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Everything posted by 610yesnolovely
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[1.12.5] Stapler - Re-parent parts without moving them
610yesnolovely replied to Halban's topic in KSP1 Mod Releases
This is a game changer for people who design plane wings using non-procedural parts without thinking about their parenting skills. Niche perhaps, but game changer. I love this and Part Tips - QoL you didn't realize you actually needed. -
Quick update: it's mid-September and my gaming/dev machine has indeed arrived. KSP playing and modding will commence soon, but there's no promises on when more content will appear: I'll need to invest time in proper up-to-date KSP dev setup, since to do what I've planned will require C# Contract Configurator extensions and proper development, plus as per usual real life happens. But I've not forgotten this mod (or Reviva or Wacapella).
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(1.12.x) Planes With Purposes (PWP)
610yesnolovely replied to Tudor Aerospace's topic in KSP1 Mod Releases
I had a look at the contract in GameData/ContractPacks/PWP/FlightDuration/200s.cfg - I think if you change the last line (267) that says "disableOnStateChange = false" to "disableOnStateChange = true" - that essentially disables (completes) those parameters once they're all done. Currently "false" means once any are no longer valid, it'll go back to requiring them all, which is what you're seeing. This is from memory/CC docs and comparing 200s.cfg to 100s.cfg which I assume worked? If you like this contract pack, I've been slowly developing a similar one which is derived from GAP but should be planet scale agnostic (tested with KSRSS Reborn and RSS). It's incomplete, but seems to work (I use it myself on KSRSS Reborn career). -
Yes, it's been removed - I read somewhere (GitHub? Discord? here?) that the intention is to add bindings to kOS possibly one day (from memory) which would be much better. I have used the scripting module in the past: it's useful for basic sequencing (LEO to LLO), and needed some usability and functionality love. It's removal made me actually try kOS for the first time (I know I've been missing out), though there's no MJ/kOS bindings (yet). It was fun to build simple launch scripts up to something more complex. I've seen that there are MJ bindings for KRPC tho, perhaps I'll try that next time.
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
610yesnolovely replied to Gameslinx's topic in KSP1 Mod Releases
Hoo boy indeed! This is a tour-de-force of an update, congratulations on the results of the tons of hard work. My oh my, KSP will be looking glorious.- 3,118 replies
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I'll add a GitHub issue to look into Tantares support using whatever Missing History or other IVA might work, it is popular. Perhaps @JonnyOThan will notice, since it's Reviva is now a co-operative mod. https://github.com/FirstPersonKSP/reviva/issues/33 For tutorials, quick advice: Assuming you have Missing History DLC Use CKAN to make another copy of KSP just for developing. Install only the minimal dependencies so KSP loads quickly: ModuleManager, Reviva, B9PartSwitch and RasterPropMonitor. Add Tantares mod(s) Clone the GitHub repro (if you know Git) or download the source zip. Try editting https://github.com/FirstPersonKSP/reviva/blob/main/GameData/Reviva/0_Setup/Stock.cfg in your dev version Start with adding this near other similar lines, total guess would be tantares_crew_s1_1 Got this info from reading: https://github.com/Tantares/Tantares/blob/master/GameData/Tantares/parts/core_soyuz/_tantares_crew_s1_1.cfg look for the name = xxx line (xxx is the part name) and then the block that says INTERNAL { name = yyy } (yyy is the name of the IVA / internal module that is used). This just sets the default "Stock" for that Tantares part. Adding an alternative is a little trickier (from memory), possibly copy GameData/Reviva/1_Patches/Apex.cfg to another file called Tantares.cfg (anywhere under GameData) replace Apex with Tantares (name of mod) replace mk3Cockpit_Shuttle with tantares_crew_s1_1 (name of part) replace MK3_ApexInternals with KV1_IVA (name of internal) This may not be accurate, and if it works, it's not the official way to do things properly: but it gives you an idea of how things work: each part has an INTERNAL which specifies what the IVA is, and that's a unique name for each IVA. Each part needs two modules: ModuleIVASwitch which has an internalName field that is watched by Reviva code that actually switches the IVA on the part ModuleB9PartSwitch which targets that module that the B9PartSwitch mod implements. This needs one or more SUBTYPE nodes, each describe the value to of ModuleIVASwitch's internalName field as you select which IVA you want in the UI (PAW). Reviva code watches for that changed field and the Reviva code switches out the IVA. This means Reviva is actually just focused on the IVA switching logic code, and B9PartSwitch is the magic that defines the UI (PAW) and sub-type definitions, and does 90% of the support work, so you should read up on how that works if you (or anyone else) is interested. Might want to also read the GitHub README. Most of the work in adding mod support is writing ModuleManager .cfg files that end up building such edits, so definitely you'd need to read ModuleManager's tutorial/wiki/KSPCF posts to understand the easier parts (there's a lot of depth, but the basics are fairly easy).
