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KSP2 Release Notes
Everything posted by etmoonshade
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Also out of curiosity, would it be possible to CKAN the BE releases? I had to jump through some mildly weird hoops to install anything with a Kopernicus dependency through CKAN in the first place (install Kopernicus 1.9.1, delete directories, install BE in its place,) and while I don't mind manual installation, it is annoying to see that "pending update" checkbox for Kopernicus, tempting me to break things. I'm pretty sure there's some sort of way to do this (that, or MechJeb-DEV has some sort of special handling,) but I couldn't actually tell you how.
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[1..x, 1.9.x, 1.10.x] Kerbal Research & Development
etmoonshade replied to linuxgurugamer's topic in KSP1 Mod Releases
I'd suggest checking out the one of the Structural Tubes - I know they specifically aren't (and can't be) affected by TweakScale currently, unless you've installed one of the dev releases. See this screenshot: https://www.dropbox.com/s/78b7jhtl2kjhlrd/screenshot0.png?dl=0 If that shows up in KRnD, I presume there's some sort of gunk that TweakScale left behind that is causing it not to detect other parts. If it doesn't, it very well may be a bug in KRnD, or an install issue. In either case, a log would probably help. Also in either case, testing on a clean install may help, even if it's a pain in the rear. -
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
etmoonshade replied to Poodmund's topic in KSP1 Mod Releases
I think someone just needed an excuse to sell some new textbooks. -
Part of allista's mods (Hangar, GC, Configurable Containers, etc.) actually. USI is RoverDude.
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[1.12.x] L-Tech Continued Release
etmoonshade replied to linuxgurugamer's topic in KSP1 Mod Releases
Based on the fiddling I did before, it appears that all the experiments are biome-sensitive for whatever reason. Even if it doesn't say so on the science window. :V Did you try running the experiments over the same biome twice? I suggest the poles for a test. Figuring this out really messed with my head, since it certainly doesn't look like the science is biome-sensitive in the results window. -
Nope, low priority - it prevents any more bugs*! * from being reported
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External (TCP) Multi-Function Display + Kontroller
etmoonshade replied to c4ooo's topic in KSP1 Tools and Applications
This is actually really neat, and FWIW, seems to be working well in 1.10.1. For those of us who have neither a dev environment nor coding ability, would it be possible to release something that allows for a simple .cfg that outputs various flight stats in text form? I'm thinking mostly of the orbit view, but without the actual orbit shown - ApA, PeA, orbital speed, maybe current biome/situation - just to name a few. What I REALLY need is just an external MechJeb display... -
Bug that intermittently affects the entire point of the game? pfft low severity bring more dv noob What's a critical? Code stabs your cat and then sets your computer on fire?
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Okay, found where I "reported" this - my bad, looks like it cleared itself up after a restart. Looks like it was in the middle of testing the randolith positions. With that said, this is absolutely a game-affecting bug. Even having the LAN shift around would be a bad thing, if you're trying to land at a certain place from a polar orbit (for example.)
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You and me both. I was testing a bug, and was all "Where's MechJeb? WHERE IS MY EARLY UNGUIDED POD?!" I don't even know what mods add half the parts I use anymore. Edit: Right, stock Kerbal system - I was just talking about stock. Still though :V
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Oddly, R-T-B fiddled with something (back around BE6 or 11, maybe?) and it stopped happening - for me, at least. I'll keep an eye out for it once I hit that point in my newest career game.
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I know I had a problem with a previous version, with a similar install (OPM + 10.625x) - are you certain your Kopernicus BE is up to date?
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@malkuth - a small bug in MC 3.14.50.0 for you: I'm seeing the following spammed (pretty regularly, once per 10 seconds by my count) in my logs: "[ERR 19:22:54.161] range 1 Is = 200Range 2 is = 1500Total Value is = 257" There's zero context around these errors - in fact, I had to do a full-text search of GameData to find out that "range 1 Is" was found only in my KSP.log and MissonControllerEC.dll. I'm not actually seeing any impact from it (that I can see - this is a new game, so that could change,) but it's sort of weird and, of course, cruds up the logs a bit. A bit of code diving shows that Tools.cs, line 14 has the following: Debug.LogError("range 1 Is = " + range1 + "Range 2 is = " + range2 + "Total Value is = " + value); There are a lot of Debug.Log lines in the same file that are commented out - something accidentally left over?
