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Everything posted by Iodyne
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Here's a realfuels patch for the torekkaPM engine to make both RCS modules use hydrazine: @PART[ca_torekkaPM]:NEEDS[RealFuels] { @MODULE[ModuleRCSFX],* { @resourceName = Hydrazine } } that is for within Coatl's folder here's for within Realfuels-stock folder: @PART[ca_torekkaPM]:AFTER[CoatlAerospace] { @MODULE[ModuleRCSFX],* { @resourceName = Hydrazine } } Pick one or the other. Will likely be included/fixed in RealFuels-Stock by default in next version (current version = 5.0.1)
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Figured. No problem! Yeah sure; just have to comment it back in... Here's log/configcache/photos. Yeah doesn't FOR force other mods to think the targeted mod loaded and so should mainly only be used within the mod's own files. NEEDS is what is intended, right? Wonder if there's some of those floating around... Yeah I was thinking this too, seeing as it fixed it easily for me by just commenting it out. Although perhaps there's a decent portion of ReStock models that don't need new light locations? I guess they could be selectively defined though... ...or force ILCE to do models for every part.
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[1.12.x] [Planet Pack] Minor Planets Expansion
Iodyne replied to Exo's Lab's topic in KSP1 Mod Releases
Ha thanks. I don't have photoshop lol, I just use gimp when I need to do something like that (which is rare, hence gimp), but perhaps one day I will. I'll let you handle the ribbons. I can either link it on the page or put the files and have you just let me know if you update it. Resource configs would be great. Out of curiosity, do you happen to know if Rational Resources works with RealFuels?- 313 replies
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[1.12.x] [Planet Pack] Minor Planets Expansion
Iodyne replied to Exo's Lab's topic in KSP1 Mod Releases
I sure am; awesome! Nice spot. ---------------------------------- Funny we're both adding stuff to this... I was just making a dedicated repository. https://github.com/IIodyne/MPE_Additions (was gonna call it MPE Expanded but then saw @Exo's Lab, if you added more bodies you'd call it that, so I changed the name. Currently just the Principia patch I posted earlier and a Kerbalism radiation belt for Ervo. I plan to add axial tilt configs to the Principia side of it, as well as science values for the Kerbalism radiation. And then dust and etc. for compatibility with SVE/AVP/Spectra and whatever else I decide to get to. If you want to compile the FF stuff in there eventually lmk.- 313 replies
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Hi, using latest version (1.6.1). Is there nothing that prevents Indicator Lights (not Community Ext.) from still creating lights for stock parts even if Community Ext. and Restock are installed? Had extra (floating) lights on Lander Can Mk2 V2 which I fixed by commenting out the Model lines in IndicatorLights/Parts/Crewable/mk2can_v2.cfg. Or is it supposed to prevent it but my DL is messed up for some reason? I can provide more info if needed (screenshots, GameData, log).
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Had this problem too, I fixed it by installing the subfolder JSI/RPMBundles despite the fact that the .assetbundle files are already withing JSI/RasterPropMonitor. Problem occurs because VesselViewer doesn't know where to access the files bc it is looking for JSI/RPMBundles folder. Don't know if that'll fix it for you but your bug sounds like mine and this fixed it for me.
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[1.12.x] [Planet Pack] Minor Planets Expansion
Iodyne replied to Exo's Lab's topic in KSP1 Mod Releases
No prob. honestly really easy to make, just change it around and hope it works. Or base it off a real body. Might try to see if my OPM patch for Ovok can still fit in inner system somehow... Don't notice any issue on mine and I'm 1.8.1... guess hence the word 'most' Figured. Doesn't seem to be a problem though- 313 replies
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Is there any sort of mod that allows various fx such as engine plumes visible inside the VAB (in the same way a light can be toggled or a solar panel extended)? Would be useful for building ships to avoid engine exhaust (especially with gimbal) and many other things. Could try to do it myself but I don't really know C# or unity code.
