Barar
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Everything posted by Barar
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Gigantor solar panels won't charge
Barar replied to maallaard's topic in KSP1 Technical Support (PC, modded installs)
Are you able to post a log, there might be a conflict or improper version of a mod breaking your solar panels. See below on how to get a log file. I'd like to help but haven't run into this problem, so need more information. -
This doesn't seem right
Barar replied to Numerlor's topic in KSP1 Technical Support (PC, modded installs)
It probably has to do with the hidden stock jet turbines textures, you only see about 40%ish of the jet engine. So the engine weight is offset. This mod may shed some light on it. -
slow fps and can i auto-update mods
Barar replied to tonimark's topic in KSP1 Technical Support (PC, modded installs)
You could use CKAN to update, just be careful since some mod authors recommend manual installs. If you could provide some logs, we could see what mods and conflicts you might have, see below. -
Really need a log file, it sounds like its hanging on something during loading. My mod list is a bit different and longer, but I am around a five minute load time. This can be everything from a SSD drive, computer, software, and everything in between. If you do not know how to get logs, see below.
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kopernicus [1.6.0] Extrasolar v1.8.0 [12/21/18]
Barar replied to Andi K.'s topic in KSP1 Mod Releases
Hi AndrewDrawsPrettyPictures, So I was trying to DL Extrasolar and ran into a problem. It seems the Spacedock version 1.7 link has a different version then the Github Extrasolar 1.7 link. Just confirm it today with fresh downloads. The SpaceDock files are all dated 2018-04-09 and the Github ones are all 2017-09-18. The file structures of both version are very different but state it is 1.7. I happen to have both version downloaded and installed into two different builds of my KSP. I was wondering why I was remembering files in different spots. Since it leads into my next issue. I wanted to let you know that CTTP updated to 1.0.3, it is moving the textures listed below from GameData/CTTP/Textures to GameData/CTTP/Textures/PluginData. beach.dds, beach_normal.dds, cliff.dds, cliff_normal.dds, cracked.dds, cracked_normal.dds, gravel.dds, gravel_normal.dds, ice.dds, ice_normal.dds, rock.dds, rock_normal.dds, sand.dds, sand_normal.dds, snow.dds, snow_normal.dds As you can see, in the SpaceDock version. You have a CTTP folder and your configs use these files. For example Serex.cfg lowTex = CTTP/Textures/cracked lowTexScale = 1,1 lowTexOffset = 0,0 lowBumpMap = CTTP/Textures/cracked_normal lowBumpMapScale = 1,1 lowBumpMapOffset = 0,0 lowNearTiling = 200 lowMultiFactor = 7 lowBumpNearTiling = 200 lowBumpFarTiling = 7 midTex = CTTP/Textures/gravel midTexScale = 1,1 midTexOffset = 0,0 midBumpMap = CTTP/Textures/gravel_normal midBumpMapScale = 1,1 midBumpMapOffset = 0,0 midNearTiling = 200 midMultiFactor = 7 midBumpNearTiling = 200 midBumpFarTiling = 7 highTex = CTTP/Textures/gravel highTexScale = 1,1 highTexOffset = 0,0 highBumpMap = CTTP/Textures/gravel_normal These config paths in your files will need to be changed and the pertaining dds files deleted from your CTTP folder. In Order to keep from loading these textures twice and increasing Extrasolars memory footprint. See the link for the github ticket that PoodMund, the author of CTTP, confirmed the change. CTTP change I did download and confirm that CTTP 1.0.3 has made this update. On one last note, have you thought of submitting your textures to CTTP, it looks like they take community textures, I don't see yours in it, and they do look nice. -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Barar replied to NecroBones's topic in KSP1 Mod Releases
Hi, I get this error -> thrustProviderModuleIndex = 0 Parts affected. SpaceY-Lifters\Parts\RCS-OMS SYoms1.cfg SYoms2.cfg In the config file, the ModuleEnginesFX is at the very bottom of the file. Right before it is. MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 <--- This is incorrect for where to the engine is. fxMax = 0.1 maxDistance = 5 falloff = 1.8 thrustTransformName = thrustTransform } If I copy the ModuleEnginesFX module and paste it above the ModuleRCSFX module everything works fine as it is now in the thrustProviderModuleIndex = 0 spot. You could alternatively change the thrustProviderModuleIndex = 0 to correlate to the proper moduleindex number of ModuleEnginesFX. -
So looks like SinkEmAll is supposed to be paired with Moist, as it is included in that mod. I only had this mod installed and it was not working for me. Many of the changes made are more fleshed out in MOIST, but SinkEMAll standalone does not function for me properly. As per my message, some things I feel could work better. Like using the configs for converting in game tanks, breaking out the pumps from the command modules into parts. So you can multiply them, damage them, loose them upon reentry. I should also refrain from 2am postings, just wanted to restore my little Atlantis Base again on my install as it floated to the surface and I could not sink it.
