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Everything posted by Kari
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[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
Kari replied to hemeac's topic in KSP1 Mod Releases
I assumed you were asking about the information panel on the right side of the window, if it is, PartInfo is the mod responsible for the "part info" above kerbalism realibility. -
[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
Kari replied to hemeac's topic in KSP1 Mod Releases
You don't have part info nor kerbalism -
it's not a requirement, but this tank b9 can't find is part of a patch for it, weird it's showing up if you don't have it installed link broken
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Try reinstalling Cryo Tanks, your game can't found a tank type that is in a file called "CryoTanksFuelTankTypes.cfg" in the patches folder of CryoTanks
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MEV Heavy Industries - Daedalus drives, Bussard drives and Epstein drives
Kari replied to Cyne's topic in KSP1 Mod Releases
Persistent Thrust might help, I didn't play with the mod too much to see if it behaves properly, but give it a try! -
MEV Heavy Industries - Daedalus drives, Bussard drives and Epstein drives
Kari replied to Cyne's topic in KSP1 Mod Releases
Time to build the Roci! -
[1.8x - 1.11x] Kerbal Weather Project (KWP) v1.0.0
Kari replied to cmet24's topic in KSP1 Mod Releases
I tested in mine 2.7x rescale and it worked, IDK if worked properly but worked -
Mine does work fine in 1.11 Both sounds should be playing, but RP are louder so you can't hear RSE's, this happened to me before, so earlier this month I shared a patch for real plume here, it didn't made release yet, so you probably don't have it installed. About the question, I made configs for most engines in RO and what I did was looking at the engine in the VAB and playing a sound in a audio player, if it matched in my head, that's the one I would pick (honestly it didn't took that long). I thought about using thrust values but I couldn't decide how, so I didn't
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I was about to come here and tell the mod seems to be working fine in 1.11 haha
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Yes, I got it working and forgot to update haha Here you go That CombinedPlume was the missing piece When I learn how to add a pull request on github I will submit the patch officially Edit: I made a pull request, hope everything is right over there
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In RealPlume folder you can find the sounds used and listen to them before ignition to be easier to recognize, but a good idea is just removing the rse patches and hoping everything is silent, lol You are correct, for now there's no engage sound, maybe in a few updates, @ensou04?
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I've ran into the same issue while patching RO and CH4, I wrote a MM patch that is partially working The engage, disengage and flameout are ok, but for some reason the main sound is not getting erased despite being deleted by the patch and running after all RP patches, I've even dowloaded the old version of RSE that was dependent on RP and the patches are very similar. Does anyone know what I'm doing wrong? Edit: Ok so it seems that using HAS:[@Plume[1 ]] instead of HAS[@EFFECTS:HAS[1 ]] like it is on the old RSE triggers engines a little bit different and the patch was applied to a few engines it shouldn't. I was testing the patch with 3 different engines and I was unlucky enough to choose 3 engines that shouldn't been patched. After I changed the section to the second option I noticed on the MM log that all 3 weren't patched anymore , I tested a few of the engines it was aplied and they were RP silent. I still don't know exactly why this happened. I will try different approaches and see what works best. Since it's for RO and I made the patches based on enginetype instead of per part, I think a global patch for silencing RP might be worth it. @MainSailor take a look into the next spoiler, since you're working with specific parts, the template should work without the issues I have.
