Jump to content

etmoonshade

Members
  • Posts

    425
  • Joined

  • Last visited

Everything posted by etmoonshade

  1. I won't claim top-of-the-line, but my system was a solid gaming system when I got it - i7-4770K, 32GB RAM, running KSP off an SSD. It takes me about 10 minutes 30 seconds on average to load up my 154 mods (lots of crossover with your list, too) so "several" minutes seems pretty reasonable. Fun fact - if you get "QuickStart," it actually puts a load time counter on your screen before it whisks you off to the KSC. As for the spinning and flipping on a crash... heh. That's KSP for you, IMHO. Although I wonder if it's a side effect of KJR - I haven't played without KJR in forever, so it's possible. Huh. No aero mods that I can see in your list, so maybe my guess was off (note that KJR affects physics, but not aero.) One thing to note @denniscm, I'm pretty sure the "warning" on your load screen is from ModuleManager, not KSP itself - under KSP\Logs\ModuleManager, you can browse through it to see what's causing that one. I'll take a look at the debug console next time I restart KSP (in the middle of a Mun science mission right now) and see if I spot the same error y'all are. It's entirely possible that it's just a problem with that command center module (it sounds like the 6-crew cupola thing, which is at least new since I last played KSP) and it's not actually having any ill effects. Or maybe it is having ill effects if you actually try to use it - I've never had a reason to. Edit: @FreeThinker - I'm not sure if this is actually the cause of the problem, but in WarpPlugin\Parts\Command\CommandCenterDome\part.cfg, this ain't right whether it's causing a problem or not: maximum_drag = 0.2 minimum_drag = 0.3 If @denniscm or @Scribblette want to modify those lines in that file (if they're comfortable) to reverse those numbers, that might be the source of the issue. Again, it takes me 10 minutes to fire up KSP - I'll do it after my Mun mission if nobody else wants to. Second edit: I just dug through my KSP.log while my ship does its SCANSatting on the Mun, and (for me, at least) that exception actually isn't associated with the CommandCenterDome - it's on the IXS Command Module: [LOG 06:58:44.162] DragCubeSystem: Creating drag cubes for part 'kspiIXSCommandModule' [EXC 06:58:44.166] IndexOutOfRangeException: Index was outside the bounds of the array. FNPlugin.FNHabitat.AssumeDragCubePosition (System.String name) (at <4e0ff788d78f47c787e8280dced5cbfc>:0) DragCubeSystem+<RenderDragCubes>d__34.MoveNext () (at <c1858a3f77504bd1aaa946fdccf84670>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <RenderDragCubesCoroutine>d__31:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <SetupDragCubeCoroutine>d__46:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <CompileParts>d__56:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) So I guess y'all can check the KSP.log in the KSP directory and see if you see a similar exception. One thing I can say is that this does NOT seem to affect the part - I have used the IXS Command Module before, and it flies fine. I'll post a fresh log, again, once I have a "natural" reason to restart KSP.
  2. I've got KSPI-E, although it does have the problem that the Alcubierre Drive is at the VERY top of the tech tree... it's essentially the endgame, and I'm not seeing it for a loooooooooong time at 10% science. ;p
  3. So, today I learned... I've never used the percentages function before, but it looks like the error checking is bad in some way. If you enter a percentage, click the % back to m3, and remove/readd a number, the number will go white. So I guess that's a workaround at least...
  4. Ah-hah. Yup, "only in editor" is the other one I forgot. There may be others, but I remembered there were at least 3.
  5. I know the fairing hangar is single-item (and single-use) only. I'm fairly certain the same applies to the box hangar. If you right-click the part, it'll tell you if it has any restrictions on use (e.g. single-use only, only one vessel, etc.)
  6. It's certainly this mod, and I've done it recently. Which hangar are you trying to use? I know that some of them only allow you to put a single vessel in them (like the Mk3 Cargo Bay, if I remember right) - are you using one of those maybe?
