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Everything posted by 610yesnolovely
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
610yesnolovely replied to tony48's topic in KSP1 Mod Releases
WhereCanIGo works in the editor when you're building and shows quickly (red/green/yellow text which how much delta-v you need/have remaining) for every planet and moon, to see if you're roughly right. Means I can build a launcher, check it, add a probe, or switch out a mid stage or whatever, and design things that'll work for several places or use cases. It's like a first pass "probably works", but something like TWP or testing in KRASH and/or looking at maps is usually required to double check a particular mission. I've never used TWP since I tend to use MechJeb's in built version (yes I totally cheat by using MechJeb all the time (*)) - I should take a look - I'm guessing the TWP fork? (*) I even use the MechJeb scripting system to automate a full launch to Mun/Moon orbit, it's actually quite fun to work out how to program, easier than kOS.- 1,981 replies
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- totm mar 2022
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
610yesnolovely replied to tony48's topic in KSP1 Mod Releases
If anyone uses KSRSS and WhereCanIGo mod by @severedsolo(usefully tells you where you can go with your current rocket, I find this helpful to guage if I'm in the right ballpark for missions), I took the existing RSS patch in WhereCanIGo and modified it using data from @RoboRay delta-V map (which is RSS quarter scale), which was around page 20 or so. The values are probably only roughly right, but the mod idea is to make sure you're not wildly off when building. Means I don't need to look at a delta-V map so much. I used some ModuleManager magic for the planets/moons on the map (most of the major ones), for others I just did a divide by 2 (10x down to 2.5x is 1/sqrt(4) scale for delta-v if I understand the maths) - it's fairly easy to modify the values directly if they're wrong: the mapXXX values are taken from the map itself - modify those. I've only eye ball tested it, not used it yet in play throughs (still building up mods right now). Feel free to include this (with any modifications) in KSRSS or WhereCanIGo or anything. I waive all rights and copyrights, but I'm also not responsible if Jeb gets stranded in space due to typos.- 1,981 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
610yesnolovely replied to tony48's topic in KSP1 Mod Releases
I just installed this successfully, you only need the KEX-Plugins from GitHub: https://github.com/VabienArt/KopernicusExpansion-Continueder/releases/download/Beta9-1.11/KEX-Plugins.zip Unzip - inside, move KopernicusExpansion (ie. KEX-Plugins/GameData/KopernicusExpansion) into your GameData folder. I tested by using HyperEdit to put Jeb on the Moon. Footprints everywhere, it's cool.- 1,981 replies
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- totm mar 2022
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Agree about keeping the UI and map available. I seem to remember that Probe Control Room works now with command pods (or did I imagine that), so that might be a fun alternative. I believe DE IVA extension upgrades it (I will check and support it one day). Another thought would be to install kOS and kOSPropMonitor - there's a lot of decent scripts out there that may allow for in IVA action. I'm intending one day to see if I can cobble up something from other peoples work. No promises, but it's something I want, and that's a good motiviation. I've seen Vulkan's Youtube channel and his scripts: they have things like Maneavour Node editing and info, Science, Remote Robotic and Rover control, Atmosphere Autopilot control. With that sort of thing, using the UI becomes less important. Yes, unfortunately MAS is not fully working with 1.12.3, I've noticed in particular there's still some bugs with MechJeb and autopilot not working (I fixed one, but it's still buggy - MechJeb has changed since the integration was done). I may not be installing it on my main play through until it's fixed (I may attempt to try to fix it).
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0.7.3 Release (12th Apr 2022) Fixes: Support QuickIVA when loading strait to IVA (GitHub Issue #6) Handle any configuration errors by remaining on same IVA (GitHub Issue #5)
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What I'm seeing is that the switch happens to an internal name which doesn't exist it can't load the internal model. What's strange is the code uses optional chaining to stop null pointer exceptions - I suspect there's an internal call that backs the property. [Some time later]. Yup, if the switch fails, it can get very confused, so I'll fix it to fail safe (ie. not change the actual IVA). That does mean B9PartSwitch will show the wrong IVA, but it'll shows errors in the log and at least the previous IVA will remain unchanged. I've tried out QuickIVA also (quickly) - seems it's not switching to the selected when going from editor to launch, and I think I know why: QuickIVA switches you into the IVA before Reviva can switch "in-flight", and Reviva doesn't allow you to do that while you're sitting inside the vehicle (that would be strange). As you mentioned, switching out and back in will fix it because Reviva sees you're no longer in side the IVA and updates the IVA. I think I can switch in OnLoad() before QuickIVA or the vessel loads, its similar to switching in-editor. For the Mk1Inline - likely the IVA selection you made isn't correctly installed, and it fails. I had the same problem because I'd uninstalled Warbirds, but not fully, so it couldn't properly switch. The ModuleManager patches (in general) detect installation by directories existing (and/or DLL modules for code). Mod release fix coming soon. I'm also going to start using QuickIVA, I like it (though I prefer to enable the option so I can turn on the UI if I really get stuck).