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Hi Jatwaa, I installed your Version 2 KSP 1.42. I was having some trouble. I don't seem to have a resource config for CompressedLiquids or Intake Air so they wont load. I can only fill my tanks using the Kerbal Seat, and it looks like the ModuleGenerator was removed from command modules. I only have a ModuleResourceConverter that turns CompressedLiquids into IntakeAir. I also noticed you credited me on the one patch. Thanks. Since my name is there, I updated the patch and made it a bit more fail safe. As I have command modules that use module manager, I was getting it applied. It was also applying to some other mods which have it installed that might not want it. I am not sure where you are going with this mod as I cannot read your mind. I don't want to over step any boundaries, but here is a list of deficiencies I found. No resource configs for CompressedLiquids or IntakeAir so they do not load. The Liquid fuel, MonoPropellant, and Xenon Gas tanks all have CompressedLiquids as a resource, but Module Manager is still Liquids. These two part searches is missing something between "MonoPropellant]]:[!RESOURCE". I do not know what " : " is being used for. Maybe :HAS or a , but it is ignoring the [!RESOURCE[CompressedLiquids]]:Final part of the argument. @PART[*]:HAS[@RESOURCE[MonoPropellant]]:[!RESOURCE[CompressedLiquids]]:Final @PART[*]:HAS[@RESOURCE[XenonGas]]:[!RESOURCE[CompressedLiquids]]:Final The command module no longer has Module Generator and just a ModuleResourceConverter. So my only option to fill the tanks with Liquids is to use the KerbalSeat, but I have no way of fill the CompressedLiquids tanks if they had loaded. It looks like you were converting everything to CompressedLiquids and then were going to use ModuleResourceConverter to convert CompressedLiquids into IntakeAir. I can only guess you shipped the wrong projects folder as this one seems incomplete and broken. It also shipped with ModuleManager.3.0.5. I sent you a private message with a link on the changes that I made. I hope you can look it over.
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Modding the game vs Playing the game...
Barar replied to DracoSilverpath's topic in KSP1 Mods Discussions
I ran into the same problem as you do. I first started editing individual parts configs, but when a mod updated, I had to redo everything. So I went deeper, I started making patches. So liberal uses of @PART to change items. Any parts I rescale, I just copy the config file of the mod and dump it into my own mod folder. I may need to add/change some paths for the models/textures/sounds etc. to make it work intially. But this way, it is always waiting until I install the mod again. For example, I really like the Smart Solar Panels from Dr.Jets Chop Shop. So I have made mutliple configs of them up to 10M. All with the appropriate stats changed. But since I link it to the model and texture still in the mod. It will not load unless I have the mod installed. I do this because I use the KRnD mod in Career games and it conflicts with tweakscale. Now when a mod updates, I don't need to do nearly as much work. But I do enjoy hunting for a mod I didn't know I had to have and checking out update. Dont worry, I will play your mods for you and enjoy them. -
MKS deploy button not working
Barar replied to jack gamer's topic in KSP1 Technical Support (PC, modded installs)
I am not sure which gears you are referring too. If it is a Landing Gear, which one doesn't work? Is it a specific one or all of them. You mention KIS (Kerbal Inventory System), do you also use KAS (Kerbal Attachment System) to add/remove parts. If so, does the deploy button not work after you reattach with KAS. Are you using the pop up menu to deploy, hotkey, action key, or the deploy landing gears at the top bar GUI. Have you also tried using it in the MAB/VAB screen to see if it works. You may not have probe control if you are on some other planet. Really need more specifics on your situation and what you have tried to fix it so far. -
Are you connecting to a spare node on the shroud?, I know some items have multiple nodes. I haven't used those launch clamps before so not sure, it might be a bug with the part. You can try using this NodeHelper to adjust the node easily, watch out if rescale is anything other than 1.0, as it changes the node values you get. Looking at your log file, you do have an unrelated 2877 errors. Looks like Editor action group doesn't like Click Through Blocker and spams this in VAB/MAB. Might make you lag in game. NullReferenceException: Object reference not set to an instance of an object at KSP.UI.Screens.EditorActionGroups.ConstructGroupActionList () [0x00000] in <filename unknown>:0 at KSP.UI.Screens.EditorActionGroups.ConstructGroupList () [0x00000] in <filename unknown>:0 at KSP.UI.Screens.EditorActionGroups.ClearSelection (Boolean reconstruct) [0x00000] in <filename unknown>:0 at ClickThroughFix.CBTMonitor.Update () [0x00000] in <filename unknown>:0
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What mod let you scroll through the part categories?
