-
Posts
488 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Grimmas
-
They already looked into it and decided a while ago that there would be no benefit to it, also the shader code isn't accessible for modders.
- 931 replies
-
- 1
-
-
- 1.8.x-1.12.x
- bugs
-
(and 1 more)
Tagged with:
-
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
Grimmas replied to Poodmund's topic in KSP1 Mod Releases
@NoXion The two things that stand out to me is that you're running an older version of KSP and that we don't know what version of Kopernicus you're using - it may not be the right one, Kopernicus' recent development history is a bit complicated. If you post your KSP logs we can take a look, but if I were in your shoes I would also look into upgrading everything (KSP and mods). And if I were to uninstall anything on that list as 'likely to cause unexpected problems' I would first go for TweakScale, DistantObject, TextureReplacer, WarpPlugin, and PlanetShine. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Grimmas replied to RoverDude's topic in KSP1 Mod Releases
WOLF also has no concept of time, it's just a number that gets reduced once when you start mining. If you had 500 of a resource in a biome and you add a WOLF harvester for 20 units you now have 480 of that resource - forever. -
Why do the Russian Command Pods have so little Ablator?
Grimmas replied to The Spac's topic in Making History Discussion
Nice necro. BTW talking about commitment to crew safety, many more astronauts than cosmonauts have given their life in the line of duty. Mostly because of Challenger and Columbia. Statistically, you had a much higher chance of getting killed flying on the shuttle than on the Soyuz which has an operational record of no fatalities in the last 50 years (since Soyuz 11 depressurized on re-entry in 1971). And yea you don't really need ablator in LKO. I still add heat shields but usually remove 90% of the ablator if the mission is a return from Mun/Minmus. -
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
Grimmas replied to Poodmund's topic in KSP1 Mod Releases
Scatterer works completely fine with OPM, I've used them together for at least 300 hours. Your problem is something else. -
[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Grimmas replied to Gameslinx's topic in KSP1 Mod Releases
From what others posted, it will work on OpenGL, but the results aren't as good and there will be visual artifacts.- 3,161 replies
-
[1.12.x] Near Future Technologies (September 6)
Grimmas replied to Nertea's topic in KSP1 Mod Releases
Generally yes, deleting the relevant cfg will prevent the part from loading. I don't recommend deleting whole folders, they may contain other files that may be referenced by other parts. AFAIK KSP won't load models/textures unless they are referenced by a part config, so you won't get any benefit from deleting the whole folder. -
Anyone else worried that KSP 2 will be bad?
Grimmas replied to Omni122's topic in Prelaunch KSP2 Discussion
I'm not worried at all. If turns out to be a good game, great. If not, I can still keep playing KSP. Mods are keeping this game alive for me and I expect I'll be interested in it for quite some time still (at least until I finish doing what I want to do in modded career). And apart from all that I have a backlog of 500+ games now lol. -
[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Grimmas replied to Gameslinx's topic in KSP1 Mod Releases
They are on by default. In your KSP install go under GameData/Parallax/Config/ParallaxGlobal.cfg At the very end there should be a section like this: CollisionSettings { collide = true flatMinmus = false }- 3,161 replies
-
I find mods via CKAN or the forums, and keep most mods installed/updated via CKAN. For mods where I really must have the latest version or where CKAN is lagging behind, I'll look on Github for unreleased updates or even download and compile it myself from source (how much I want the latest features of a mod is proportional to the time and effort I put into it). Same for when I want to make local changes since with CKAN I'll often forget and overwrite them.
