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Everything posted by Grimmas
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With a resolution that low, there's not much we can do. You could try editing the config files in GameData instead, since the in-game menu is basically a display of those (depending on what mods you have installed, either the default scatterer configs or the ones that came with your planet mod or visual mods).
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You quite obviously need both if you want to see any of that stuff in-game.
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[1.12.*] MOAR [x] Science! - KSP Science report and checklist
Grimmas replied to linuxgurugamer's topic in KSP1 Mod Releases
Not sure about ROC but Baikerbanour refers to the . -
You need to right click on the return capsule (if you built everything correctly it will be quite a challenge to right click on it since it will be hidden by the heatshield, but you can right click on its icon in the staging list instead) and then select the menu item to move/collect all data there. Edit: take this with a grain of salt, it's been a while since I last used that feature.
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Those are Ranger/Burke lander parts from Bluedog Design Bureau.
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Multipliers - no, I did not see such values in the in-game UI of EVE or scatterer. I was changing all of the values exposed under "Config points" and "Atmosphere" in the in-game UI, like the exposure/extinction/alpha/godrays/Rim/atmo height/rayleigh/mie/HR etc. Are these new values, maybe they are not exposed in the UI and only available in the text config? Kerbin default atmo - it's a long shot but I'll try that next, probably tomorrow as I'm too burned out on this stuff now. Thanks for the tips!
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Grimm Modlets Various KSP mini mods (MM patches) that I wrote for use in my own playthroughs. There's enough in here that ought to be useful to enough people that I finally feel confident about posting it now. Contrary to popular belief, the mod name is not borrowed from DMagic, I swear it's a coincidence :-) First time posting in this subforum, I think I covered all the bases but let me know if I missed anything. Installation: Copy the relevant modlet's GameData folder's contents into your own GameData, preserving the folder structure (though for most of these modlets you can actually place them anywhere in GameData with impunity). Use at your own risk, generally no support provided (at least, I do not guarantee anything, as I unfortunately do not have a lot of free time on my hands). Please feel free to provide feedback, submit pull requests or open issues on Github though. Dependencies: Module Manager is a hard dependency for all of these. Various additional dependencies are listed below. All explicitly listed dependencies are understood to be at minimum the latest version at the time of writing. Download: Github. Source: Github. License: MIT. See included LICENSE file for details. Some parts may be under a different license, if so then this is explicitly stated in the source. Mandatory Eye Candy It's not a parts mod, planet mod, or visual mod, so there's not really much to show visually. Here is an album of some of the in-game effects of these modlets. Contents AkitaUntooled What? - Removes dependency on USI Tools from the Akita rover (this will disable the ground tether functionality). Why? - In case you want to use Akita rover without USI Tools and are OCD about warning messages. Dependencies - USI Akita rover BDBContractsFix What? - Increases max simultaneous contracts in BDB, so that the Apollo mission and others reliably appear. Why? - To take one small step for Kerbalkind. Dependencies - Bluedog Design Bureau, Contract Configurator BDBKerbalismUpdate What? - A series of patches to bridge the gap between Kerbalism and Bluedog Design Bureau. This complements Kerbalism's own existing BDB patch by porting many of the newer science experiments, adding missing animations to science experiments, adding (hopefuly) sensible HDD data/sample capacity upgrade paths to command modules, and adding radioactivity emission and unloaded simulation to RTGs. You are probably here for this. Why? - Because the Kerbalism BDB patch is out of date as of writing. Dependencies - Bluedog Design Bureau, Kerbalism, Kerbalism Default profile JNSQUSIWarpDrive What? - Adds