Barar replied to bigyihsuan's topic in KSP1 Mods Discussions
Possibly QuickScroll?, It is listed on this page as a dead mod. -
What mod let you scroll through the part categories?
Barar replied to bigyihsuan's topic in KSP1 Mods Discussions
Do you mean this mod? -
This is the closest mod I can think of that does what you want. You can assign a throttle control to each engine or a group and adjust as needed. It is a part you attach to your vehicle in VAB/MAB called a Differential Thrust Module.
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I would focus on exploring several mods that are already released or being updated to get closer to what you want to play in Career mode. I am not sure if you have any mods installed or what KSP version you are using. A Mod like USI Umbra Space Industries brings in mining, resources, life support, expanded tech tree, and many other features to expand game play greatly. It also has compatibility patches to work with and also to build individual parts in space. Planetary mods like OPM_Galileo and others can expand the game space greatly. You want more uses for science, you can use KRnD to enhance your parts. You want to make money, you can try mining for profit with The Gold Standard. You can also look at ScanSat which you can configure so you need to send probes out to scan planets, scout for resources and plan landing sites. I could mention many other mods like contract packs, different Life support mods, planet packs, and parts pack that would alter the game further. You mentioned you have very little knowledge about modding. So if you want to start modding, load up some mods. Start tinkering with them and see the effects in game. Make changes to an engine, change its thrust, ISP, drag, re-scale it, maybe write a MM patch to do it. If this doesn't make any sense to you. Jumping into Unity programming, modelling and making textures might be a bridge to far on the first mod. Worst of all, it might make KSP no longer fun for you.
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[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
Barar replied to Dr. Jet's topic in KSP1 Mod Releases
So I ran into this problem too in my Career game. I found that the CTT.cfg was not update to reflect the new ChopShop_SSP3 part. The SSP3 Mk3 (3.75m) part defaults to Advanced Electrics which comes a few tech nodes before the SSP2 Mk2 (2.5m) in Advanced Solar Tech. So SSP3 Mk3 (3.75m) will show before SSP2 Mk2 (2.5m). You can see this in the techtree when playing a career game. I did check this today on new downloads of the ChopShop_0.11.1.zip Jan 31, 2018 3.72MB 1.3.1 game version from curseforge and also the Version 0.11.2 for 1.41 released on Spacedock 2018-03-11. To fix, you just need to add in this line below into the CTT.cfg file in the ChopShop/ModuleManager folder. @PART[ChopShop_SSP3]:NEEDS[CommunityTechTree] { @TechRequired = advSolarTech } I posted this to github, but since someone else was experiencing the same issue, I wanted them to see the temporary fix. -
[v1.3] The Gold Standard - Minable Gold and Unobtainium for profit!
Barar replied to Dewar's topic in KSP1 Mod Releases
Maybe it needs to be called Obtainium. It would be nice to have it common enough that you would use it, but not so common that its the only thing you would use and depend on it. Which the engine switching would help with. I do look forward to see where you are going with it. -
[v1.3] The Gold Standard - Minable Gold and Unobtainium for profit!