  7. You may need to enter coordinates. If I remember what Beyond Home does, you'll definitely need to enter coordinates, since none of the stock KSC stuff exists AFAIK. A picture of what you're seeing may also help. (I've got something like 5 planet packs, and it's working for me - although none of them change the stock planets...)
  8. That's interesting. I could've sworn there was a way to alias one resource to another, but I'll be darned if I can find it now. Might be something added by one of my mods.
  9. I'm not in a place in my game where I can double check, but are you sure you're entering a percentage, and not a value in liters? I seem to recall everything working in tank volume rather than percentages...
  10. Right, Blinding Light Levels and Low Light Levels. I knew I'd seen those somewhere. Thanks for the recommendations - I'll take a look at them and see what's up. #5 is disgusting in a very impressive way. I love it. I appreciate the offer, but I probably don't need to go as far as raiding archives of 0.23 era mods. I'm overall less worried about having a lot of planets than having sufficient planets. I'm trying to balance out my game to run thin on the science points, in such a way that it keeps me using the earlier rocket stuff for longer, and requiring visiting another star (or exhausting the Kerbol system) to start getting the chunky science like the KSPI-E fusion stuff, warp drive, etc. I'm not sure if I'll succeed, but that's what I'm shooting for.
  11. Just reporting that this is working pretty well in 1.10.1, and this is another one of those amazing mods that I never thought I needed until I found it. I am total crap at naming ships and always have been. :V The only real bug I have to report is that I think vessel types may have been changed since this was written. My Probes are being named Rovers, and my command pods are being named as colony ships. Also, interestingly, it doesn't seem to be responding to changing the vessel type in the stock PAW for the probe core - not sure if this is intended behavior or also something weird. (I'm writing this under the assumption that you want to maintain this mod, rather than PDPN, which you mentioned above and haven't updated as recently as this one - if this isn't the case, I can go look at that one and see if I can hammer it into giving me a bunch of cat-related names)
  12. Aww. I was hoping I made a useful suggestion. Hmmmmmm. Could it be useful to look at KSPI-E and see how it does its radiator tracking code? They sort of... track the sun with their sides, and if they happen to be using the same function, maybe the issue is solved there? Again, spitballing here. (I can totally stop suggesting stuff if you want, just let me know )
  13. Can't you apply negative EC based on what CalculateTracking returns? So if CalculateTracking gives 3EC/s, and your function gives 1.5 EC/s, you have your function return -1.5EC/s? I know it's almost insulting to think that you didn't consider that, but I know I've spent hours staring at a problem only to have someone come by and point out the obvious.
  14. The USI_NF_Mode.cfg under WarpPlugin\Patches scales most power-related stuff down to 1% of the original, but there's some stuff it doesn't cover such as antenna transmission power. I've already reported that bit to @FreeThinker. I don't like the patch in general though because I like Big NumbersTM. A former issue with KSPI-E that fits the other complaint is that InterstellarFuelSwitch was bundled (it's not anymore,) and I never used it since my personal parts include procedural tanks for everything KSPI-E. And no, I've got one patch per mod. I'm not mirroring GameData like you're suggesting, but I don't actually have that many patches. My issue isn't maintenance, so much as trying to revert another patch - as far as I can tell, I'd essentially have to re-overwrite whatever the patch changed, and that'd be a nightmare of diffing .cfgs every time a mod updated. At that point, deleting whatever annoys me by hand is probably a lot easier. I realized after posting that this probably isn't a good function for MM in the first place (although it could easily fit into the config format,) and ended up posting it to the CKAN Github as a suggestion instead.
  15. Yeah, considering that I asked for the same "requirements" that I posted in my OP here, I was really not expecting it to be pretty much the exact opposite of what I asked for. I won't knock the concept in general, but it's definitely not what I was looking for and finding out that it changes a lot of stuff (after the fact) required digging into the install Wiki. It really wasn't obvious from the OP.
