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Everything posted by Wilds
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I have been working on a tech tree for myself using OpenTree. I am really liking it except for the fact that one part, the HG-5 High Gain Antenna is appearing in the wrong tech tree, even if the entry is removed in the TechTree.cfg. The only entry for the HG-5 High Gain Antenna is this: // - HG-5 High Gain Antenna @PART[HighGainAntenna5]:LAST[OpenTree] { @TechRequired = scienceElectricityI } But even if I remove the entry above, the HG-5 High Gain Antenna will keep appearing in the wrong tech tree. Any ideas on how to fix this? I have entries for each part in my TechTree.cfg and they all work except for this one part!
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I enabled journal, changed scenes, and launched a suborbital rocket with a 4 part capsule known for spinning. I reach around 550km apoapsis. At around 17mins into the flight, the capsule re-enters atmosphere. Spinning gets worse and worse, parachute is ripped off from high G spinning, and it krakens itself. I compressed it in 7zip format. If that is an issue, I can reupload. https://www.mediafire.com/file/rkwgtdinquz85f5/JOURNAL.7z/file
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I'm really liking it on RSS. The round-trips feel satisfying and reaching mach 3 at 7km is proving difficult with the limited research on my save. Definitely interested in shuttle contracts! I assumed they were part of the History of Spaceflight contract packs, but I don't see em. SSTO on RSS is a fun challenge with stock parts. It is a good incentive for me to keep researching plane stuff in late-game career.
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Love this mod, but I'm having a weird issue when I have Principia installed. Certain parts like SM-6A Service Module and enclosed fairings will start to rotate faster and faster when free falling in atmosphere. Eventually their rotating increases so much that the craft krakens; and the camera shakes violently. This behavior is only happening in atmospheres. Floating down to Venusian surface below 10m/s in a simple SM-6A service bay with 1.25m heat shield shield will see the craft start to rotate/spin without any reaction wheels. Once it starts to rotate, its rotation rate accelerates dramatically. Attaching any kind of wings or certain aerodynamic parts will counteract this spinning issue. Removing Principia will cause these parts to behave normally again. It certainly "feels" like a phantom force is being applied to one side of the craft. Again, this only occurs when Principia is installed. Here is my player.log: https://www.mediafire.com/file/wr3eggjz2w0gj7t/Player.log/file edit: The fix for me is to just not use those parts for re-entry capsules. A 1.25m service bay will never have this spinning issue, same for the pods that can contain Kerbals.
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Ok, got it working! This time I downloaded fresh copies of 000_ClickThroughBlocker, 000_Harmony, 001_ToolbarControl, SpaceTuxLibrary, and WaypointManager. I was only downloading CC, Module Manager, and other contract packs when trying to get K-Planes to work on fresh install. I would definitely say Waypoint Manager and its dependencies are a requirement to get this mod to appear! Even though I had all of these installed on my main install, one or more was slightly out-of-date which is not compatible with K-Planes.
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Thanks for testing and looking at my log. I also just created a new install of 1.12.3 and 1.12.5 and the K-Planes contract pack never appears in-game settings even after getting into space. Never appears in All contract view either. I even tried doing ctrl-alt-f12 and spam finishing contracts.I am able to get GAP and PWP contract packs to load. But Kplanes never appears. I must be missing files or something. I am adding the KPlanes directory into Contract Packs. May I please have instructions on where to put the other files? I am opening up Kplane-main and dragging the Gamedata folder into my KSP root directory. Should I be compiling something instead? It comes with other files that I am not sure where to put. I tried the root directory, but it doesn't seem to do anything. edit: Here is a screenshot of fresh 1.12.5 install with just CC and K-Planes. It definitely is loading the contract, but it won't appear in Mission Control -> All, or in Contract Configurator settings. This is after I manually flew into space. edit 2: Instead of clicking Code -> Download Zip, I also just tried clicking Tags - > 0.3.0 and downloading that. Still same result; not appearing.
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Ah ok, that is too bad. Not really interested since it is just using RSS pressure curves. but OhioBob is welcome to it if they want. I used the atmospheric values from RealSolarSystem which is CC-BY-NC-SA fortunately. Thought this mod was too. So if anyone wants to have a realistic atmosphere for 10x rescale vanilla, check out RSS for reference which uses same syntax for tweaking atmospheres as this mod.
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I ended up making a 10x rescale version of your mod, since I do not like using Sigma Dimensions to scale the atmosphere compared to just using similar atmospheric models from RealSolarSystem. Keep Atmosphere and atmoTopLayer set to 1 if using 10x version. (Snip)
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[DEFUNCT] AD ASTRA --- Check the latest post and update!