Barar replied to Dewar's topic in KSP1 Mod Releases
I haven't looked at the weight of Unobtainium, how much the tank can hold, how long at max thrust 0.05 ratio would take to consume X amount of Unobtainium on the vessel. So you would need to consider weight, storage capacity, tank size/form factor, burn time of engine, and difficulty to gather/process/store Unobtainium. If your SSTO was 50TONS. But attaching an Unobtainium tank would increase the weight by 10TONS. Only to give you 5 minutes of 230% thrust increase with a temporary 20% increased weight and reduced ISP. Is that balanced? I am personally horrible at SSTO's so not sure if this is what you are aiming for. I assume the ISP is for space, not atmosphere? -
[v1.3] The Gold Standard - Minable Gold and Unobtainium for profit!
Barar replied to Dewar's topic in KSP1 Mod Releases
You mod captures a core element for me, off world mining for funds in career mode. Its an alternative that frees me from doing contracts all the time to get funds. As for gold uses, on Earth is as follows. Source 52.44% is Jewelry 25.29% Bar and coin 9.12% to Electronics 6.52% Other Industrial 4.98% Central bank So tying the gold resource to some other resource like power generation or as a fuel would take away from what I see as a core part of your mod, off world gold mining for funds. Since the majority value of gold it not attributed to industrial use. For me in career mode, the very generalized raw basic of this game are science(tech tree unlocks, KRnD), resources(Gold mining),funds(Gold turn in) and parts(Ships). Funds + Parts = Science, Science + Funds = Parts, Resources + Parts = Funds, Parts + Science + Funds + Resources = Fun for me. *note - fun can be very subjective. But the Unobtainium resource, I wonder if you would want to make it into a booster supplement? With ISRU's, drills and such, it would be easy. Just have a Unobtainium Enhanced button that could give a performance boost of 10%, 30%, 50%. It would be a copy of the regular ISRU or drill module config with the better inputs, outputs and consume Unobtainium while in use, could even make it run hotter or cooler. Engines could be a bit tricky as you may need to make your own, same with RCS thrusters. Although you could use the MultiModeEngine module were regular LFO thrust is 100, and the LFO + Unobtainium = 150thrust, or just an ISP increase. It would help taking off from EVE. Hard part would be that people could just fill it up in the VAB and use the enhance parts. If you could somehow block filling the resource in the MAB/VAB and make people mine it. Since making it really expensive would undercut the GoldOre. Making it too heavy making would make it too difficult for transport. Maybe if it was a bit more common and make it a into a gas with some ISRU processing. Then stored in a big fragile ballon like container that inflates as you fill it (MKS has a tank like this -> MKS_InflationTank.cfg ). When it is filled, it could have high drag, low breaking force, torque, low max temp so it would be difficult to survive atmosphere exit or re-entry. But could be stored in a cargo hold when empty. It could also require EC to remain full. You could move it about, but would need to be careful. Sorry just rambling on. Maybe treat it like Naquadah from Stargate. It makes everything better. -
[v1.3] The Gold Standard - Minable Gold and Unobtainium for profit!
Barar replied to Dewar's topic in KSP1 Mod Releases
The Gold is pretty heavy, but I see your point. It just disappears into a magic number in a tank nicely package and balanced to send back home. Would be fun to use a claw to wrestle a boulder and load it onto a ship planet side. Since Gold is a rather soft material and could be cut up rather easily or melted. Would it be better to make it some other material that maybe wasn't processed as easily, like a really big diamond or some Unobtanuium rock which would need gold ore to break it down. Just throwing out ideas. -
With no SAS to keep steady,reaction wheels or RCS thrusters. Reminds me of my first few flights I had spinning uncontrollably trying to get on target. Your probe core should have a reaction wheel to help straighten you out if you turn on SAS. Also might want to add a reaction wheel to help you point in the right direction, or RCS thrusters with a monopropellant tank to help maneuver. Congrats on the flight and getting into orbit, even though it looks like the Kraken appeared.
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[v1.3] The Gold Standard - Minable Gold and Unobtainium for profit!