- 192 replies
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This is solved solution (at least for me) in case anyone comes across this. Running KSP 1.12.3 with a few mods (heavy visual stuff) but noticed that starting Career I'd much less frames than expected. In this case 55-60fps (I have a pretty power machine) in the Space Center and with a simple rocket on the launch pad. I just so happened to try sandbox, same mods, same simple rocket, and it ran at 80-90fps with the same rocket. 50% faster. Tried this without any mods: Career 50-60fps, Sandbox >180fps. Did some google searching and somebody had noticed cheat upgrading facilities in career would fix the problem. It does indeed. So I did some experimentation: you only need to upgrade the Astronaut Complex to the first upgrade. Frame rate back to normal! This is true for the Space Center and view on launch pad, but YMMV.
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Thanks for the clarification. Perhaps I'll get to this sometime soon (TM). I've been following on my laptop - dev machine is in my work office, which I've been clearing up and rewiring over the weekend. I upgraded one of the older 4K monitors, now have two 32" 4k. I think monitors are like boosters. Moar!!! (I don't think I fit/afford three quite yet). It took longer than I thought since I also cleared out my tech drawers, and sorted through all the cables, put them into zip locks, then into containers, all labelled. I think I got a bit overboard, but now I should be able find cables. Moar cables not required. Now I'm down the rabbit hole of properly backing up my work PC: about to repartition an old Linux partition so I get another 500Gb of prime SSD space. I switched to using WSL2 on Windows, best of both worlds (I'm more of a Unix/Linux guy). Basically I've been "Shaving a Yak" rather than playing or fixing KSP. Work space is however very clean.
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Thanks for the detailed info. I will one day soon (TM) take a look at Reviva. Since I use MAS, I may try to work out a fix, I already got a MechJeb MAS bug fix accepted.
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Just starting a KSP set of mods with KSRSS, BDB and of course SSS. Seems like a great combination. You've also got almost all the mods I'm interested in using! (I'm trying to go for less is more this time round. Well "less" is < 230 mods). I've always liked Kerbalism's science - so looking forward to that being included somehow. From the looks of GitHub, it seems TAC-LS was the life support idea but you're moving to using Kerbalism, or thinking about it?
- 472 replies
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- totm jan 2022
- bluedog
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Gas Giants Enhanced | A visual mod for Real Solar System
610yesnolovely replied to ballisticfox0's topic in KSP1 Mod Releases
Thanks for supporting KSRSS! I'm just building up a KSRSS/BDB/Skyhawk Science System set of mods - and today just realized this works with KSRSS. I've been using your excellent TUFX profiles for a year or so, GGE looks totally amazing! Fanatastic work.- 45 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
610yesnolovely replied to tony48's topic in KSP1 Mod Releases
Just starting building off KSRSS as a base (with BDB, Skyhawk Science System). I did not realize GGE works with it! Looks amazing. I use ballisticfox's TUFX profiles.- 1,981 replies
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As the author of the Reviva mod, double check you have 0.72 - I'm sure you do. You. might also want to replicate this without it. Reviva is doing something that's a bit like open heart surgery with IVA. Doubt it's related, but I fixed bugs in it with docking in 0.71 (but that was due to using two exactly the same ships with different IVA). From the logs the first two seem for an untrained eye to be easier to repro and probably fix. The larger C) error looks like there's code in MAS to compute the closest approach to target dist/time using a solver - perhaps since your target craft after undocking is so close it's getting NaN, or the target setting is getting confused due to the undocking. If you can try without a target set, it'll probably not happen? You probably know, but the OPT J-HT has an IVA done by Vulkan included in MAS recently GameData/MOARdV/FlightSystems/MAS_JHT.cfg It's rather ace. Vulkan also has some very excellent YouTube videos of only KSP IVA travels, and a decent set of kOS scripts (which I've not yet looked at). For any other readers out there, skim back in my posts for links.
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I thought I'd imagined rear view mirrors. This is pretty Ace. I keep meaning to try NMB mod, now that's a given. Great job!
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Thanks for the great feedback, those two things "QuickIVA" and MAS IVA recovery are not something I've tested as yet. I've been playing with Reviva for a few months with about 230 mods, and I did find some issues early on. Not sure about the CKAN thing - you may need to add compatible versions? I do that all the way back to 1.4 - some contract packs are very old. Hopefully I'll get a chance to do some updates very soon, and make sure there's no issues. Definitely need to support QuickIVA (I don't use it, I should). If you have any go to IVA mods let me know. Probably will be finishing Warbirds, then NFLV, BDB and any aircraft mods I can find that have IVA.
