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WaywardScythe

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Everything posted by WaywardScythe

  1. aww darn, I was hoping to hit stuff far enough away from gameplay to not be covered by the stuff you have to follow. I eagerly await the release to plumb the depths of kerbal culture, through explosions and crashes.
  2. @Ghostii_Space Apologies for the necro, but since your background is anthropology and memes, I think you're uniquely suited to answer my questions. Do kerbals have astrology? Would they hold off on a launch while Duna is in retrograde? Is the Kraken a new god, or a very old one? Do kerbals have weddings? Is their written language character of pictograph based?
  3. Initially, yeah. functionally though, I ended up using ckan to delete my overwrite install and then I installed it fresh (not overwriting anything), manually. Sorry if I'm being confusing. I'm using v1.31.2
  4. Windows 10 KIS the only mod I know of that has a miniAVC Tested on both KSP 1.12.3 (on accident) and 1.12.4 Behavior of ZeroMiniAVC was identical in both versions. A pop-up appeared saying it found things to prune and that the game would need to restart, and then the game restarted on its own a single time. No pop up after the restart, and the game loads and plays normally. For my 1.12.4 install Sandcastle seems to be broken pretty badly and the game plays as expected in that state and it didn't seem to affect ZeroMiniAVC at all. ZeroMiniAVC Log for 1.12.4 : INFO:2022-11-20 19:15:42.156 ZeroMiniAVC started at: 11/20/2022 7:15:42 PM INFO:2022-11-20 19:15:42.159 ZeroMiniAVC: Awake INFO:2022-11-20 19:15:54.847 Arg[0]: D:\SteamLibrary\steamapps\common\Kerbal Space Program\KSP_x64.exe INFO:2022-11-20 19:15:54.847 ZeroMiniAVC started ... INFO:2022-11-20 19:15:54.851 cleanMiniAVC INFO:2022-11-20 19:15:54.853 MiniAVC pruned for KIS INFO:2022-11-20 19:15:54.854 MiniAVC pruned for KIS, path: D:\SteamLibrary\steamapps\common\Kerbal Space Program\GameData\KIS\Plugins\MiniAVC-V2.dll.pruned INFO:2022-11-20 19:15:55.665 showwin set to true INFO:2022-11-20 19:16:10.675 startInfo.FileName: D:\SteamLibrary\steamapps\common\Kerbal Space Program\KSP_x64.exe, startInfo.Arguments: INFO:2022-11-20 19:16:24.557 ================================================= INFO:2022-11-20 19:16:24.558 ZeroMiniAVC started at: 11/20/2022 7:16:24 PM INFO:2022-11-20 19:16:24.561 ZeroMiniAVC: Awake INFO:2022-11-20 19:16:37.546 Arg[0]: D:\SteamLibrary\steamapps\common\Kerbal Space Program\KSP_x64.exe INFO:2022-11-20 19:16:37.546 ZeroMiniAVC started ... INFO:2022-11-20 19:16:37.550 cleanMiniAVC INFO:2022-11-20 19:16:37.553 ZeroMiniAVC destroyed... ZeroMiniAVC Log for 1.12.3 : INFO:2022-11-20 18:53:34.704 ZeroMiniAVC started at: 11/20/2022 6:53:34 PM INFO:2022-11-20 18:53:34.707 ZeroMiniAVC: Awake INFO:2022-11-20 18:53:40.927 Arg[0]: D:\Kerbal Space Program\KSP_x64.exe INFO:2022-11-20 18:53:40.927 ZeroMiniAVC started ... INFO:2022-11-20 18:53:40.938 cleanMiniAVC INFO:2022-11-20 18:53:40.941 MiniAVC pruned for KIS INFO:2022-11-20 18:53:40.941 MiniAVC pruned for KIS, path: D:\Kerbal Space Program\GameData\KIS\Plugins\MiniAVC-V2.dll.pruned INFO:2022-11-20 18:53:41.513 showwin set to true INFO:2022-11-20 18:54:02.346 startInfo.FileName: D:\Kerbal Space Program\KSP_x64.exe, startInfo.Arguments: INFO:2022-11-20 18:54:15.568 ================================================= INFO:2022-11-20 18:54:15.569 ZeroMiniAVC started at: 11/20/2022 6:54:15 PM INFO:2022-11-20 18:54:15.570 ZeroMiniAVC: Awake INFO:2022-11-20 18:54:21.777 Arg[0]: D:\Kerbal Space Program\KSP_x64.exe INFO:2022-11-20 18:54:21.777 ZeroMiniAVC started ... INFO:2022-11-20 18:54:21.792 cleanMiniAVC INFO:2022-11-20 18:54:21.796 ZeroMiniAVC destroyed... Let me know if there are any other mods with MiniAVCs you'd like me to test. Oh, and as a disclaimer, I have no idea what MiniAVCs are/do so I won't be able to provide much insight beyond what behavior I observe and what's in the logs One more thing, dunno if it's helpful or not, but when I manually inserted the beta into the GameData folder ckan was *extremely* unhappy. It threw an error when applying any other mod updates that an object being referenced didn't exist, and when hitting "continue" instead of quit it brought up the "mods to install" window with no list at all. But when I ignored all those warning signs and hit "apply" anyways it properly updated/installed the mods I selected and then removed ZeroMiniAVC. I reinstalled the beta manually after that and then ran the program from it's icon in the file system, so I don't know if ckan is still angry at it. Before I manually replaced the ckan install with the beta, I was also experiencing ckan freezing when hitting "apply" to remove the ckan install of ZeroMiniAVC, but it was also freezing even if I just clicked the little checkbox in the list. I let it try to resolve for over three minutes one time before force quitting ckan.