Barar replied to Dewar's topic in KSP1 Mod Releases
That looks awesome, would download it. For my game setup, this might be too easy. I use OPM, Extra Solar. Combined with the FTL mod. I would find this method a little op if I find a big nugget. Since I would just FTL back home. Then stick a bunch of parachutes on it with a command module and drop it on my MAB. I balance this right now by having to land on a planet, setup a base with Kerbals to get the drilling bonus. MKS has lifesupport so I need build the production chain. I also need a fuel depot, water, and other resources to extract. Then I finally get up to building a launch pad to build my gold drop ships and ship the gold back to Kerbin. Before I can do that, I need to send ships to the gold mining planet, refuel the ship, take on the gold, and send it back to Kerbin. That not even including the SatScan probes I need to send to find a place with water, gold and other resources. It no small effort to get my money maker working and unlocking the science I need to do so. I am in no way trying to convince you to change what you are doing, I am simply discussing how I play and what I do. I find it a challenge doing the mining as I have made dependencies(water) and hooks into other mods like MKS and Stockalike Mining Extension that the stock play would not offer. Your mod is a must have for me, as I always download since it fits my play style, it is only parts,config files and contains no dll files that I need to wait on version updates. -
If you want to have a resource to farm you can use The Gold Standard mod. Or try to mine some other rare material from another mod. Then with the mods mentioned above, ferry the gold back to Kerbin and land near the MAB/VAB for funds. Or bring your own vessel from Kerbin. If you want to build individual parts on site you could use the OSE mod. You would need Kerbal Inventory System(KIS)and Kerbal Attachment System(KAS), It has functionality with MKS mod mentioned above. You didn't mention the version of KSP you are running, but you would need to wait for them to update if its 1.41.
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[v1.3] The Gold Standard - Minable Gold and Unobtainium for profit!
Barar replied to Dewar's topic in KSP1 Mod Releases
Hi Dewar, Thank you for this mod, I play career mode and I find the contracts system limiting in that I am being told where to go, what to do for X amount of science and funds. It is rewarding at first, but I can only do so many rescue missions, satellite launches, bases or space stations. Just to finance the trips I want to do. This allows me to build up several gold mining bases and ship gold back home to fund my expeditions. I still have to put in the effort since I use the Umbra Space Industries mods from Roverdude. Just a bunch more fun for me then doing a ton of contracts, cheating, or playing sandbox. Since I can budget with each gold run I do. If you want suggestions, I wouldn't be opposed to the making the processing take an extra step to complete with MKS integration. I sorta do this with my MKS install using a hijacked part. I am doing this from memory since I am away from my KSP files so my not be balanced or correct config. Obviously other files need to be altered to make it work. Sluice Box/Washplant INPUT_RESOURCE { ResourceName = PayDirt Ratio = 6.0 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE:NEEDS[MKS] { ResourceName = Water Ratio = 2.5 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 25 } OUTPUT_RESOURCE:NEEDS[MKS] { ResourceName = Water Ratio = 2.0 DumpExcess = true FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = GoldConcentrate Ratio = 0.3 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = Ore Ratio = 1.5 DumpExcess = True FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE:NEEDS[ART] { ResourceName = Dirt Ratio = 2.9 DumpExcess = True FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE:NEEDS[ART] { ResourceName = Rock Ratio = 1.3 DumpExcess = True FlowMode = STAGE_PRIORITY_FLOW } Sifter: INPUT_RESOURCE { ResourceName = GoldConcentrate Ratio = 2.5 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE:NEEDS[MKS] { ResourceName = Water Ratio = 2.0 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 25 } OUTPUT_RESOURCE { ResourceName = GoldOre Ratio = 2.0 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE:NEEDS[MKS] { ResourceName = Metals Ratio = 0.5 DumpExcess = True FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE:NEEDS[MKS] { ResourceName = Water Ratio = 1.8 DumpExcess = true FlowMode = STAGE_PRIORITY_FLOW } ISRU INPUT_RESOURCE { ResourceName = GoldOre Ratio = 2.5 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 25 } OUTPUT_RESOURCE { ResourceName = Gold Ratio = 0.20 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } Just something to chew on.