-
Posts
412 -
Joined
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by HansAcker
-
Yes. A craft with relays and multiple frequencies routes connections between subnets, so to speak, back to the KSC. I use it to keep the commnet view somewhat ordered: Kerbin groundstations use frequencies 0 (Public, for tests and one-off tourist orbiters), 2 (InterNet, #FFFF00) and 10 (Kerbin, #00FF00). I usually only populate and upgrade the stations at KSC, Crater Rim and Harvester Massif, with Nye Island and North Station One as possible minor backup sites later in the game, if I have funds to splash. Relays around Mun have antennas for frequencies 10 and 11 (Mun, #77FF77), likewise relays around Minmus use 10 and 12 (Minmus, #AAFFAA). Vessels within Kerbin's SOI usually use 10 as their primary frequency, while rovers, bases and long-term probes and landers use the moon-specific numbers, so they'll only connect through the local relays. Relays on solar orbit have large arrays on channel 2. Relays around other planets use both 2 and another channel (e.g. 20 for Eve, 30 for Duna. I don't have a logical scheme to it. Wherever I go next gets the next range of 10 frequencies each, with vaguely distinct colors). Ships going on interplanetary missions would launch with primary channel 2, then reconfigure to the local SOI frequency once they arrive. I haven't found a need to create more fine-grained channels for moons outside Kerbin, yet, because the number of vessels there is pretty low in my games. I just like to keep the possibility, hence the 10-pack of channels for each planet. I reserved channel 1 (Local, #FFFFFF) for short-range relays on stations and the like, to control things like their local tugs but I haven't really thought it through, I guess. Yeah, a more complex routing policy could maybe spice it up a bit and create isolated networks, so we'd see the walkie-talkie icon more often I'm not sure if that's truly worth the additional configuration complexity and TaxiService's time to work on the mod, though.
-
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
HansAcker replied to Paul Kingtiger's topic in KSP1 Mod Releases
Well, they were active on this thread only a few months ago. That's basically just yesterday for KSP mods, isn't it? The original KingTinger website has expired, though. "If you know the owner of this domain, please let them know". Pinging @Paul Kingtiger At least it doesn't give me any trouble in 1.11. I noticed a NullReferenceException in US2.StockVariants.EditorPartIconListener when opening a command pod part window in the VAB, though, so it might need to have some code adjustments made someday in the future. Possibly related to the new inventory stuff. There is already a bugreport for it. I'll admit, not having a public git repository (doesn't have to be github but their interface makes things easier than downloading from OneDrive) dampens my ambitions to look at it unless it really breaks bad. I seem to have trouble logging into bitbucket for some reason.- 1,553 replies
-
- 1
-
- kis
- universal storage
-
(and 3 more)
Tagged with:
-
That is - odd... EVE shouldn't have any effect on MJ. I don't know about the docking port reticule mod, though. Btw, a method that survives updates of the MJ mod is to create a mj_unlock.cfg (or any other name as long as it ends in .cfg) somewhere within the GameData directory with content like this: Or even more simple, just create a directory called "MechJebUnlocked" in GameData and all functions are available. Remember to remove the ModuleManager.ConfigCache file afterwards, so MM refreshes the cache or else you'd scratch your head for a while. I did... Edit: huh. maybe that cache was the reason for your troubles, too, and removing the mods made MM re-read the edited config? It should automatically notice changes in the part.cfg, though.
- 1 reply
-
- 1
-
Help with B9 part switch.