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Perhaps at the time you read it it was a typo on OPs part, but it says < (less than)
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[1.12.x] [Planet Pack] Minor Planets Expansion
Iodyne replied to Exo's Lab's topic in KSP1 Mod Releases
Yeah; readme also explains (readme is on github page, not contained in release .zip) Geito_NormalS.png? ha, thanks for finding it! (Lon, Flake, and Kal could also use an upgrade) I also noticed Crockslev and Havous did not cast shadows on their rings, so I changed unlit = true useNewShader = false to unlit = False useNewShader = True perhaps this was changed when trying to prevent the ring flickering in the most recent changelog? Lastly, opening the configs for Archae, Crokslev, Vant, and Zore open in Notepad as a bunch of chinese? characters. Don't have the problem when opening with Notepad++ or for any of the other configs. Don't know if it's my end only. Doesn't seem to be an issue but perhaps it could be doing something.- 313 replies
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Was typo in the body's config. MPE side clearly
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I think it's important to note @hemeac I that the lighting issue is only for the in the map and tracking view but not in flight (unless zoomed out very far). So something to do with the scaled-space representation. I didn't see anything similar for any of the other bodies in OPM & Minor Planets Expansion (MPE).
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Iodyne replied to Nertea's topic in KSP1 Mod Releases
Just wanted to post this in case anyone finds it useful. MkIV was not working with RealFuels because of the tankSwitching and an outdated? config for RealFuels. So I changed the RealFuels config (in the RealFuels gamedata folder) to something like this (repeated for each part): @PART[mk4fuselage-1]:FOR[RealFuels]:AFTER[MarkIVSystem] { MODULE { name = ModuleFuelTanks volume = 80000 type = Fuselage } !RESOURCE[*] {} !MODULE[InterstellarFuelSwitch] {} } and then for each of the part files in MkIV I just changed the tankType = to tankType:NEEDS[!RealFuels] = I also removed the addedMass and addedCosts as RealFuels should be able to handle that. You could probably use a NEEDS[!RealFuels] for that as well but I didn't bother. Additionally I also made the changes described here just while I was at it: -
[KSP 1.5.*] Outer Planets Mod Patch for Principia
Iodyne replied to PugzInSpace's topic in KSP1 Mod Releases
Via the link, just press the green download "code" button, then "download zip", then just extract it from wherever you downloaded it and move the "Principia_OPM" folder to within the"GameData" folder in your KSP directory. Edit: Here I have updated versions of the configs, slightly modified, but also with additional support for other planet packs, axial tilt, and more! -
[1.12.x] [Planet Pack] Minor Planets Expansion
Iodyne replied to Exo's Lab's topic in KSP1 Mod Releases
I do not have any other planet packs installed than OPM and MPE. It isn't an issue with the intensity curve it is an issue that the scaled space for 1-P Geito has its lighting offset by 90 degrees as visible in the screenshot. Here's log for anyone who needs it.- 313 replies
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[1.12.x] [Planet Pack] Minor Planets Expansion
Iodyne replied to Exo's Lab's topic in KSP1 Mod Releases
Additionally, I'm experiencing an issue with lighting on 1-P Geito in Both the tracking centre and map view, but not in flight mode. (So I'm guessing a scaled-space issue?) It doesn't seem to affect the other celestials as far as I could tell, although perhaps I missed something.- 313 replies
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[1.3.1, 1.4.5] Planet Patches for Principia
Iodyne replied to Scotskerb's topic in KSP1 Mod Releases
Here's my fork of ryansennis', I added support for Minor Planets Expansion https://github.com/IIodyne/Principia_PlanetPatches Edit: Updated support for several other planet packs, axial tilt, and more!- 18 replies
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[1.12.x] [Planet Pack] Minor Planets Expansion
Iodyne replied to Exo's Lab's topic in KSP1 Mod Releases
Principia is not compatible with MPE by default. There is an error with Kal's orbit. A specific config is not required as Principia makes its own calculations; however, to avoid the error (Kal periodically passing through Havous and entering rosetta orbits) a config is required to adjust the orbital parameters. Here I've linked a config I threw together Principia_MPE.cfg. https://github.com/IIodyne/Principia_PlanetPatches- 313 replies
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So obviously we all know that they are adding rings to stock. Will it be like the preexisting ones Kopernicus enables, or do you think itll be different somehow. I for one would love volumetric rings, like how volumetric clouds can be modded in. I know having many small asteroids make up the rings would be ideal, perhaps even being able to crash into them, but I could be just fine with "fine dust" rings that are just aestetic; they just really cant be paper-thin though.
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If you look at some of the gameplay footage (from the IGN interview), the space station they show around Jool, and Vall itself for that matter, is (strongly) backlit green, indicating strong planetshine already in pre-alpha. You can see @8:40