  5. @Gameslinx Thanks for the update! somehow it fixed the issue I was having with the game not running at all! it looks gorgeous btw
  6. @JadeOfMaar Thank you so much! BOPN is exactly what I was looking for. I am using community parts titles too!
  7. I had a mod running that re-ordered parts within their category to be a bit more sensible, but in dealing with a corrupt HDD I've lost it. I've dug through a bunch of versions of mods on ckan already and still can't find it. I did install it from ckan, and one of the things I remember distinctly about where it moved things was that the RV-1 Cub Vernier was up at the top by the Twitch engine. I feel, yeah, pretty dumb for not being able to find it again, but if anyone could help me out it'd be greatly appreciated.
  8. You're probably right that it wouldn't, cause it would definitely add layers of complexity and it makes sense from practical gameplay and real life to have it not be airtight. And actually it would be kinda insane if it were airtight because you could ship chunks of water/air to other planets. Which would do wonderful lovely things to the CPU load. Gosh could you imagine dropping water or air as lag bombs on players in multiplayer?
  9. Not sure why I crave this so much, but it would be cool if like you could use MK3 bays as proper boat hulls, as in water didn't clip through. I seriously doubt this is something the team is working on though. water isn't a main focus of KSP gameplay. It would be pretty hard to implement too. you either need to have the model running all the time no matter what chunk you're in or you'd need it to load contextually ( like as your vessel approaches the liquid in a similar fashion to how collision code is grabbed right before a collision ). My pie in the sky wish is that enclosed spaces are treated in such a way that fluid dynamically flows into them when opened. like if you open a MK3 bay underwater, water rushes in. similarly, in atmo kerbals could move around an enclosed bay but get blown around when it opens. (both of these would require some better collisions and friction modeling for the kerbals too). it'd be fun to have these as makeshift pressurized spaces too for hardcore play. However, if this is sonething any of you good folks working on KSP2 want to do, then I'd definitely prefer this as an add-on feature than as something that would extend the timeline, especially considering how complicated it could be.
  10. Exciting easter egg stuff aside, I really like the new functionality of the VAB UI/X. Although my monke brain screams "Different = Bad!" at the part pallet visual display and toolbar location. I am a bit of a sucker for opaque boxes nestled in opaque boxes (outdated GUIs).
  11. I just tested it out and it sorta works with other parts. Since they don't have colliders you can just float through the closed hatches. you could float outside the vessel too, but that's kinda beside the point. Not all of the stock parts have complete colliders tho, also I think Restock/+ messes with some of the hatches (?) It also seems that if you pass into a part that isn't known to the mod and back into a known part, you can't interact with some of the hatches and chairs that you could previously.
  12. This might be a bit niche, but it'd be great if you could move kerbals around in closed cargo bays/structural fuselages while in flight in atmo. It'd be really cool to be able to actually move kerbals around inside some of my massive aircraft rather than using crew transfer. I suppose a simple way to implement this would to have internal surfaces to the cargo bays that kerbals feet can magnetize to. Though I'd also be down for having an option for kerbals to magnet boot to all vehicle surfaces. A more rigorous way to implement this might be something like having kerbals not interact with the air inside cargo bays and then not treat the internal surface as moving while inside. I dunno if any of this is practical/possible with how KSP is coded.
