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Barar

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Everything posted by Barar

  1. I just put up a patch version that didn't have the better looking ocean mod with it to avoid confusion and simplify it for others since I posted it to the forum thread. Both are perfectly valid and will work. The patch itself is a bit messy with all the %, don't really need them. Could probably just do a !Ocean{} then re-add the ocean. But it was a quick config I made up. Since I had actually modified the Fust.cfg itself but didn't want to redistribute it since its not my work. Also moved the :FINAL to the end since it looks better, didn't make a difference game wise as far as I know. Ahh I'm jealous I didn't catch this. Maybe @AndrewDrawsPrettyPictures will add an error so we can find them. I am wondering why the fust_height.dds is 4800 x 2400 instead of 4096 x 2048. Any reason to not use power of 2 for texture compression?
  2. I have a weakness for different rockets, this looks nice. You could make it compatible with both. A bunch of ways to go about it. Some I could think of, probably a bunch more. You could also do Multimode Engines and switch between resources. This would also work with the ISRU's, just could require some tough balancing if you don't play with a particular mod that uses a specific resource. I do find it less intrusive to add to a part, then to change the parts existing stats, as it could mess with other people's balancing. That may be one of the benefits of creating your own resource, no conflicts with other mods. Using water for instance, you happen to make water too easy/hard to get with a MM tweak, and it affects a bunch of life support mods. Way to discourage use of certain engines in homeworld (or worlds with life, for mods like KSS) (Or Not) Going off the above statement, many of these engines would be absolutely unacceptable to use for atmospheric operation (Most notably: open cycle GCR and the NSWR). Note I’m not deadset on this; perhaps the Kerbin EPA is lackadaisical towards large-scale radioactive pollution? The FTL mod has an ability where you cant jump your drive unless you are far enough away from a planet. It gives a % chance for FTL jump. I wonder if you could do something similar. Engine wont start unless X amount away from a planet, or maybe random parts could blow up. I know Blutonium is used in Solaris Hypernautics which hasn't been updated for a bit. I look forward to seeing your work.
  3. I missed this a few times since OPM would have it enabled. Great changes, looks pretty slick. Quickly looking through the configs I spotted a few missing .dds in the fust.cfg. All the others look fine. A little tweak for the Javine.cfg, if your interested. Before. After. I'm still having issues with Fust being covered in all ocean. I used the cheat "set Orbit" Fust, my vessel was at 543045 or 67251m. The Ocean looks to be a few thousand feet in the air. While you are zooming out, you can see the transition to the scaled version. It looks like Fust has an atmosphere when you do this, but it is the ocean(Do not have EVE installed). I used my fust patch and it makes the ocean work with no problems as far as I can tell(Only did one suicide burn into it today). I did sample the ocean color from the fust_scaled.dds, it comes in a bit brighter blue, but it is nice for me. Fust patch
  4. A suggestion to help with making this mod a bit lighter. You do need to enable with a config below. @Kopernicus:FOR[DwarfPlanetsPlus] { useOnDemand = True useManualMemoryManagement = True } Nice little planets pack, look forward to your updates.
  5. Have you turned on advanced tweakables in Settings under General? You can then go into the game and see the fuel flow on the parts with the right click GUI. You can also set fuel priority.
  6. Don't use the mod but does the WIKI help? https://github.com/sswelm/KSP-Interstellar-Extended/wiki/Thermal-Ramjet-Nozzle-and-Thermal-Turbojet Seen some Youtube videos but they are from 2014, so not sure if they are accurate.
  7. As he mentioned, this is his mod folder that he holds his mod in. Not his actual gamedata folder. The dropbox link looks incorrect. You need to open dropbox on your computer. Right click on the file you want to link, and do a copy link. Then post that link. It should look something like this made up one https://db.tt/EHROSfJdS (Not a real link). It looks like you copied from the address bar at the top of your screen. For the error, its probably a mod conflict since it started recently. One thing I do minimize this issue, is make a backup copy of my KSP with mods. So when I do a bunch of upgrades at once, if I have issues. I can fall back to a known good version. Then add one mod at a time till the issue reappears. With a 15min loadtime that can take some time. Compared to it being broken though, might be a time saver. I hope you can post your log so we can look it over.
