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Everything posted by Tonas1997
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Tonas1997 replied to Theysen's topic in KSP1 Mod Releases
I might be able to help with that one. The incompatibility is due to an unexpected interaction between the ways both RealFuels and TweakScale fiddle with engine masses. Scaling up works fine, but once an engine is scaled down there's a good chance it will end up with negative mass - and the physics engines will get understandably confused This bug can be avoided by disabling RealFuels' mass saving bonuses from the engines: @PART[*]:HAS[@MODULE[ModuleEngineConfigs]]:NEEDS[RealFuels,TweakScale]:FINAL { @MODULE[ModuleEngineConfigs],* { @origMass = -1 @CONFIG[*],* { @origMass = -1 } } } @PART[*]:HAS[@MODULE[ModuleEngines*],@MODULE[ModuleFuelTanks]]:NEEDS[RealFuels,TweakScale]:FINAL { @MODULE[ModuleFuelTanks],* { %basemass = -1 } } As for the solar panels not changing their charge rates with TweakScale, I'm still investigating.- 2,216 replies
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[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
Tonas1997 replied to Shadowmage's topic in KSP1 Mod Releases
I hadn't tested it prior to my post; while looking through the mod files, I came across that config and got curious to know if it would work on my RSS/RO modpack. Wasn't aware dust colours had been updated to use a different system. But I'll report back if I come across any problems. -
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
Tonas1997 replied to Shadowmage's topic in KSP1 Mod Releases
If I wanted to change the DustColors config to support RSS, could I just change the body/biome names directly on that file? -
[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Tonas1997 replied to Theysen's topic in KSP1 Mod Releases
Is there anything in RO preventing scaled solar panels from receiving a chargeRate multiplier? I noticed that 2x sized panels didn't produce 2x as much electricity; at first I thought it was due to the KopernicusSolarPanel module replacing the stock one, so I added the following config to Tweakscale: // ** Kopernicus ** TWEAKSCALEEXPONENTS:NEEDS[Kopernicus] { name = KopernicusSolarPanel efficiencyMult = 2 chargeRate = 2 } And it still didn't work. Every single solar panel module has exponents for its chargeRate and efficiencyMult fields, but scaled up panels keep their "default" charge rate. And yes, this question also concerns Tweakscale and possible Kopernicus; I just wanted to confirm RO isn't somehow overriding my patch.- 2,216 replies
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Tonas1997 replied to Thomas P.'s topic in KSP1 Mod Releases
I'm trying to extend TweakScale behaviour to the KopernicusSolarPanel module; while the solar panels scale up, there's no change in efficiency or power output as there is with stock configs. So far, I added this to the appropriate file: TWEAKSCALEEXPONENTS:NEEDS[Kopernicus] { name = KopernicusSolarPanel efficiencyMult = 2 chargeRate = 2 } While this mainly concerns TweakScale, I'd like to confirm that the KopernicusSolarPanel module still makes use of these properties (efficiencyMult and chargeRate). -
In KSP 1.3.1 (RO/RSS modpack), the charge rate of scaled solar panels doesn't seem to change; I guess this is because Tweakscale ony defines exponents for ModuleDeployableSolarPanel, not KopernicusSolarPanel - which replaces the stock module. Am I correct?
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Got it! Apparently it was already installed (version 1.0.0.8). However, the metallic shaders seem to be absent; the SSTUShaders.cfg files only has the following: KSP_SHADER_BUNDLE { name = SSTUShaders universal = 000_TexturesUnlimited/Shaders/sstushaders-universal.ssf } KSP_SHADER_DATA { name = SSTU/PBR/Masked shader = SSTU/PBR/Masked iconShader = SSTU/MaskedIcon } KSP_SHADER_DATA { name = SSTU/Masked shader = SSTU/Masked iconShader = SSTU/MaskedIcon } KSP_SHADER_DATA { name = SSTU/SolarShader shader = SSTU/SolarShader iconShader = SSTU/MaskedIcon } Was that shader addded later? If so, do you know whether or not later releases would work with KSP 1.3.1?
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Tonas1997 replied to Ger_space's topic in KSP1 Mod Releases
I tried starting/exiting KSP without changing any KK... stuff, and the ModuleManager still complains about a changed cache. I went and checked the log, and this was the result: [LOG 15:18:26.003] [ModuleManager] Checking Cache [LOG 15:19:25.671] [ModuleManager] SHA generated in 59.548s [LOG 15:19:25.672] [ModuleManager] SHA = CA-D6-05-7F-25-40-1E-76-C0-28-B7-6A-48-BE-AD-FC-88-50-2C-F3-91-92-31-AA-58-38-D0-B5-71-02-55-5B [LOG 15:19:26.475] [ModuleManager] Changes : Added : KerbalKonstructs/FreeStatics/KKflagDemo/AutoGrasDemo .cfg Deleted : KerbalKonstructs/FreeStatics/KKflagDemo/AutoGrasDemo.cfg That "AutoGrasDemo .cfg" file will ALWAYS change between startups, meaning MM won't ever be able to cache the patches. Is this working as intended? -
[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Tonas1997 replied to Theysen's topic in KSP1 Mod Releases
Is the Mk1-2 (4m) rescaled capsule supposed to have an IVA model? It seems to be broken on my 1.3.1 install of RSS.- 2,216 replies
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Tonas1997 replied to Thomas P.'s topic in KSP1 Mod Releases
Two questions: 1- Since the most recent versions of Kopernicus have a backport for 1.3.1, could I just replace the version I have with a newer one without the risk of incurring in any problems? I'm using a RSS + RSS Extended + Sigma Binary modpack. 2- How can I set the visibility of orbit lines? I remember a few mods using this option - most notably star packs. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Tonas1997 replied to Ger_space's topic in KSP1 Mod Releases
How do I set the KSC camera angle? Ever since I added a new statics group (HIF, crawlerways and a launchpad) the KSC menu camera focuses on the new launchpad, which leaves the rest of the space center out of view. I managed to change the SC camera angle to somewhat mitigate the problem, but can I change the point of focus? -
I tried launching a rocket from LC14 and the game went completely haywire. Some weird white part (which promptly went flying away from the Earth) appeared instead of the rocket, the compass/navball went crazy, and couldn't even press escape. So a full-blown kraken attack. I did converted the static to a launchsite, btw. Did I do something wrong, or are the pads broken for KSP 1.3.1?