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Hello There I didn't found exactly what was causing my VAB freezes but on a new install it's not happening anymore, maybe we'll never know On a side note, I think I'm gonna make patches for the engines used in RO and CH4. I still have to test it, but if my hypothesis is correct, we can use the engineType parameter RO uses so different parts connected to that engineType will have the correct sounds. Here's an example of it: (I stole it from your configs and changed the part and yes I am aware of the engineID, but as far as I checked, they don't specify one) In my head, this should work. On the other hand, how did you define which engines to put in each category? I need to find a criteria to separate each of the almost 300 engines, I was thinking thrust might be a good option, but at exactly what thrust I would consider a engine medium and not light? I am open to any ideas
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Wait I am having these issues as well, did these stutters happened before installing soundtrack editor? Does your game also stutters in the VAB after some time? I just checked and it may be worth to check the Soudtrack editor plugin files in KSP_Data and KSP_64x_Data folders because when I tried uninstalling it I forgot to remove those, I'm gonna try these and update you guys later Edit: Didn't solve, so there's something else going on, but my 1.8.1 RP-1 doesn't have this issue
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@ensou04 Yes @Idleness I never got any trouble with them
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Hi, it's me again I've noticed a log spam in my game. As always, here's the full log and in the spoiler is the message spammed It's something related to the option to muffle chatterer because if disabled the spam stops, it happens in 0.5.2 as well as 0.5.3. I didn't launch anything while looking at the log but my guess is the moment the muffle kicks in the spam starts. On the surface of Kerbin nothing happens. My game sometimes stutter in the VAB and when changing scenes (audio only on scene change) after playing for a while, I have no idea if these two things can be related but it's a very recent issue (this is what made me look in the log and find the spam). If somehow this stops I'll edit this
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Guess you already did it hsuaha But no, they're not usable parts
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@ensou04 I deleted them but nothing changed. I used your info to find what exactly was messing up and turns out it was a filter extensions patch on remote tech and the procedural fairings was some dummy parts that represent the upgrades in the tech tree The RT patch I deleted it since I don't use RT and to fix the procedural fairings errors I added a random crash tolerance to the dummy parts and it worked, no errors now! These are the files if someone else ran into these annoying errors Thanks for your help!
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First of all, this is amazing, my expectations were high and they were met. But here's the sad part, I got 117 errors in shipeffects.cfg (i didn't screenshot it but I took this from the module manager log) Here's what I have in gamedata and here's my player.log (I did play for a while so it's kinda long) Any idea? The game runs just fine
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Neat! I've been playing only RSS/RP1 lately and I'm setting up a stockalike game, I'm guessing 1.10.1 would be the safest choice to go
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I'll probably disable it anyway but a simple beep (similar to some of the beeps in Chatterer) just to indicate that I've staged would be cool, nothing too fancy. What do you think?
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Os links estão inválidos, conseguiria por favor um invite do KSP Brasil válido?
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Did you add these patches? the last one is what you want
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[1.12+] Less Real Than Real(ism) - RP-1 With Less 'R' [v2.0.6]
Kari replied to Pehvbot's topic in KSP1 Mod Releases
Thanks for the code, I'm new to modding (I play with mods for a long time but I started to understand more deeply how they work recently) but I know how to work with this. I found these issues while I played with your mod Modular Fuel Tanks and the fuel switch in Firespitter messes up the volume in the tanks, their volumes either overwrite the rescale or don't get it applied at all, all I know is most of my tanks had stock volumes with them installed (which is sad because one of my mods (Cormorant Aeronology) has firespitter as a dependency) the fairing side parts in Procedural Fairings mod don't fits correctly in the base. excluding them from rescaling might fix, I didn't tried that yet Overall everything looks good -
[1.12+] Less Real Than Real(ism) - RP-1 With Less 'R' [v2.0.6]
Kari replied to Pehvbot's topic in KSP1 Mod Releases
This is exactly what I've been looking for since I tried playing RSS. RO was always too much for both me and my pc. I've decided to install this with some parts mods that I use on my stock save and see if anything feels under/overpowered, but since it's a pure rescale I guess it will only reflect how the part originally feel. Some questions: There are some mods that are built balanced for a 2.5x system and rescaling them like the stock parts would made them too powerful, right? If so, how can we balance it? I noticed the Terrier size didn't match the 1.25m tanks after rescaling (even in a clean install). It's intended? edit: don't know what was causing it but now it's correct Nice work and thanks