  8. Nice, you found the problem. I had similar issues with my joystick, but it was plugged in. I had unplugged it while I was in game to fix so maybe I did a slightly different sequence. Was looking at upgrading mine as it has too big of a dead spot for resistance feedback, so if I was not holding it, it would slowly rotate my craft.
  9. If no log, I can only say to check that you have the command module oriented properly and not set to a target. Trying the right click context menu of control from here on a command module. I don't know if you have MechJeb or any other mods installed that could be causing this. Tough to help.
  10. Just ideas on how to make Kerbals more meaningful. As it is, you only need one engineer to benefit everything connected. For me, it would be nice to set up a mining base where the ISRU and Drills had to be crewed(different models would be needed). Instead of just keeping them in a command module. It is why I mentioned to be able to enable the option for an engineer bonus type to only affect the part crewed or adjacent if enabled. This way, if I had 6 drills and 2 ISRU that needed to be crewed to work. I would need to bring along 8 Kerbal engineers to run them all. As it is, I would need 8 separate vessels to do this right now. Yes, it could probably be bulky unless someone made an animated model that could deploy. But that would just be a challenge to overcome in setting up a big base. I don't see it as taking anything from the existing gameplay or forcing anyone into playing a certain way, since I am only suggesting to add a tool for modders.
  11. I only had rotational problems when I had my joystick plugged in. It was slightly off center and would spin my craft. Does your SAS show in constant use with the two circular arrows when it is active? The only other thing I can suggest with out any kind of log is that you have a mod like PersistentRotation running or a mod conflict. If you post a log, people might be able to help with crashes.
  12. Are you sure it wasn't Scatterer, those mods do not touch oceans. SVE adds realistic clouds and atmosphere configs for EVE to use. SVE Hi-res textures pack provides the textures for EVE clouds, city lights and does not contain any ocean textures. EVE is the module that implements and runs the SVE configs and textures in the game. Scatterer does this for Oceans Ocean shaders (with transparency, sky reflections, foam, refractions and underwater effects) It may be the clouds and atmosphere covered your oceans to make it look better from afar, but did not make any underlying changes to the oceans. Ocean changes without Scatterer.
  13. Ahh, ok just trying help. Did you find any of the other issue I posted of use?
  14. Hey @Galileo , thanks for this mod. Its got quite the view. I did run into a few issues, I was getting 433 of these errors in my log. While working to fix this, I ran across this error. Wondering is the wrong materialType? Just a last possible tweak to files, nothing serious
  15. Take your time and get it right. I'm sure you need things like sleep, food, social interactions.
  16. So in 1.4.2 they changed the output_log.txt location. As you can see, you are looking at your old log from 1.3.1. [KSP Version]: 1.3.1.1891 (WindowsPlayer x64) (x64) en-us ============================== The new spot is the filepath below. %USERPROFILE%\AppData\LocalLow\Squad\Kerbal Space Program\output_log.txt Or read in here for more information. I would recommend if you are doing some heavy modding to maybe make a copy of KSP on your desktop for Backup or modding. It does not need to run in the steam folder. I usually make a back up of a good mod install before I make a bunch of changes. It has saved me a bunch of frustration reverting back to a known good setup. Or getting hit with a steam update.