Wilds replied to G'th's topic in KSP1 Mod Releases
I also find the water too green when at KSC. Looking at scatterer UI in game, we can see that the ocean scatter is using the JNSQ config. Looking inside Ad-Astra, there is no ocean.cfg for Kerbin, only Atmo. The green tint is mostly from Sky Reflection Strength! Lowering the value removes the green tint in the screenshot you replied to. But this green tint is not an Ad-Astra issue. Sorry for double post. -
[DEFUNCT] AD ASTRA --- Check the latest post and update!
Wilds replied to G'th's topic in KSP1 Mod Releases
I had same issue. Open the AVP 1.9 textures zip, go to AVP_Configs, and drag the Textures folder into Ad_Astra. When I first installed the mod, I noticed the files I need went into Ad_Astra/EVE/Textures/particles when they should be Ad_Astra/Textures/particles Clouds look great, thanks for the update! -
I usually use hotkeys (1-9) for science, and am noticing that hotkeys are bypassing this mod. Love the idea!
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Updated to 1.1. Added Tier 10 tree for the NERV, Mobile Processing Lab, and larger ISRU parts. Added 9th tier for probes, adding MPO and MTM stage to final tier.
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SlowBurn OpenTree A slower paced Tech Tree mod focusing on stock parts and Breaking Ground + Making History OpenTree was created back in 2015 by sunnypunny and I really enjoy it. He recently updated it to support Autostrut and Mechjeb, and I added some parts for full 1.12.3 compatibility while making it harder overall. Github: https://github.com/shadowed1/OpenTree/releases Features: Playtested down to 40% rewards on LunaMultiplayer Around 30k science is needed for full unlock of entire tree 1.8m through 5m parts have more segmentation and slower progression Science lab is no longer an easy unlock, forcing players to explore Does not currently support any part mods other than Mechjeb Install: Place OpenTree folder in Gamedata. Before starting a new career, choose your starting tech in difficulty! Credits: OpenTree mod was created by sunnypunny: https://github.com/sunnypunny Changelog:
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Works great! Autostrut and Mechjeb modules unlock! Nice job!!
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Hope to see it come back! It's a fantastic mod for LMP as it prevents easy science farming. Is it ok if I upload the mod to google drive or something in the meantime? edit: A decent hotfix to include Autostrut and Mechjeb for OpenTree for new games are to un-hide the vanilla trees that unlock them, and adjust their unlock values to 50% so unlocking the equivalent OpenTree variant costs the same overall. Each of the vanilla trees contain 0 parts but just allow Autostrut and Mechjeb to work.
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
Wilds replied to Gameslinx's topic in KSP1 Mod Releases
I was under the impression the current build of BH wouldn't work on 1.12.3, but it works great! I am using Morphisor's 3.5x rescale values in Sigma Dimensions, lemon cup's hotfix for Sigma rescale, and the most recent builds of the required mods. I am still using the older Parallax build (1.0.1). The only issue I am encountering is because I am using 3.5x rescale, the KSC on Lua is floating. I see a bit of documentation about fixing that, but I will work on that later! edit: To fix the Kopernicus solar panel bug I removed Destiny and Fate, then gave Tempus Barycenter the same appearance as Destiny. Now only 1 star is at center of system. Kinda lazy fix, but it works. edit2: I was getting tons of errors in console because I deleted the 2 stars but not the sunflares. I had to edit BeyondHome\scatterer\config\Sunflares\Sunflares.cfg and delete Destiny and Fate at the bottom of the .cfg.- 1,650 replies
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EVO | Extreme Visual Overhaul for RSS | Beta 0.3 "Mostly Stable"
Wilds replied to ItsJustLuci's topic in KSP1 Mod Releases
Late response, but I also had these issues. If anyone else has blurry clouds for Earth, I fixed it by downgrading to EVO 0.3 RC1 from RC2. For fixing the Uranus rings, this github post has fix: https://github.com/Its-Just-Luci/EVO/issues/10 I placed the UranusRing.png in RSS-Textures -> PluginData. Mod looks great! I am on 1.10.1 for reference.- 323 replies
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Hey SunnyPunny, I am having trouble with any of Mechjeb's features getting unlocked in Career, other than the initial aircraft autopilot when using OpenTree. If I start a new career and cheat my way to manually upgrade Tracking Station to 3, Mission Control to 2, R&D to 2, and Unlock Probe Controls 1 through 5, none of the new Mechjeb features show up. If I use the cheat menu to unlock all, they will unlock fine, similar to the Autostrut issue from before. As a fix, I loaded up the main career without OpenTree, unlocked Ascent, rebooted with OpenTree, and things are working fine. Once I have enough science to unlock docking for Mechjeb, I will have to repeat this step.
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My friend wanted a way to zoom in as much as he wanted on planets in the Tracking Station, so I made a script for him. Gotta say, it looks great. Requires Cheat Engine. Made on 7.3. Edit: script not working that reliably, so here is a pointer with controls 1 and 2 to zoom in/out respectively. Only works in tracking station.