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KSP2 Release Notes
Everything posted by Zorg
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[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
So I've fixed the reDirect one. In fact I've given new plumes to all the ReDirect liquid engines as well. But Cormorant has carries its own RealPlume configs carried within the Cormorant files rather than in RealPlume-stock. I will submit a pull request when I have some time to fix it but it depends on when Pak merges and releases it. He's mostly been away recently. -
[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
If alt P isnt bringing it up maybe another mod is interfering. A lot of mods seem to use Alt+P as a shortcut. If you have toolbar then enable the button for smokescreen. Then click the smokescreen button and change particle limit there. Sure I'll take a look and see whats up. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Zorg replied to Nertea's topic in KSP1 Mod Releases
Hmm, I would follow up with Jade on the Rational Resources thread since the above is now not related to Kerbal Atomics. Although before you do that make sure you have the latest B9 partswitch and see if you get the same errors. I have RR 0.9.1 and am not getting that. Also make sure you are deleting RR and copying in the new one clean instead of just overwriting. -
[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
Oh you know what! I just realised what happened, I did the configs for the ReStock making history engines, but they are still in the development branch and not fully released (I totally forgot i was using the Github dev of restock)! I will disable those patches in the next release until ReStock itself gets its next update. Next RP release is only a few days away but if you would rather not wait in the meantime, you can go into RealPlume-Stock/ReStock and delete MH_LiquidEngineRK-7_Kodiak.cfg (as well as the other three MH_ prefixed configs for Skiff, Wolfhound and Cub). Sorry about that. -
[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
Just wanted to narrow it down since ReStock and stock have different configs. Will take a look today and see if there's an issue on the config side. -
[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
Are you playing stock or with ReStock installed? -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Zorg replied to Nertea's topic in KSP1 Mod Releases
Most likely the culprit is rational resources. The version of RR bundled with JNSQ is quite out of date and it has some clashes with a few mods. JNSQ hasnt had a new release since then but you can grab the updated Rational Resources separately from here. Most of these issues have been resolved in the updated RR. https://github.com/JadeOfMaar/RationalResources/releases The problem with Kerbal Atomics was because RR patches the NERV with a CO2 mode which clashes with KA LH2 mode. The CO2 mode has been removed in Rational Resources now. -
[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
Sorry the picture doesn't show and I have no idea which mod you mean. -
Have some patience and allow Lisias to respond on the tweakscale thread. As mentioned, there are no duplicate patches within BDB so the person who can help you figure things out is the Tweakscale author. Lol, its an aurora. The station is in a 200km, 75 degree inclination. edit: (Hmm looking back at it once more, I see the white smudge *could* be something in addition to the aurora possibly but I think its part of it) edit2: I had one more pic from the same moment. Best guess is a shoreline that hadnt gone completely dark. The pic was near the terminator. Are you on the very latest dev branch? I messed up while doing the B9 based engine type switching and missed out on a curly bracket Blowfish fixed it on sep 9th.
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Well the first I think is caused by two patches trying to tweakscale the same part. I am certain this problem doesnt exist in the dev branch. I suggest doing a clean install of BDB. But its possible another mod is trying to patch something. The best thing to do is to follow up with Lisias on the tweakscale thread to find out whats happening.
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There are two types of errors that the new tweakscale shows. The most serious one strongly advises you to not load the game. The other ones just disables some parts from having tweakscale and lets you continue. The second less serious one disappears after 30 seconds. Whichever it is I advise getting help from the tweakscale author on the official tweakscale thread. He is helping everyone with the errors there. ps. I am not getting the more serious error with the dev branch. Only the second one, which is safe to ignore (and I dont think its even BDB parts).