- 192 replies
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- bluedog design bureau
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1. With Reviva, there's an MM patch which makes ASET Mk1-2 work on the new Mk1-3 - install Reviva and the recommended/supported/optional and you should have it all working. 2. Reviva again has an MM patch for MAS's builtin Mk1-3 retro mod, so install MAS and RPM and Reviva and everything and it'll work (does for me). 3. That one is on the list, perhaps one day. The ASET/MAS and DE versions are pretty good though. 4. Reviva and Mk1 command pod has a retro IVA from MAS and also from Warbird cockpits. I'm not aware of one for the Mk2 Lander Can, but the Mk1 has one from MAS and ASET that are retro. 5. Reviva is attempting to be that. Install everything it recommends, optional or supports via CKAN. Unfortunately Warbirds and HonkHogans Missing History IVA packs are not on CKAN at the moment. Perhaps one day they will be. But this is the idea I'm heading towards slowly. However Reviva is only targetting IVA mods (and RPM, MAS) so things like life support, QuickIVA are things you can install easily on top. I use TAC-LS and about 200 other mods with Reviva. As for career unlocks - it's possible using B9PartSwitch, and I thought about it, but it's low on my list. If it happened it'd only be in CTT compatible tech trees, but it's low on my list. FYI: If you love using IVA, buy a TrackIR head tracker, I have one, it makes flying planes and ships from the cockpit next level good. Also Rocket Sound Enhancements by @ensou04, must have.
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[1.8.x] DE_IVAExtension - For All the Stock Pod IVAs!
610yesnolovely replied to DemonEin's topic in KSP1 Mod Releases
Technically you can without Reviva - using ModuleManager you'd copy the entire Mk1-2 command pod to another name, and edit the internal model. This is what I used to do, but the downside is you have to change the part on the ship to swap IVA, plus you get lots of part copies in the editor. Some mods do this also (Warbirds for example). Reviva is easier though. Welcome to the club of 22 people who actually use IVA mods. -
[1.8.x] DE_IVAExtension - For All the Stock Pod IVAs!
610yesnolovely replied to DemonEin's topic in KSP1 Mod Releases
Check out the Optional Mods in Reviva, which for those who use IVA's (I know you know, as you've said nice things about it), will make life much easier, particularly @HonkHogan who did similar for the Making History pods. There's some others listed in the top post and later in the thread. If you know of any others post them there - I intend Reviva to aleast have a list of all the IVA mods and CKAN "supports" so that installing IVA mods is as easy as possible. This is of course "apirational" and may never happen... :-) -
Thanks, but I stand on the shoulders of other modders: a lot of the clever bits (swapping, GUI, tooltipping and the like) is due to @blowfish's B9PartSwitch - I'm pleasantly surprised how much it provides automatically (like the other day I noticed the part descriptions). It's also pretty complex stuff under the hood. Plus a lot of the IVA switching ideas came from other people, I just put them all together out of frustration of trying to pick and get IVA to work.
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Whoa. @Gotmachinewith the goods over a year ago - why didn't I know about this. I shall definitely be installing and recommending that if anyone needs support. Brilliant.
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Mod to show what experiments have been done where?
610yesnolovely replied to Moe_roNs's topic in KSP1 Mods Discussions
This provides a list of all the experiments (all possible/all unlocked/everything) available by description, but has a search bar, so you can kind of do this. So for example I use "mun space high" and it'll show me what's been done and left to do. Also has a "what' available right now where I'm at" functionality with buttons to do each one, without having to find the equipment PAW. -
4. In-game button, with blurb as required for add-on rules below, which copies Player.log, KSP.log and Ed.log into a date stamped zip file in the KSP root folder (may need to remove paths or identification data from files first?) and then shows the file location (and copies it to clipboard? or opens file explorer). Basically a simple mod that devs can ask users to install to help get diags. Perhaps there's one already? I'm sure the seasoned mod developers can advise on that (and limitations). I'm often surprised how hard people find it to upload logs to dropbox, and how often devs have to say "no logs, no support", which is entirely reasonable request.
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This will be very useful. Only the other day I was reducing exceptions, looking at logs - having about 230 mods means you have to be careful. Aside: As a programming language designer, let me just add to that Tony Hoare who said "Null pointers were a billion dollar mistake", that "Exceptions are a trillion dollar mistake".
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I didn't know this could happen, but in theory I'd hope Reviva would be fine (well only have the same issue as the bug report). When switching out an RPM or MAS IVA, one step that I took care to do was to remove and destroy, then re-create the RPM or MAS computer - as if it were being loaded. This allows for the RPM or MAS computer configuration variables and settings to hopefully correct. It's as if the IVA is loaded like the vessel is being loaded (from off rails or whatever). So long as the MASComputer correctly resets the FOV, it in theory, should be ok. Not tested. I'd have to see which IVA actually do change the FOV - which would be handy, since I use TrackIR in IVA - sometimes you can't actually physically look far enough around. The cool thing about head tracking is how you can just move your head closer to a button to read it. Super neat. You should get one :-D
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