  13. It's not just the enclosed hispano, if you delete the folder, it hangs up on the exposed one, and if you delete that one it hangs up on the next gun.
  14. @BuzzFeed4Lief I'm not sure what filter you mean? I can give you some more feedback though if you describe it. EDIT if you mean the category filter, it shows up if you expand the categories, easy to find. The turrets included in my screencap are the only ones I could see that matched up, and obviously they aren't scale. I've had to modify configs for BDA supported guns in another mod before, and it seems that maybe it's not super hard to get the turrets to behave if you can copy paste the working info from the mods. Here's a list of current Kriegsmarine weapons in the Naval Artillery System mod 2 cm FlaK 38 Quad Mount (Flakvierling) 3.7 cm SK C/30 Anti-aircraft Gun Dual Mount 10.5 cm SK C/33 Naval Gun 20.3 cm SK C/34 28 cm SK C/28 Twin Turret 38 cm SK C/34 FuMO 61 "Hohentwiel U" Radar
  15. would it be very difficult to scrub gun turrets and engine/props from the ship models? it looks really good, but Naval Weapon Systems and Large Boats Parts Pack still essentially work in current KSP version and it'd be cool to have the option to mount working turrets and such. https://imgur.com/a/q1L46SX
  16. @linuxgurugamer Thanks for taking on this mod. I've run across some issues, they aren't gamebreaking for me but it'd be nice to know if we can look forward to a fix or not. Structural Boom has a floating node in addition to it's sensibly located node. Structural Boom will attach to stock parts normally on both nodes (floating and sensible) but attaches only to the back of retrofuture part nodes. Tanto and Shoto engines still don't rotate correctly when placed mirrored, others have detailed the issue above Kento engine does not have a VTOL option at all. Rectangular SAS doesn't have a part variant though there is a clickable option RetroFuture Control Surface does not deploy correctly when placed with mirror symmetry though flight controls work fine. Spoiler and Airbrake both can only be toggled, raised, lowered via action groups, they don't have a right-click menu option. MK X-31 Advanced Cockpit, Place Anywhere Cockpit MK2, and High Dome Cockpit are the only ones with built in BD Armory weapons managers (they do work now, though I'm not sure if any of the other cockpits were supposed to also include them) 30mm Cannon Gondola and 4x.50cal Nose Guns show up as BD Armory ammo containers and contain ammo, but do not function as weapons. Seriously though, thanks so much for all the mod work you do, and sorry if I missed in the threads somewhere where you explicitly addressed these things.
  17. @Nertea Looks like today's update of community categories fixed the issue I was having with parts not showing up, they all showed up under the NFLV category. so, Hooray! Thanks for the awesome mod by the way, it's one of my faves and the work that you and all the others do is just so mind blowingly awesome
  18. Sorry I wasn't clear. The legacy parts are supported as described, but All the New parts are gone too, though they are also supported in previous craft. I'll double check my files and see if anythings gone wrong there.
  19. Hi, I updated the mod this morning and all of the parts seem to have disappeared. Ones that had been attached to previous vessels still exist and work, including old ones like Buzzard engine ( thanks for the plume rotate btw), and can be moved and attached to new craft from merging, but the parts don't show up in the parts list. I've got Restock and Restock + installed but also a bunch of other stable and quasi stable mods. Any ideas on what's gone wrong or is there a kind of mod that might not be playing nice (new resources ground construction etc) ? Thanks.
  20. Thanks so much! No problem, honestly I'm just super happy that you're maintaining this one. And thanks for the tip, I may end up doing that.
  21. Pretty much the whole reason I have Hangar installed is to make a neato asteroid base that has it's own defense ship, or can service visiting ships. I'm working on one right now in fact! And in that vein, while I understand that having attachment nodes on both sides of the gateway doesn't make a whole lot of sense with the doors and all, it would really help out mission planning, at least for me. (currently I've got one hatch w/ a mine attached, and I'd like to send up another hatch and a gateway in one go). Would it be hard to make it decouple on that node, and add in a decoupler texture that shows up when you attach something there? In any case, thanks for the awesome mod, I always manage to get my part count up there, so having hangars as an option is really nice. P.S. are there conditions to meet before a hangar will accept a vehicle "in flight"? or is there a wiki or forum post I should read to answer that?
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