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[1.12.x] L-Tech Continued Release
etmoonshade replied to linuxgurugamer's topic in KSP1 Mod Releases
@linuxgurugamer So, I see the correct version of L-Tech on SpaceDock, but it looks like CKAN didn't update - it's still showing the patch by Olympic1 as far as version and links (except for the SpaceDock link - I assume that stayed consistent from the previous version.) -
@linuxgurugamer Okay, so based on the brief conversation on tonight's stream... I actually figured out a fix for this. I decided to be brave and code-dive a bit... I was apparently correct in my thought above that more vessel types were added, and that the code just assigns numbers one at a time to vessel types. The following is a replacement for \GameData\Champagne\PluginData\WordLists\ShipTypes.txt: # Note - part types changed (many were added) by a new version of KSP. # Data from https://kerbalspaceprogram.com/api/_vessel_8cs.html#afa39c7ec7cc0926b332fcd2d77425edb #Debris? D #SpaceObject AS #Unknown UK #Probe PR #Relay RL #Rover RV #Lander LV #Ship SV #Plane PL #Space Station SS #Base BA #EVA AN #Flag F #DeployedScienceController #DeployedSciencePart Note that I have made changes to this file. Based on two parts looking-at-the-game and one part I-didn't-like-the-choices. It's basically a direct copy of what I had modified before, along with some added items. I also changed all the comments to reflect the actual names of the types in VesselType. I referenced where I got the data on the VesselType enum in the comments. "SpaceObject" is an asteroid (and presumably a comet) post-discovery, "Unknown" is pre-discovery. The rest are self-explanatory. I didn't assign anything to the last two, since they (theoretically) would just fall through to SS, as specified in the code. I admit, I haven't tested this super extensively, but I managed to make a Plane, a Lander, a Probe, and a plain Ship, and they got their designations as expected. The other problem, where the code doesn't pick up changes to the vessel's type in the command module/probe core PAW (even after a save/load - didn't try exiting VAB and re-entering though,) is most likely more code-based in its solution.
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[1.12.x] L-Tech Continued Release
etmoonshade replied to linuxgurugamer's topic in KSP1 Mod Releases
This entire mess was apparently caused by something dirty in my "clean" install. I'm leaving it for posteriority, but sticking it behind spoiler tags because it's invalid. -
[1.12.x] L-Tech Continued Release
etmoonshade replied to linuxgurugamer's topic in KSP1 Mod Releases
All experiments from the SkyLab (and only the SkyLab) are returning similarly high values - it definitely feels like they're 10x what they're supposed to be. -
Well, this isn't working as expected. I quoted the above from 26 Sep because I see the same thing - running at high timewarp, I get a report that my soil recyclers are no longer working due to lack of soil... but (apparently) unlike the above, the recyclers don't seem to start back up until I switch to the ship again. I'll return to full soil, almost empty snacks. I get a similar issue when my snack storage is full and the recyclers can't convert any more soil - the recyclers seem to stop until I switch back to the craft. Any insight into what I'm doing wrong, or if this is just a bug?
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I just put two and two together, realized I was probably reporting the same bug as @Drupegod02 and... I wonder - is HyperEdit having a problem when the "home" planet is replaced? That seems to be the common thread here - RSS and Beyond Home are both system replacers, and while RSS uses a .dll for resizing, Beyond Home does not (it has an install checker .dll, but nothing else.) I sort of wonder if a player of GPP or something else that replaces the stock system would have a similar issue. I'd also be interested to see if someone with something like OPM has trouble using the ship lander on a non-stock planet/moon. I'll see if I can test some of these scenarios at some point this weekend, but it'll require me to build out a test install again. >_<
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@Ezriilc - okay, here's an interesting bug for you: It seems that the ship lander will not work correctly with RSS. I don't recall having issues like this with resized stock, so I'm assuming RSS is the issue. In orbit, I don't have any ships in the pick list for the ship lander, other than the single one I have already landed (it's a rover, specifically, and it's technically in pre-launch state since I used Bon Voyage to move it - I'll give it a nudge and see if that causes it to disappear from the list, but I digress...) Even after landing on Earth (on the ocean, which seems solid? Methinks there's another issue at play here... (oh, maybe I touched down too gently, and I got a perfect float going or something? Hitting at 2m/s blows everything up...)) the ship doesn't show up on the ship list as valid for landing. If this isn't enough info, I'll see if I can get a minimal install reproduction for you - with that said, RSS is more than a few KSP versions behind, so if this isn't a known bug this probably isn't a valid report in the first place.