-
This mod looks like it's exactly what I was looking for. Just a way to separate the CommNet networks without adding too many extra bells and whistles and too much realism. The ability to selectively upgrade ground stations is nice too. Thanks for making this! But now I have to redesign and relaunch all of my relays Edit: Played about six with this. I really like the functionality. But there are some problems, my KSP.log ended up at 500mb [EXC 04:35:03.690] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.Flight.TelemetryUpdate.HideModeButton () (at <06f13185617646e5bc801baeab53ab75>:0) KSP.UI.Screens.Flight.TelemetryUpdate.Update () (at <06f13185617646e5bc801baeab53ab75>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) At some point it went into an NRE loop and the above would get spammed in every scene, even after quitting to the main menu. KSP 1.11.2 and CommNetConstellation-1.5.7-cnm-149-commnet-manager-port-2, along with about 120 other mods so the potential for conflict is definitely there. Other symptoms were that the text on about half of the menu buttons (including all buttons in the hierarchy page) disappeared and some of the text elements in the ESC menu got displaced. I realize this isn't much to go on, I can't upload a 500mb log file though. I'll try to narrow this down a bit and see if I can find out anything useful. Edit2: Some days and many hours of KSP later, it seems like most of the issues stemmed from CommNetManager. After removing CommNetManager and using the standalone version of the mod, I no longer have constant NRE spam and slowdown/UI issues.
-
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
Grimmas replied to Poodmund's topic in KSP1 Mod Releases
AVP has configs for OPM already, so you're all set. -
[WIP][1.9.x?–1.12.x] OSE Workshop continuation (name TBD)
Grimmas replied to Alphathon's topic in KSP1 Mod Development
Well, SSPE meshes well with Near Future Construction (for obvious reasons) and that one has those hexa-girders and octa-girders which mesh well with USI Kontainers At least that's how I build my space stations. Gives them a bit of an industrial look. But you can also add MM patches for the missing resources, of course, as you say.- 82 replies
-
- b9 partswitch
- kis
-
(and 1 more)
Tagged with:
-
The partches are independent of each other - the MKS patches add MKS modules (mainly logistics and colonization bonuses) and the USI-LS patches add USI-LS modules (mainly habitation and recyclers). The only "interaction" I added was for the hydroponics - if you use USI-LS without MKS you'll get the one-recipe version without machinery (straight mulch+fertilizer to supplies) and if you use MKS you'll instead get the version that acts like the Tundra agriculture part (adds substrate/dirt to supplies converters, consumes machinery). In the case of MKS+TAC you should get the heavier version. That said, I've never played MKS with TAC before, as they are not really that compatible and aren't meant to be played together. So YMMV. If you find any bugs or balance issues in my patch, let me know.
-
What is the best version for ksp mods?
Grimmas replied to BlockGaming06's topic in KSP1 Mods Discussions
Shockingly, the vast majority of mods run without any major issues in the current version. Even mods that haven't been updated since KSP 1.8. So IMHO the most current version is the best, whether you want to use mods or develop them. -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Grimmas replied to Nils277's topic in KSP1 Mod Releases
Yes, it works with the latest version of KSP. You also need to install ModuleManager (not included in the zip). -
[WIP][1.9.x?–1.12.x] OSE Workshop continuation (name TBD)
Grimmas replied to Alphathon's topic in KSP1 Mod Development
Yes, I suppose not everyone want to make life hard for themselves so it's good to have a 'simple' alternative that can just rely on Ore or just MaterialKits.- 82 replies
-
- 2
-
-
- b9 partswitch
- kis
-
(and 1 more)
Tagged with:
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Grimmas replied to RoverDude's topic in KSP1 Mod Releases
I get what you mean, but that would require checking the mass of the vessel all the time during flight - potentially up to 60 times per second or so. Rather than just once at the start. The point of WOLF, as I see it, is to make the late game less laggy, not more, and not to police the player's actions. So I'm fine with the current model that relies on the player to establish what he/she is and is not OK with. -
You could give it a try and see how it works out. Not compatible doesn't necessarily mean it won't work at all.
- 1,718 replies
-
- 1
-
-
- planet
- kopernicus
-
(and 3 more)
Tagged with:
-
Presumably not that well, since StarCrusher96 wrote in the OP that it's not homeswitch compatible for the few mods that offer that option.
- 1,718 replies
-
- planet
- kopernicus
-
(and 3 more)
Tagged with:
-
Was chasing a bug between DBS, CryoTanks, and MKS pre-release which sent the game into a spinning spiral of NRE loop death. Since the console reports it as ostensibly coming from DBS, chances are someone will look for a solution here (like I did). Turns out it's actually unrelated to DBS or CryoTanks, just a matter of some duplicate patch files in USI Core adding duplicates of ModuleCryoTank - see here. (Edit: and here too )