HansAcker replied to SpaceShane11's topic in KSP1 Technical Support (PC, modded installs)
All those need to be put into the "Kerbal Space Program -> GameData" directory. It appears you unzipped the file within GameData itself, so KSP can't find the textures because the paths are all wrong. -
Symmetry and Angle snap
HansAcker replied to dave1904's topic in KSP1 Technical Support (PC, modded installs)
Do you use the Editor Extensions (Redux) mod? I've seen it happen only when I had this installed and it does have a "Reset Mode & Snap keys" button in its toolbar menu, so it may be a known issue with it, too. I never figured why it happens and I never dared to ask or delve into the code I just need to press that button every once in a while. (I rarely play without EEX, though, so I don't have long-term experience with the stock behaviour) -
Bugs in Rover repair mission
HansAcker replied to Drowsy Corgi's topic in KSP1 Technical Support (PC, unmodded installs)
Uh. The brakes are on? (Late Edit: Well, I assumed the screenshot was just done to illustrate the "wheels not spinning" problem. Looks like others don't share my faith in corgis ) -
You'll need to create an account on the site. Once logged in, a "New issue" button appears in the "Issues" header. I did see a similar issue once but that appeared to be constrained to BG parts. The stacktrace closely mirrored another report I read here in the past days, crashing in the Engineer's Report checks. Edit: the KSP issues don't seem to be directly linked from the start page. I usually click through the Jump to a project/All projects/KSP/Issues path on the top right to get to https://bugs.kerbalspaceprogram.com/projects/ksp/issues Edit2: I haven't yet reproduced the problem but I didn't really try, either
-
It works for me. I haven't read the comments, apparently
-
Contract generation mechanics (and mods, maybe)
HansAcker replied to chd's topic in KSP1 Gameplay Questions and Tutorials
It is. SSPXr patches the contract definitions to accept the porthole as a valid cupola part. The "CapCom" mod lists all matching parts for contract requirements, if you're unsure. -
The comment in the OP might be outdated, as the mpg123 DLL is supposedly included for both Linux/OSX, too. You'll only know if you try.
-
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
HansAcker replied to Nertea's topic in KSP1 Mod Releases
Kerbals that have items in their "seat inventory" can't be moved to parts that don't provide such inventory. Take those items out and store them elsewhere and you can freely transfer them around again. At least I think that's the problem you're seeing there. -
[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
HansAcker replied to Athlonic's topic in KSP1 Mod Releases
It's in GameData/Chatterer/Sounds/chatter/voidnoise.ogg. I replaced it with quindar_02.ogg from the same directory. I'm not sure what happens if you just delete it but you could also replace it with just some silence, I guess.- 751 replies
-
- 1
-
- communication
- chatterer
-
(and 1 more)
Tagged with:
-
[1.12.x] Fill It Up - Adjust Fuel Levels in VAB/SPH
HansAcker replied to linuxgurugamer's topic in KSP1 Mod Releases
The mod uses a config node to select which resources to ignore. Unfortunately, removing just a single key is not possible with ModuleManager, so I use this patch instead: // default list ignores Ore @FILLITUP:AFTER[FillItUp] { !IgnoredResource,* = any IgnoredResource = ElectricCharge IgnoredResource = IntakeAir } -
"advConstruction" is a node in the stock Tech Tree, not a mod. id = advConstruction title = #autoLOC_501058 //#autoLOC_501058 = Advanced Construction description = #autoLOC_501059 //#autoLOC_501059 = New advances in construction make it possible to build larger than ever before. What do you want to know about it?
-
I'm not sure if it is either I can't imagine how MechJeb could trigger it (it's only an animation playing, no other effects). Could be a stock thing, sure, but equally likely an interaction from another mod. I have yet to experience it myself. It appears that it only happens with the Mk1-3 command pod in all the examples I've seen.
-
It depends... on many factors. GPU, CPU, Disk Stock KSP (without DLCs) loads in as little as 15 -20 seconds on my computer (Ryzen 5, 32GB, RTX2080) if all the files are in the (Windows) file system cache. With both DLCs, it takes about a minute. The GPU puts out a few thousand frames per second on this load (giving an audible squeal from the card) of which the display discards all but 75... However, if the frame rate is limited outside the game engine's control (I don't know if using G-Sync/FreeSync applies here, too), the game spends a lot of time waiting because it only loads one thing per graphics frame, so you'll see your load time increase by a few frames for every modded part you add plus another few for each ModuleManager patch and so on. The disk speed is another factor if no files have been cached from a previous start or if there's not enough RAM to store them all plus the game. Replacing a hard disk with an SSD speeds up loading by quite a bit, although I found a thread where someone figured that programs also interfere with loading times from SSD:
-
I did see an example of the "runaway RCS" (just the plume animation with no effect) in a stream I was watching today. https://www.twitch.tv/videos/857320798?t=01h15m07s Odd. It never happened to me (yet) and I play with MechJeb in 1.11.0. I'd wager that it's not MJ's doing but since MJ uses reflection to find its sub-modules, it's prone to trigger weird behaviour in other incompatible mods and the hanging menu is probably a symptom of that.