- 183 replies
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- bluedog design bureau
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I've not personally used Tantares (shocking, must remedy) - the real question here is do the command modules have any IVA at all? Or multiple? Because if there's only just one and it's default, there's not much use for Reviva - it's best for CM which have multiple IVA where you need to switch. This is mostly true for stock or where there's mods which have similar command pods (eg. stock Mk3 is kinda like BDB's Apollo CM) here a lot of IVA have been made and can be shared. Historically there's not been any IVA for Tantares, though recently there's somebody on the thread trying to make some, I guess in theory one might jam in some Making History IVA (DE_IVA?) but it'd be janky (eg. not match up well to view ports). If you know of any IVA sets, then let us know in this thread. Unfortunately I've moved half way across the world and my dev machine is in a container only a quarter of the way round the world (ie. two to three months away). Have laptop, but it's not great for development, so unlikely I can attempt it myself, but you might motivate somebody with ModuleManager skillset to help.
- 183 replies
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- bluedog design bureau
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Good to hear! Unfortunately for KSP modding (and me playing, sheesh, so many cool KSP things released recently), I've moved half way round the world and my gamedev PC is in a shipping container that won't arrive till mid-September, and currently I'm using a mobile phone for broadband and have a laptop, not really up to gamedev specs or playing KSP tho :-( Fortunately for me, where I've moved to, western highlands of Scotland, is very beautiful, quiet/remote, but not too disconnected. The sort of place one can really concentrate and get stuff done once I'm settled. Also I won't be doing paid work until Spring 2025 at the earliest ... so I'll have some time on my hands hopefully soonish. Co-operation/patches/pull-requests welcome!
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Contract Pack - History of Spaceflight - V1.0
610yesnolovely replied to Morphisor's topic in KSP1 Mod Releases
I'd try Completely Non-Agressive Rocketry and/or Taerobee - both have good starter sounding rockets. For bonus points Wacapella (which needs both, which I wrote) which is a config that provides WAC Corporal parts. I do think however that using BDB makes this contract pack work even better, but yes, that's not "smallest stock alike" ;-) - I use KSRSS Reborn, Skyhawk Science System, BDB with this mod, a great combo.- 266 replies
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Yup, you need a bunch of mods to make Reviva shine as it's just a tiny part of getting IVA to work really nice. I also recommend FreeIVA so you can leave your seat and explore your ship. Come join us in modded land. Use CKAN to automatically install everything. I have over 300 mods, and it's very pretty... and yes, this picture is KSP1. Mods that make this look like this: KSRSS Reborn, Cape Canaveral for KSRSS, EVE (Volumetric Cloud Patreon edition) and Atmospheric Beats for EVE VC, and of course Reviva and it's definitely required mods, plus I think either DE IVA or perhaps Warbirds IVA.
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- bluedog design bureau
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FYI: Reviva has been transferred on GitHub to https://github.com/FirstPersonKSP/reviva - so a bunch of people can collaborate better. Consider this also a confirmation of transfer of any license to that organization, and the right of that organization to change license and do whatever they think is best (I'm part of the organization of course, but more people is better). The old links will still work, so nothing should be impacted.
- 183 replies
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[1.7.3] Eskandare Aerospace 0.0.5.1 [BETA]
610yesnolovely replied to Eskandare's topic in KSP1 Mod Releases
Find the KSP game root folder (C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program - if you use Steam), put text in some file with a ".cfg" extension under the "GameData" folder. My recommended is make a folder based on your name, and file based on mod, so "...\Kerbal Space Program\GameData\MarxMan28Patches\EskandareAerospace.cfg". Typically people post fixes like this for mods, so you can repeat the same pattern. I have about 30 or so files like this. There's several players out there who put their patch folders on GitHub. -
Rational Resources 3.0.2 [Sep 24, 2024]
610yesnolovely replied to JadeOfMaar's topic in KSP1 Mod Releases
With 2.0.3 release I got 4 ModuleManager errors - details here https://github.com/JadeOfMaar/RationalResources/issues/61 with simple one liner fix that seems to resolve it.- 1,050 replies
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This is great, exactly the sort thing I was looking for as I also use Skyhawk Science System and wanted appropriate kOS machines to appear on probes and CM in a balanced way. Thanks!