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[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
Oh I'm quite surprised to see SSTU doesn't already have configs. I will look into it, not 100% sure if it will be for this update but if not will try include for the next one. I don't use SSTU but I know it has a lot of type switching I dont know if that applies to the engines too. Hopefully the engine configs will not be too problematic. -
[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
Oh nothing to worry about on that front. There's no extant config for that engine as RealPlume only deals with ModuleEnginesFX. I guess not even the RO folks who originally made RealPlume were crazy enough to want expanding RCS effects -
[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
Thanks! Space-Y has been covered for a while though. https://github.com/KSP-RO/RealPlume-StockConfigs/tree/master/GameData/RealPlume-Stock/SpaceY-Expanded https://github.com/KSP-RO/RealPlume-StockConfigs/tree/master/GameData/RealPlume-Stock/SpaceY-Lifters Some missing stuff is being added in the next update courtesy of Rocket Witch. If there's anything missing do let me know and I will open an issue. Edit: I should probably open an issue for space tux industries. I only configured the porkjet Atomic Age nukes. -
[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
So what I've been mostly occupied with over the last few days has been a new hypergolic_lower_red plume. Suitable for engines running UDMH+NTO. Its a derivative of the bespoke Aerozine 50 one I did for BDB Titans and it features fairly realistic looking shock diamonds which fade out one after the other shortly before plume expansion begins proper. Although it uses 11 individual particle effects (all from PlumeParty) to achieve this, the total number of particles emitted with a default emissionMult of 0.5 is actually LESS than the legacy hypergolic-lower plume. So performance will actually be better. Still tinkering but getting close. Knes with its many hypergolic lifter engines will be getting these plumes in the next update. I have also discussed with @Beale to bring support for Tantares into RealPlume-stock (current configs are carried in the mod itself). Once those are removed in the next maintenance release of Tantares, I will be adding these plumes to Proton via RealPlume-stock Knes Ariane 4 being tested After shock diamonds have faded -
[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
My efforts right now are mostly focused on adding new plumes to RealPlume core and on the RP-stock side I will be doing a full set of configs for Knes. I will be more than happy to include configs if someone were to do a pull request for Nova Punch though, I'll open a github help wanted issue. As mentioned in the OP, I really do need help from the community for comprehensive support of various mods. Doing the plume configs can be quite time consuming and and if we're being honest my motivation is higher to work on mods which I use and am familiar with the parts. We all have limited time after all If no one else steps up for Nova Punch I'll try to get to it eventually but I have other commitments in the immediate future. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Zorg replied to Nertea's topic in KSP1 Mod Releases
no its not Simply grab v.1.4.0 or later of RealPlume-Stock (which comes with v12.0.0 of RealPlume and v2.8.5 of Smokescreen) and you're good to go. -
Evolved MOL station [bluedog design bureau] MOLMIR station [Bluedog Design Bureau, X20-Moroz] Making some history [Bluedog Design Bureau and Modular Launch Pads] [Shuttle Orbiter Construction Kit, Bluedog Design Bureau and Coatl Probes Plus] Constellation [ReDirect, Stockalike Station Parts Expansion redux, CryoTanks]
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[1.12.5] Restock - Revamping KSP's art (August 28)
Zorg replied to Nertea's topic in KSP1 Mod Releases
Everyone is of course entitled to their own opinion of what they like but its not really fair to the say the stock version of the plume is more "true" to the SSME than ReStock https://www.nasa.gov/mission_pages/shuttle/flyout/multimedia/challenger/1985-07-29.html -
[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
A little update, the Near Future Propulsion based plumes are now complete. In addition to VASIMIR Xenon, VASIMIR Argon and the Magnetoplasmadynamic Thruster above, have now added: Pulsed Inductive Thruster Ion Hall Effect Argon Ion Xenon Gridded Thanks once again to Nertea for providing these excellent effects. I also added Xenon Hall and Argon Gridded (not pictured). This was all I had originally planned but I actually got started on another addition which I'm working on. Should have the next release out over this weekend or early next week. -
So many possibilities with the new MOL stuff! But starting out simple. Having deorbited MOL1 sending up two modules for MOL 2 to try out the ring and fork docking. Procedural interstage to protect the solars attached to the crew tube. An oddly familiar solar panel layout I quite like the more involved docking procedures that some of the BDB ports have with the soft docking features. The animations on the ring and docking port are very satisfying. The deploying of the forks, and the bolts on ring side to secure. The first module carries life support and power while the second brings the observation payloads