scaling to USI WarpDrive for JNSQ. Completely untested, should work in theory since it's basically the same config as what USI WarpDrive itself uses. Work in progress. Why? - USI WarpDrive scales with Sigma Dimensions, but JNSQ does not use Sigma Dimensions. Dependencies - JNSQ, USI WarpDrive KFLateRepulsors What? - Moves Kerbal Foundries repulsors to a new 4000 science node in Community Tech Tree. Why? - Early repulsors feel like too much cheating. Dependencies - Community Tech Tree, Kerbal Foundries, ShowAllTechTreeNodes (see below) KPBSKerbalismUpdate What? - Fixes NRE spam (see KPBS PR 128), converts greenhouse to Kerbalism experiment, adds Kerbalism lab experiments to labs, fixes some habitat values, etc. The PR version has more content but until the PR is processed you can use this version if desired. Why? - Compatibility patch for out of date configs. Dependencies - Kerbal Planetary Base Systems, Kerbalism KPBSMKSCentrifuge What? - Changes Kerbal Planetary Base Systems nuclear centrifuge to behave like the one in MKS Why? - Compatibility patch. Not heavily tested. Dependencies - Kerbal Planetary Base Systems, USI MKS ShowAllTechTreeNodes What? - Always displays all tech tree nodes, regardless of other mods' configs. Why? - Fixes inconsistent behavior across mods in tech tree. Dependencies - None. B9TankTypes What? - B9PartSwitch tank types primarily for USI mods. Why? - B9PS is more modern and user friendly than Firespitter. Dependencies - B9 Part Switch USIKontainersB9Patch What? - Replaces USI Kontainers tank selection backing with B9 Part Switch. Why? - B9PS is more modern and user friendly than Firespitter. Dependencies - USI Kontainers, B9 Part Switch, USIB9TankTypes (see above) USIMalemuteB9Patch What? - Replaces Malemute rover tank selection backing with B9 Part Switch. Why? - B9PS is more modern and user friendly than Firespitter. Dependencies - USI Malemute rover, B9 Part Switch, USIB9TankTypes (see above) USIMalemuteWheels What? - Updates behaviour of Malemute rover's wheels to use the new KSP 1.12 wheel mechanics. Why? - Minor change to wheel behavior to keep Malemute wheels relevant in KSP 1.12 Dependencies - Malemute, KSP version >= 1.12.0 Extras You probably won't need these and they are not installed by default but are located in the Content/Extras folder. BDBCryoTanks What? - Replaces BDB boiloff with CryoTanks boiloff. This is included in BDB's extras on the main branch, but can be useful if you're playing with the Apollo revamp. Why? - Having two separate boiloff mechanics in the same save is weird. Note that CryoTanks boiloff is easy mode while BDB boiloff is "mission impossible." Dependencies - Bluedog Design Bureau, CryoTanks CNCJNSQStations What? - Adds CommNetConstellation ground station definitions for JNSQ. Now part of JNSQ. Known issues: 1) Do not change default Ground Station enable/disable settings in base/KK settings pages as it bugs out CNC. 2) Stock Kerbin DSN names appear in flight for some stations, this is just a visual issue and has no gameplay consequences. Why? - Because stock CommNet is boring and RealAntennas has no support for NFX reflectors. Dependencies - CommNetConstellation, JNSQ GrimmHistorian What? - Historian profile that I use in all my screenshots. Why? - Why not. Dependencies - Historian
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Haven't actually tried it so take this with a healthy chunk of salt. Within one of my saves I see the following lines: SCENARIO { name = ResourceScenario scene = 7, 8, 5, 6, 21 RESOURCE_SETTINGS { GameSeed = 1402924137 ROCMissionSeed = 1402924137 MaxDeltaTime = 21600 } } If you want to change the resource distributions then GameSeed probably is what you're looking for. Not sure how abundance difficulty ties into it, it's probably a multiplier on top of whatever the RNG spits out or something... you could try increasing abundance first.
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Well, excrements. Is there any way to mess with EVE values in game that won't break the Scatterer shader integration? I've quite literally spent the last four hours (so you can imagine how amused I was reading about "5 minutes") trying to get JNSQ planets to work with the new Scatterer release, and I've changed every possible Scatterer value. I've created some really monstrous atmospheres, but the only thing that shows promise so far is the _Color value of the clouds in EVE, except that having to restart KSP every time I change it isn't helping to speed things along.