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Tonas1997 replied to Ger_space's topic in KSP1 Mod Releases
Just realized any Kerbal Konstructs changes (new/deleted statics and/or groups) break the ModuleManager cache on the 1.3.1 version of KK. This essentially means the patches have to be re-applied everytime the game is loaded after KK changes. Has this been fixed yet? -
[KSP 1.12.2] Physics Range Extender v1.21.0 (04 Sep 2021)
Tonas1997 replied to jrodriguez's topic in KSP1 Mod Releases
Neither have I; it's definitely harder to pull off, but incredibly rewarding! -
[KSP 1.12.2] Physics Range Extender v1.21.0 (04 Sep 2021)
Tonas1997 replied to jrodriguez's topic in KSP1 Mod Releases
Thanks for the reply! I'm not playing KSP as of now, but will get back to it in a few weeks once I get a better laptop. I was actually thinking about doing it the hardcore way, with my own kOS scripts -
[KSP 1.12.2] Physics Range Extender v1.21.0 (04 Sep 2021)
Tonas1997 replied to jrodriguez's topic in KSP1 Mod Releases
Huh. @jrodriguez mentioned the 1.8.0 version also worked for previous 1.4 releases... can the latest version (1.9) also be used on 1.4.x? As a side note, has anyone tried fly-back boosters on RSS? In other words, is it possible to set a ~200km physics bubble without significant wobblyness on the stages? -
Hello! This post concerns the 1.3.1-compatible release(s) of SSTU, and I don't know if the problem has been fixed yet. Scaling up some SRB's doesn't seem to work. The GEM-40 and UA-120 based motors (RO configs) usually explode instantly upon ignition, when said motors have been increased in diameter from their default size. It seems to be caused by overheating, since I've seen the heat bars flashing briefly on the left side of the HUD. Is this problem familiar to anyone?
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Yeah, those planet packs will probably require custom configs. But thanks, will give it a try in RSS!
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Has anyone tried to use this in KSP 1.3.1?
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Tonas1997 replied to nightingale's topic in KSP1 Mod Releases
I'm having some trouble with a couple of contracts that use RemoteTech parameters. Basically, I took RP-1's contracts and ported them over to a standard RSS/RO modded save. Some of them include references to RemoteTech's communication parameters, like VesselConnectivity. Now, contracts that are build to work with non-stock parameters usually require a :NEEDS tag on the definition. Example from RemoteTech's own contract pack: CONTRACT_TYPE:NEEDS[RemoteTech] Obviously, this seems to work on that pack. However, RP-1's contracts aren't loaded. Not a single contract that depends on VesselConnectivity or KSCConnectivity gets loaded into the game, generating this log error (or similar, depending on the contract and the parameter): [ERR 19:37:56.677] ContractConfigurator.ParameterFactory: CONTRACT_TYPE 'GeoComSatNetwork',PARAMETER 'VesselConnectivity' of type 'VesselConnectivity': Unknown parameter 'VesselConnectivity'. Stuff I tried to do: No tag (didn't work) :NEEDS[RemoteTech] tag (didn't work) :AFTER[RemoteTech] tag (didn't work + generated ModuleManager parsing exception) placing the contracts on a "zzContracts" folder, to make sure they would load after RemoteTech (didn't work...) What am I missing?- 5,225 replies
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[1.4.x] Orbital Decay - Resumed v1.6.1.1, 04 Jun 2018
Tonas1997 replied to Papa_Joe's topic in KSP1 Mod Releases
Which version of Orbital Decay should I get for KSP 1.3.1? The releases page is kinda confusing -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Tonas1997 replied to Nils277's topic in KSP1 Mod Releases
Erhm... huh, this is embarassing. My save wasn't loading the configs because my Kerbalism is using a custom profile suited for RSS, not the default/classic ones. Which makes perfect sense. On the same subject: do you think any of the already implemented profiles would be suited for RSS? I know this is more of a Kerbalism-related question, but I used that mod's own greenhouse as a baseline and multiplied resource inputs/outputs by 1.8. This number was a bit of a rough estimate based on the notion that a land-based greenhouse would be far more capable (and costly, resources-wise) than a spaceborne one - Kerbalism's greenhouse was undeniably designed to be used in space habitats.