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JonnyOThan is awesome! He's now a co-contributor for Reviva on GitHub (ie. has full power and authority to do anything with the mod), he's got my energy and time than I have, so expect some more cool things soon. Who knows, it may motivate me to help out too :-)
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You could also try FuelVent - it's different and weird (it's actually a tiny LFO engine) so it probably still works in space. I like both for different reasons.
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[1.7.3] Eskandare Aerospace 0.0.5.1 [BETA]
610yesnolovely replied to Eskandare's topic in KSP1 Mod Releases
For anyone using this mod, works great in 1.12.5! One minor set of fixes I use ensure the Radio Biome science part works - it was slightly broken: The experimentID was incorrect. The usage requirements was incorrect: You need crew in the vessel (value 3), not the part (value 5) which would be impossible, so it can't be used on a probe, by design. // Fix Science @PART[EHI_ball]:AFTER[Eskandare_Heavy_Industries] { @MODULE[ModuleScienceExperiment] { @experimentID = ballbiomeanalysis @usageReqMaskInternal = 3 } } -
I automate all my launches using anything reasonable: typically the Scripting Module in MechJeb which is easier than kOS. Probe science and launces are two clicks "Start" on MechJeb script and then "Launch" on NASA Countdown (which automates some pre-launch sequencing via staging). Sometimes I restart my career, and it's always fun to launch several rockets in a row and just watch it go and take pictures. If Kerbals are present, I switch to using some automation and Kerbals 1st person in IVA - both fun alternatives. Below is Pioneer-1 in BDB, with KSRSS Reborn, Skyhawk Science System and History of Spaceflight contract. The script has a "parallel" section where the left panel is sequencing the staging to orbit, and the right panel is doing roll, pitch and circularizing. The last four actions are using action groups to collect science. I just unlocked MechJeb's Ascent Guidance, so it gets easier to program as you get more MJ modules. Usually later though I have multiple programs (launch, orbit, transfer, return).
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For those that use this mod. I'm still around, and back playing KSP recently. I use this mod myself with KSRSS Reborn, and it works quite well as-is. I still intend to develop the mod further, but that's likely going to be demand driven by my career progress, so be very patient if you want more. :-D
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[1.12.5] WIP: TweakScale Rescaled
610yesnolovely replied to JonnyOThan's topic in KSP1 Mod Development
Congratulations on the in-dev beta release. I may ignore your warning and try it on a 300 mod career game because "I live dangerously" (and I know what I'm doing, in theory). Dear readers, do not try this in your home without suitable backups! -
[1.4.x] Ultimate Shuttle IVA - 1.0!! Woop Woop!
610yesnolovely replied to G'th's topic in KSP1 Mod Releases
Actually, yeah, that should be fine. I had a look, Reviva config wins the Module Manager patch wars because it's changes have 'FOR[zzz_Reviva]' which means they're applied after. -
[1.4.x] Ultimate Shuttle IVA - 1.0!! Woop Woop!
610yesnolovely replied to G'th's topic in KSP1 Mod Releases
Yes, Reviva will support both (last time I checked), see https://github.com/harveyt/reviva/blob/main/README.md From the notes, it has to be installed carefully and the CRT in Retro is probably still broken: Only copy UltimateShuttleIVA into GameData, ignore the top level USIVA-xxx.cfg files. Mk3 Ultimate Retro variant CRT do not seem to work. Will eventually try to fix. -
'Mk1 Lander Can' IVA Replacement by ASET[1.1]
610yesnolovely replied to alexustas's topic in KSP1 Mod Development
All the ASET props, IVA and parts are now looked after by @Stone Blue in the above thread, worth asking in there - if you've installed via CKAN, worth installing the IVA packs from CKAN too - perhaps you've done a mixture of very old IVA mods and new props which doesn't work.