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It's not just those, all of the planets with atmosphere are affected one way or another (except Kerbin and Duna - those are fine). But those are the main ones that go dark, I guess. What I find weird is that if I open the EVE menu and apply the clouds (literally just hit apply, without making any changes), the issue of black clouds goes away (though Laythe is still the "wrong" color), at least in the tracking station view (and until I switch to another scene). It's like the EVE clouds configs from JNSQ are somehow getting ignored. The sunflare included in JNSQ is also broken by this update, it shows weird artifacts in the KSC scene.
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[1.12.5] Restock - Revamping KSP's art (August 28)
Grimmas replied to Nertea's topic in KSP1 Mod Releases
My guess would be that you removed the alternative part MM patch, but you did not prevent ReStock from unloading the relevant old models. So now the old part can't find its corresponding model and the PartCompiler fails to compile it. You can verify this in your KSP log. In short, you will also need to edit the ReStock blacklist (GameData/ReStock/Restock.restockblacklist) and remove the parachute entries from that list. -
Uhh... I just answered your question. You don't need to jump on me. Would you rather not know that there's an issue with the new Scatterer and JNSQ?
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Grimmas replied to RoverDude's topic in KSP1 Mod Releases
Edit: redacted, already solved above. -
Sadly, the new Scatterer update breaks JNSQ a bit. Eve and Jool are completely black, for instance, and Laythe is blue.
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[1.12.5] Restock - Revamping KSP's art (August 28)
Grimmas replied to Nertea's topic in KSP1 Mod Releases
Based on what Nertea said, it seems to be an issue with the actual model or its animations... so you'll probably need access to the source file in order to fix it. You could try using the mu import tools for Blender, import the model into Blender and see if you can identify the issue... if you're brave and/or a Blender guru. -
I see what you mean. I was under the impression that ModuleSystemHeatBaseConverterAdapter should replace the existing converter and be configured in its stead, whereas it seems that the intended usage is actually for it to live alongside as another module on the same part. That does make it more likely to keep it at patch level only. I would still be concerned about for instance converterModule = base.part.Modules[converterModuleIndex] as BaseConverter; you call this once at Start() so you'd be bound to the old converter even if it gets replaced by swapping later.
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Played some JNSQ/Kerbalism - set up a relay network around both Kerbin and the Mun to support future missions, did my first unmanned JNSQ Mun landing, started on a relay network around Minmus, then wrote a bunch of new patches which ate into the remaining play time. Also caused the heat death of the Kerbal universe (fixed by restarting KSP).
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Thanks for the tip, I'll definitely take a look at that! (Edit: It does seem fairly complete at first glance, can't tell for sure without playing it though. I see some of those experiments are even crazier than mine, running ten years plus Also a great idea that Bellabong had was to add radiation emitters for the RTGs, I didn't even consider this so far but I'll definitely have to look into doing something similar as well once I unlock some. If I had known about that patch beforehand I might not have gone to the trouble of writing my own, but that ship has now sailed ). My patches are in a playable state - I am playing with them enabled - they are just not entirely complete as I keep adding things as I progress through the tech tree. They should be more or less complete for the science stuff though, turning Keyhole, GATV, OFO, OSO, OAO, Nimbus, Hexagon, MOL, and most of the Probe Expansion parts into Kerbalism experiments (HDD upgrades aren't finished - some work, some do not, some are simply not added yet). I'll see about packaging everything and perhaps making a release post this weekend. It doesn't work 1:1 as in BDB because I haven't found a mechanic in Kerbalism to limit the total returns to merely a part of the total science value, something that's common with the early camera experiments in BDB, and in some parts I took some creative liberties (for instance I buffed SIGINT (mapping, surveillance) returns but turned them into ultra-long experiments that can only be done on the homeworld's biomes). Thanks for the heads up, I actually had a few animations already fixed and it helps to know what others need fixing. I've now fixed the ones you mention above. The only part that I couldn't get to animate so far is the N-00K nuclear package from GATV. If you see any others please let me know.