  17. I see you are using 1.3.1 I dont use Realism Overhaul or Tweakscale. But from what I can tell from the forums, Tweakscale is not supported by RO, and your logs seem to agree. 536 of these errors in your logs. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [TweakScale] Exception on writeDryCost: System.NullReferenceException: Object reference not set to an instance of an object at PartModuleList.Contains (Int32 classID) [0x00000] in <filename unknown>:0 at PartModuleList.Contains (System.String className) [0x00000] in <filename unknown>:0 at TweakScale.PrefabDryCostWriter.WriteDryCost () [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [TweakScale] part=TacLifeSupportContainerLarge375 (non RO/nocost - Life Support Supplies Container, 3.75m) Also found 66 Errors for this RealismOverhaul resource, and keeps adding "ContractConfigurator.ParameterFactory:GenerateParameterFactory(ConfigNode, ContractType, ParameterFactory&, ParameterFactory)" on every error, growing rather large. Start. Finish Also 93 of these errors related to FAR and Procedural Part FAR and Trajectories not playing well together. FAR and Mechjeb issue. FAR and engine faring errors So RO, Tweakscale, FAR, Contract Configurator, Procedural Parts, Trajectories, EngineFairings and Mechjeb. Some other smaller errors in logs but did not comment on them. Not sure how you want to go about resolving your issue. I would personally do a clean install, adding one by one just the mods you think are conflicting(minimize issues and quick load time). Once you sort them out, add in all the other mods that you normally run.
  18. Haven't built that recently, if you could provide a craft file to test that would be great. I could drop one on Mun and test it. Or one up that, If we have similar mod setup, you could provide a save. It looks like you have USI, KIS, KAS and Vens Stock Part Revamp? Also a log file of you using the craft could help find the reasons for FPS drop. You know load it up, control the craft and move it around. Then submit that log generated from your play. You could be spamming Null Reference Errors or other in the Alt-F12 debug menu. See below for getting a log file. Log file could be useful to see any conflict you have. If thats to much, Probably best to ask in the Konstruction thread on issue.
  19. I caught KSP on a steam sale knowing nothing about it, jumped right into the game to play around. So mine was that I didn't know staging was triggered by the space bar. So for my first few launches I manually activated each engine in the context menu, then throttled up. SRB's were tough to start at the same time. Decoupling each stage with the context menu. So did a bit of reading and face palmed.
  20. No worries, I hope the next update will have a lot of the changes. Just wanted to stamp out any issues as I see them and help.
  21. @AndrewDrawsPrettyPictures Just me again, was tweaking my setup. Did an install of Final Frontiers and noticed a few things of issue. Ribbons issues. I did have an issue with another part of the planet configs that took sometime for me to sort out. But at the end of it, I found the issue and this would fix it.
  22. I wouldn't mind if they added the minimumCrew = *, requires = Pilot/Scienetist/Engineer to other modules. Right now it exists in the ModuleCommand and ModuleScienceLab. If it was added ModuleResourceConverter, ModuleGenerator, ModuleResourceHarvester, ModuleAsteroidDrill and others. One could easily make a crewed drill, ISRU, engine rooms. If you wanted to add engines to the list, you could make it work like the radiators that affect up to x4 parts. So there would be a reason to carry more Kerbals since you would need to crew parts for them to work. As it is, you only really need one pilot, one engineer, and two scientist for everything. If you had a massive engine build, it might require a module with 2-3 level one Kerbal engineers or one level 5, and maybe a pilot. Surveying a planet with scanners, auto-tracking solar-panels, running a nuclear reactor would require a scientist crew member or be adjacent to the pod. A simple right click context menu could say "Engineer required (2)". This could all be fleshed out and balanced by mods, so stock game would not even be affected. Could even lock it out in the menus like advanced tweakables. Ideally it could be its own module, as a made up example below. ModuleResourceHarvester { CrewModule { SurefaceAttach = true Nodeconnected = true MinExperianceLevel = 1 MaxPartAffected = 5 Adjacent = true minimumCrew = 3 { requires = Engineer requires = Engineer requires = Scientist } } }
  23. The USI PAL Konstruction parts gives a Kerbal bonus to lifting parts, not storing, you just need to be in range. Not sure how it works in space but should be the same. This shows what the KIS USI Bonus is set too in the KIS.cfg. The increases are from 6 - 22 tons with a range of 6m -16m depending on the part. Should make installing a docking port no problem.
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