fjyh32dokij2jpv/output_log.txt?dl=0 Let me know if you need anything else.
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Just started a new KSP install with 1.7.3 and Toolbar doesn't seem to be able to show .dds icons anymore. Any Mods that use a .dds file for their icons shows only a purple square on the toolbar. I can fix this by simply converting the .dds files to png but I'm worried I've screwed something up that will cause me problems later. The ingame Log reports "[icon filename] '(Clone)' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings." Debug log shows UnityException: Texture '(Clone)' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. UnityEngine.Texture2D.GetPixels (Int32 miplevel) UnityEngine.Texture2D.GetPixels () Toolbar.LocalTextureScale.ThreadedScale (UnityEngine.Texture2D tex, Int32 newWidth, Int32 newHeight, Boolean useBilinear) Toolbar.LocalTextureScale.Bilinear (UnityEngine.Texture2D tex, Int32 newWidth, Int32 newHeight) Toolbar.Button.get_Texture () UnityEngine.Debug:LogException(Exception) Toolbar.Log:log(LogLevel, Exception, String, Object[]) Toolbar.Log:error(Exception, String, Object[]) Toolbar.Button:get_Texture() Toolbar.Button:get_Content() Toolbar.Button:drawInToolbar(Rect, Boolean) Toolbar.Toolbar:drawButtons() Toolbar.Toolbar:draw() Toolbar.ToolbarManager:OnGUI() Have I modified something I shouldn't have? (Texture Import Settings) and how do I undo it?
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Thanks for the quick reply. Oh well easy enough to remove the trees, or remove scatterer. I'll need to decide which.
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Can anyone suggest what may be causing the visible white boxes around all the palm trees? I have tried adding/removing different combinations of mods but these remain and I can't find any similar reference to this visual issue anywhere else. KSP 1.6.1 Lots of mods but I guess the key ones (apart from KK and KerbinSide Remastered) EVE Scatterer Kopernicus Texture Replacer Spectra PlanetShine etc
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Update After watching 4x4cheesecake's video I tried using the AGX button on a Blizzy toolbar instead of the Stock Action Groups button. Clicking the AGX button once brought up the Stock Action Group menu but no AGExt UI Clicking it again disables the stock AG UI and shows AGExt UI and activates the Stock Build and Crew buttons. After this clicking the AGX button repeatedly, alternates between the AGExt UI and Stock AG, but the Build and Crew buttons remain active so at least we don't need to keep leaving the VAB to get out of Actions Groups anymore.
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Like garwel, I run alot of mods and some of the older contract packs generate lots of errors (but still work?). I'm trying to diagnose myself but don't really know what I'm doing. Here's my KSP.log anyway, maybe it can help you make it go. https://www.dropbox.com/s/7owzrkm1y917121/KSP.log?dl=0 I can tell you that at line 54263 is where I tried opening action groups but I didn't notice anything being logged after I did. After that I just exited VAB to Space Center then used Quick Exit to leave. I'll continue to try to diagnose myself and if I find anything I'll post it here. Also, nothing gets logged to the Alt-F12 Console when switching to Action Groups either.
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KSR Airports for Kerbinside Remastered
Coyote21 replied to AdmiralTigerclaw's topic in KSP1 Mod Development
Ok, I'll look forward to its release. -
KSR Airports for Kerbinside Remastered
Coyote21 replied to AdmiralTigerclaw's topic in KSP1 Mod Development
Your pics look great and I'm very excited to give it all a try but I can't find any download links anywhere. Have they been edited out at some point? or am I just blind? You have answers in your FAQ that suggest that others have downloaded and installed before which makes me think the link has just been accidently deleted recently. Anyway, a download link for the files please. -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
Coyote21 replied to TriggerAu's topic in KSP1 Mod Releases
Thanks all for the prompt suggestions, and especially for the link to "How To Get Support" never read that before. To answer your questions, yes the staging did not include the main LF/OX engine so that screenshot sux'd at properly conveying my issues. On the other hand even if removing the boosters ARP did not detect the two LF/OX stages properly anyway. But I have since fixed the issue, thou I don't know how. I went through and removed/reinstalled a few mods and now ARP works correctly again. I suspect, but can't be sure, that it was a new mod I was trying out that caused all the problems. Thanks again all -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
Coyote21 replied to TriggerAu's topic in KSP1 Mod Releases
I've recently reinstalled KSP and now ARP is not behaving. As you can see from the screenshot, it's not showing the LF/OX resources for an individual stage. It might not be showing other stage resources but LF/OX are the only ones I've got to so far. Not sure If this is a result of conflicts with other mods, Mis-configuration or a problem with 1.3.1 compatibility but being that so many ppl use this mod and 1.3.1 has been out for some time now and I'm the first to post here, it makes me think it's a conflict or mis-configuration. Has anyone else seen this or do I need to post a long list of installed mods? Any help would be appreciated, -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Coyote21 replied to Ger_space's topic in KSP1 Mod Releases
Love this mod and kerbin-side, and I can't imagine ever playing again without them now. Thank you so much for the time and skill you have put into this. I have a question about recovery costs however. For example lets take the base KKVLA which has a Recoveryfactor of 70 (70%), plus tracking station boost to 90% and a test vehicle worth 23,541. In testing I found that landing at this base results in a refund of 69.5% because of distance from KSC (16,363) which is then reduced to 90% by KKVLA + boost (Total refund 62.6% = 14,727). Is this correct behavior? If so it doesn't make sense to me that it should work this way. It means if I landed outside of KKVLA's RecoverRange I would actually get a larger refund, 69.5% = 16,363. It actually cost me funds to locate and land at a base rather than just land somewhere in the wilderness. Have I missed a setting somewhere?