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Everything posted by VoidSquid
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SVE Textures not showing up
VoidSquid replied to I am Larsen's topic in KSP1 Technical Support (PC, modded installs)
Seems OP had uploaded an old log file from last month, he might actually have 1.8.x. Awaiting current log files now... -
SVE Textures not showing up
VoidSquid replied to I am Larsen's topic in KSP1 Technical Support (PC, modded installs)
No problem, but a current output.log instead that old one would be helpful -
SVE Textures not showing up
VoidSquid replied to I am Larsen's topic in KSP1 Technical Support (PC, modded installs)
output.log says you're using KSP 1.7.3: [KSP Version]: 1.7.3.2594 (WindowsPlayer x64) (x64) en-us ============================== That mod isn't required anymore since KSP 1.5, part of stock game since then. For that reason, the mod hasn't updated anymore, probably incompatible now. I also see endless error lines from CollisionFX in your log file. Latest release of this mod is for KSP 1.6, probably incompatible now as well. As @Galileo already said, a list of your mods would be helpful, can you upload the ModuleManager.log as well as it contains the version information. -
Deploy solar panels with one button, this exists?
VoidSquid replied to Fierce Wolf's topic in KSP1 Mods Discussions
Same is true for 1.7.3, there's a mod for this: -
SVE Textures not showing up
VoidSquid replied to I am Larsen's topic in KSP1 Technical Support (PC, modded installs)
What KSP version you're running? Can you please provide log files? -
Ksp crashes when eva on the mun
VoidSquid replied to RyuTora's topic in KSP1 Technical Support (PC, unmodded installs)
Sounds like this confirmed bug to me https://bugs.kerbalspaceprogram.com/issues/23977 -
Will KSP 2 use SI units for resources?
VoidSquid replied to Paul Kingtiger's topic in Prelaunch KSP2 Discussion
A wonderful video, thanks a lot, @paul23 -
Will KSP 2 use SI units for resources?
VoidSquid replied to Paul Kingtiger's topic in Prelaunch KSP2 Discussion
Yeah, it's a question what you grew up with, what you're used to, what is practical for you. Me for example, I still stick with Calorie, not Joule (it's what I grew up with), and for practical reasons, most of the time I use km/h, not m/s (practical reasons). Old habits die hard -
Will KSP 2 use SI units for resources?
VoidSquid replied to Paul Kingtiger's topic in Prelaunch KSP2 Discussion
Only for a latitude of zero degrees and only for pure eastward/westward movement, neither is true for almost all flights/shipping routes, is it? -
Will KSP 2 use SI units for resources?
VoidSquid replied to Paul Kingtiger's topic in Prelaunch KSP2 Discussion
For me, just the opposite, as per my understanding, the use of these units is historically based, isn't it? I find it very odd that I always have to convert ft in m, kn in km/h. Yes, I grew up in continental Europe with the SI system, which makes way more sense to me than imperial units. Or take temperature, Celsius vs. Fahrenheit, I find the Celsius scala way more intuitive, 0 for water freezing, 100 for water boiling. Anyway, you might be interested in this mod: -
Game Crashes on Startup
VoidSquid replied to Xerter's topic in KSP1 Technical Support (PC, unmodded installs)
So a Microsoft problem then, UAC and that? Not that I'm surprised... Part of my work is being System Administrator, about 90% of my work requires admin privileges and ofc some knowledge of Windows. For myself, I have disabled this whole UAC thingy, way less hassle, I don't have time for this nor am I willing to deal with that nonsense, I just need the work done. Of course, Microsoft thinks this is a bad idea, in particular when you completely disable the UAC stuff, giving yourself direct and full admin rights, the OS doesn't allow you to run any Metro apps... brilliant idea, ain't it? This whole UAC thingy is a big nonsense imo: either you know what you're doing, then UAC stands just in the way, best case: more clicks (and more often than not, this is not sufficient). Or we have the ordinary user who get's occasionally a UAC popup he neither understands nor is interested in (and why would he?), so he simply clicks it away without even bothering to read it. But I'm digressing, important here: you got your problem resolved! -
Which lines are required then? Example of a cfg I made for a LfOx mod tank: That's a simple copy and paste from one of the MFT cfg files which comes with MFT. For tanks in Squad_modularFuelTanks.cfg, some do have lines for basemass= volume * <factor>, some don't, e.g. Why is that? Even for the same fuel type, if present, <factor> in lines basemass = volume * <factor> varies greatly. I find that confusing, tbh, this is the reason I only made a a few cfg files for some LfOx tanks from various part mods, for my own needs.
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Ok then, how can I help? Making config files the way I described is a no-brainer. Adding lines according to the RF requirements should be easy too if I know what's required. My personal biggest obstacle are parts not having any fuel in them per se, nose cones etc., as I said: how do I get the exact dimensions to calculate the available volume?
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I see, things like ReafFuel or RSS do change my simplistic approach, naturally. Never used those mods, the few MFT cfgs I made, I made just for my own needs, stock game plus part mods like MRS or RLA.
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The few MFT cfg files I did, I just opened the respective tank cfg in a text editor, copied a similar MFT cfg, and changed the values accordingly. What I don't understand atm: For any given tank, regardless of content, we do have the volume and dry mass. With MFT, it can be filled with any content, and we know the volume as well as density of the different propellants. Why are lines like basemass = volume * 0.000625 needed at all? Then we have of course the second category, parts like nose cones, that do not contain any fuel per se, for those we have the mass but no volume, that has to be calculated manually and then added to a MFT cfg file. What do I miss here?
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Python... been a while, some 30 years actually... so if I understand your script correctly, you're enumerating and parsing all GameDate\..\.cfg files through that script which then creates its own MFT .cfg files according to the content of the parts .cfg files it finds?
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I don't fully understand your syntax yet in TankTypes.cfg (e.g. "basemass = 0.000625 * volume" seems to be a general definition which is sometimes overwritten by "mass = 0.000625", sometimes not?), what I did so far was creating some config files for other non-stock LfOx / Lf tanks. If you could give me a bit background know how, I could also do other tank types like structural. Also: how do you measure the dimensions of parts? There's no tape measure in the VAB.
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Rescue mission on playstation
VoidSquid replied to MZ_per_X1's topic in KSP1 Gameplay Questions and Tutorials
Those are good news, glad to hear, @MZ_per_X1