  16. Try stuff from SpaceY and SpaceY Heavy Lifters.
  17. Oh, I absolutely noticed that, and grabbed it. What I didn't notice until I ran it is that the CKAN installation renames Kerbals, retextures Kerbals and the navball, has a bundled mod to model temperatures for spacesuits, and removes all the loading screens except for those included with GPP. As for the rest - those are great tips. I just have a bad habit of deciding to play KSP again immediately after an update and never think to go to a previous version until after I'm well into grabbing mods.
  18. Oh yeah, that's the real rub. I expect resistance to the suggestion because it'll be one more thing blamed on CKAN. And indeed, I like to think that I'm clear on when I've fiddled with an install if I'm asking for support. I don't think that a simple file/folder-based blacklist would really need a lot of maintenance - at least with all the mods I've seen, even if stuff changes within a mod, most of the patch filenames and mod folder names stay consistent. If you're curious how I envision a blacklist working, you can see the issue I opened with CKAN.
  19. I'm not specifically talking about discovering new versions of mods. When I get back into KSP (which can be anywhere from months to years between it happening,) I work(ed?) from a spreadsheet and just download everything again since almost everything I've got has new versions. Ultimately, it sounds like the simplest solution is indeed to just "don't install it." An easier solution would be nice though, one that lets me continue to use CKAN and blacklist the stuff I don't want to install. Hell, maybe that's really a feature request for the CKAN devs now that I think of it - a blacklist option for installs that lets you say "For this mod, I don't want you to copy this particular file/set of files/folder" (in fact, I've just opened an issue in CKAN to request this exact functionality) That's fair - I'm just looking for a more generalized solution.
  20. :V I mean, if I'm installing stuff by hand, sure. What's another couple of hours of work when it takes me a day to download all the new versions by going to each thread individually? I have tasted the fruit of CKAN though, and it is very tasty. The problem here is that I don't want to remove or modify a single part or even a group of parts - I want to prevent something from being loaded in the first place, or possibly revert changes that were made. I could certainly go through and remove the TweakChutes module (or whatever it's called) with MM if it's added to all parachutes... unless the patch provided there deletes the stock 'chute module first? And even if it just modifies the stock 'chute module, I'm still left with one extra .dll loaded that I'm not using, right? I imagine I could create a patch that's the inverse of a .cfg, but that leaves me with a problem if that .cfg is ever updated - suddenly, there's something that's scaled to 1% power that I'm not expecting, and I need to go diff the configs and edit it. FWIW, most of these should come up on a search even with the TLAs*. JNSQ is a planet pack that very much doesn't fit into the paradigm I've described here. Stands for Je Ne Sais Quoi, although I'm not even bothering with the various accent marks. MM is Module Manager, which is bundled with a whole LOT of mods. Makes it really easy to tweak things, and a lot of mods seem to use it for compatibility. KSPI-E is KSP Interstellar Expanded, a mod that adds a crapton of near and far future tech (mostly centered around power and propulsion.) Probably one of the most complex mods out there, and has a learning curve that makes Dwarf Fortress look like the Greater Flats of Minmus. GPP is Galileo's Planet Pack, another one that doesn't fit my requirements but I ended up installing it anyway due to a bad recommendation. Actually the predecessor to JNSQ as far as I can tell. Again, good and detailed - but it adds a bunch of stuff that I don't want, which is what I'm asking about disabling above. Edit: There's a fair number of acronyms that you can hold your mouse over, and it'll tell you what they mean. MM is one of those, although the remainder you asked about aren't. Just a tip for when you're browsing the forum though. * Three-letter acronyms, even if only one of them has three letters
  21. Is there a way to tell MM to prevent a folder or .cfg from being loaded? Use case: I maintain a personal mod that consists of a fair number of MM patches. I add a number of parts, and make some tweaks on others. I want to use MM to disable certain patches and/or features bundled with other mods though - an example would be KSPI-E's near future mode, or bundled mods with planet packs (the latter being what started me thinking down this path.) Being able to blacklist a .cfg or folder entirely from being loaded would save a lot of trouble field-stripping a mod after every update - I'm not afraid of doing some initial work to patch things up, but I don't want to have to go in and remove stuff every time something gets updated. I kind of assume MM can't do that, because I can see a mod creator causing hate and discontent by including patches to disable other mods they don't like. But maybe my cynicism is unwarranted, and the feature is there and just not widely used.