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Contract Pack - History of Spaceflight - V1.0
etmoonshade replied to Morphisor's topic in KSP1 Mod Releases
eh, to be fair, I didn't "NEEDS" those engines anyway. I just deleted the two non-contract folders. I've got way too many engines as it is. Of course, I haven't had a chance/reason to dive into these contracts yet either, so I don't know if the contracts require the engines for some reason.- 266 replies
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Contract Pack - History of Spaceflight - V1.0
etmoonshade replied to Morphisor's topic in KSP1 Mod Releases
I just tracked down an issue in my game to a file in this mod. In GenericEngines\HoS_Engines.cfg, a number of parts are patched as "FOR[RealismOverhaul]". This is really bad on a heavily-modded game, because it makes MM think that RealismOverhaul is installed - which means that it'll apply any patches for RealismOverhaul (including the one that caused me game breakage :V) These should all be "NEEDS[RealismOverhaul]" instead.- 266 replies
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[1.12.x] L-Tech Continued Release
etmoonshade replied to linuxgurugamer's topic in KSP1 Mod Releases
@linuxgurugamer - a couple of bugs for you: I have three level 2 scientists in my SkyLab, but it claims that I'm short on crew - 2/3, to be specific. It doesn't appear to be tied to the scientists themselves, since I can swap any of them out to my Hitchhiker and it'll still show 2/3. It correctly reflects 1/3 scientists if I remove two of them from the module. Even with that, I apparently am able to study science. In fact, I can still study science with only two scientists in the module. Which leads me to another... bug? Balance issue? Holy crap I just got 2000 science (1400 transmitted) from studying microgravity, and I'm at 50% science on the game settings. That seems like... just a little bit too much? Taking a look at it, I see this in Skylab_ScienceDefs.cfg: id = microGrav title = #autoLOC_LTech_MicroGrav_Title baseValue = 100 scienceCap = 400 dataScale = 0.2 Misplaced a decimal point somewhere, maybe? 2000 is definitely 50% of 4000, and 4000 is 10x 400 (i.e. "scienceCap".) I am using RSS right now, but all the rest of the science values are what I expect them to be, i.e. painfully and depressingly low. I don't think that's affecting things, unless there's some hardcoding somewhere. Yet another edit: I also noticed that the "Plant Seeds" resource is about 10x as dense as the other ones - intentional, or no? More edit: I'm going to keep editing this post until you either like it or reply to it. :V Next edit: I almost like my idea better, but I'm dumb. The experiments are biome-sensitive, which I didn't realize until I was reading the science report after recovery. *facepalm* More edit: Okay, I feel better about myself - got a second lab up in the air, and after reading carefully - the science window doesn't imply that the experiments are biome-dependent. No wonder I went off the rails thinking it was time-dependent. Interesting point about this - the L-Tech experiments don't show up in [x]Science!, which makes it difficult to keep track of where I've done science so far. Even more edit!: I finally found a bug in the cameras! Maybe. If you have the PAW up and switch to camera view, and then close the PAW, you have no way to return to normal flight view - at least I can tell. This one might just be a lack of education than a bug - none of the camera switch controls I tried worked to return me from the camera view. A quicksave/quickload works to pull you out of being stuck in this view, but it's still a pain. -
[1.12.x] L-Tech Continued Release
etmoonshade replied to linuxgurugamer's topic in KSP1 Mod Releases
FWIW, I'm probably a day from getting a station started, and I'll toss on the L-Tech experimental parts of course. The camera appeared to work fine, though we'll see if I still get the old anomaly bug that used to happen (take a picture of a planet from high up, and if there's an anomaly on that side of the planet you get 100 science instead of like, 4 - if I remember the bug correctly.) I'm not terribly worried about the science parts - I don't think they've changed significantly enough to break in many years. -
[1.12.x] L-Tech Continued Release
etmoonshade replied to linuxgurugamer's topic in KSP1 Mod Releases
@linuxgurugamer New minor bug: When adding the L-Tech icon to Blizzy's Toolbar, it looks fine... but clicking it to open the settings window causes it to go magenta (as in, broken texture magenta.) Clicking it again to close the settings window does not make it revert, but saving settings does cause the icon to go back to normal.