-
Missing Time to Start burn on Navball
HansAcker replied to djr5899's topic in KSP1 Gameplay Questions and Tutorials
It's probably the "Show Extended Burn Indicator" option in General Settings. -
Works for me. I keep different KSP version in their own directories and just copied everything in GameData (excluding Squad*, of course) over from 1.10. The only mod (in ~90) I had to remove was Basic DeltaV because it overwrites the stock dV display in the editor and didn't work right (just like KER). I continued the career save game from 1.10 and didn't start a new one, though.
-
Drill to ISRU ratio for asteroid mining
HansAcker replied to ajburges's topic in KSP1 Gameplay Questions and Tutorials
On moons, multiple drills often can't keep up with even a single ISRU. Asteroids have a much larger ore content than the usual planet/moon where one drill can easily provide enough ore for many ISRUs, especially with a high-level engineer on board. Power becomes the limiting factor, so bring enough fuel cells. Here's a mining rig I used in an older sandbox that I tuned to the best ratio. It can turn an asteroid into fuel faster than I could juggle the tanks I'll have to search for the craft file but it looks like about 10 ISRUs to 3 drills, with about 66 fuel cell arrays to power it all. As far as I remember, I started out with testing the maximum amount of ore/second a drill would pull out of the asteroid, then added ISRUs to match and measured the total EC rate and finally put in the appropriate number of fuel cells arrays (plus one or two for extra margin). The cooling capacity is a bit on the small side but it did work for hours without any efficiency penalty due to core heat. Edit: here is the old craft file: https://pastebin.com/NLkh5aDD (the launcher needs the Making History DLC for the tanks and engines) Version 1.5, how the time flies. Boy, was she a beast to launch. Also not included is the tug required to push it into an asteroid. -
Warping moves objects
HansAcker replied to maxander42's topic in KSP1 Technical Support (PC, modded installs)
Yeah, I got that, too. As far as I can remember, it's been in every version I played (probably since 1.4, I can't remember :)), so it's not a new thing in 1.11. Oddly enough, it doesn't appear to happen all the time or with every vessel. I don't know any solution to it, I'm afraid. Time-warp often does some weird things. It often moves back to the original position after warping, so I just warp to get close and then dock as if nothing happened. -
They are stated when configuring the experiment in the editor and in flight you can press the "document" icon next to its name to show a window that often also describes the requirements (not in the case of BEEP, it seems). It should? Moho isn't that hot. You can set up actions on power low/high and sunlight/shadow events. I often use it to turn on fuel cells on low power, turn them off at high power and likewise with electrolysis on in sunlight, off in shadow. Note that at high time-warp rates, the latter won't work right on all vessels, though. Also, you'll eventually need to cycle through vessels to reset the dump-valves so that fuel cells continue dumping excess water and don't stop producing EC. It's where Kerbalism can get tedious when running long multi-mission games with a number of vessels in the background. . The internal pressure isn't stated afaik and it's pobably a measure of balance. Kerbalism does use realistic-ish volumes for its containers, so maybe the stock containers should hold more gas? In any case, if you think you can improve the experience, open an issue on the github repository and provide a patch
-
I'm not sure what exactly you're looking for. To plan a landing at a specific biome, SCANsat can produce a biome map for a scanned planet or moon. If you're already on a collision course, Kerbal Engineer's impact prediction also shows the targeted biome.