  22. This is making me think now. Is there a mod that allows you to block another mod and/or .cfg from being loaded? My problem here isn't the initial work to clean up a mod, it's the work to maintain it after updating it. If I could tell KSP the equivalent of ![WarpPlugin\Patches\USI_NF_Mode.cfg] or ![GEP\TweakChutes], it'd make life a lot easier. One part of me wants to make that a request on the MM thread. Another part of me realizes that it'll probably be used for nefarious purposes by people who think their mod is THE most important and perfect thing in the world, and anyone who wants to play things a different way is wrong and should be prevented from doing so. :V
  23. Yeah, like many of the more extensive planet mods, JNSQ seems neat - it just changes gameplay bits in ways that I don't particularly want to deal with. Not installing various optional items isn't that much of a problem - it's maintaining that not-installed state through updates, etc. KSPI-E is an example of something that annoys me with this (and I'd dump the damnable thing if it weren't so much fun otherwise) - lots of bundled patches and other stuff, and I don't want most of it. It's usually an extra 30 minutes to an hour to field strip it so it doesn't do weird and unexpected stuff to my game. I actually grabbed GPP because someone recommended it as fitting these criteria, and imagine my surprise when all my Kerbals got renamed!* Stripping out all the extra stuff is possible, but again - whenever it gets updated, I'm going to have to go through and remove all the bundled stuff if I install with CKAN. This one's also probably going out the window once I grab some other planet packs, just to reduce my maintenance load. As I said elsewhere, chalk one up for manual installation I guess - that's how I've was doing it since KSP 0.7. I'll have to check out GEP. I had a recommendation for it from elsewhere, but I was compiling info before starting to download extra stuff (especially based on my experience with GPP.) * Among other things - lots of other things :V To be fair, diving into the install instructions may have alerted me to this issue, but I made the mistake of switching over to CKAN shortly before starting to think about planet mods...
  24. Be both ashamed and proud, like your cat that knocked something over. Know you did wrong, dare people to have a problem with it. (don't tell anyone, that's procedural parts not tweakscale, but it's the spirit of the thing)
  25. Blinding Light (and I think there's two others in the same series? Maybe dim something...) are on my informal list already, based on a recommendation elsewhere. Galaxies Unbound, which I also looked at, looks like it's in dev? If it's a mature planet pack and I'm just misreading the thread, I'll have to give it a try. Alternis Kerbol Rekerjiggered (if that's what you're talking about) seems to entirely overhaul the Kerbol system, which means it's out of the running (although it looks hella cool) Ditto for Beyond Home, I'm sure - and again, it looks like an extremely cool concept, just not what I'm shooting for here. It's actually on my "maybe try later" list. As for Extrasolar... it looks great in theory, but I'm always suspicious of a mod that says "do not use CKAN" - it gives me the vague feeling that it's probably badly behaved in some way. And it's especially grating since I recently (finally) started using CKAN. ;p Fortunately Kopernicus has a version released for 1.10.1, so I shouldn't have any problems running planet packs that are just planet packs - according to the dev over there, compatibility for basic configs is surprisingly decent (one user reported running a pack from 0.23!) I appreciate the recommendations though - as you can see, there's more than a few of them that I'd already stumbled across, but you came up with at least one that I didn't. There's just so many planet mods out there that it's a lot of searching to find them all, and a thread like this would hopefully let people suggest the ones they use if they fit my requirements.
×
×
  • Create New...