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Publius Kerman

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Everything posted by Publius Kerman

  1. https://www.dropbox.com/scl/fi/1in7e0wnhhkcjk913t6gl/KSP_log.zip?rlkey=m71f7c493qlmvnkb27wv4icz5&dl=0 P.S. I totally forgot about SMURFF, will use in custom RSS install. Thx a ton
  2. Do you get a B9PartSwitch "supplies" warning when you have BDB and Kerbalism installed, and if so do you just ignore it; or do you have a custom patch to make them work?
  3. I've got a few question and please don't take this wrong way, I by no means am asking as to be insulting. I am also a bit new to the modding scene, so please also excuse my lack of knowledge. How is scaling done in BDB and what size Universe are the default parts scaled? I see no RSS MM patches in the BDB Compatibility folder, does this mean the default scaling for BDB is RSS size or are the parts scaled by RO, because I can't find RSS patches for BDB? If BDB isn't scaled to RSS, does that mean any install with RSS and not RO have terribly under powered engines? Lastly, why wouldn't you just divide the values for performance by 1/9th the real life counterparts and make those the default values for the parts and then add MM patches in the Compatibility folder for JNSQ(multiply by 2.7 on said performance values) and RSS(again just multiply by scale) and one for 2.5 if using Rescale, or conversely make MM patches that have those values divided for Stock with MM exclusions for any mod that resizes the Universe. This way your parts would be perfectly balanced no matter what size universe is being used. I love your parts, and would absolutely be using them over FASA in any custom mod install if they scaled correctly. P.S. That X-15 looks great, can't wait.
  4. Well I've done all that and still have this pop up. I also have mission training turned off.
  5. I get that, but it's the only branch visible on the github with a SpaceDock page pointing to source code for 0.3PRE, which is what made it confusing. I thought Spacedock just wasn't updated yet.
  6. The one currently on github, unless master is a dev branch, I wasn't sure because the SpaceDock has 0.3PRE version but the source code link goes to the github where there is a newer version with the WarbirdsCockpits moved from Galen to GameData. Either way, on the master branch most of the cockpits work but for some reason the X-1 seat seems to be in the wrong place. When I install just Warbirds and, all decencies and recommendations that make the mod fully functional, it will load the X-1 cockpit IVA with portrait, but the background is super dark and nothing behind him and the first person puts you facing the ground and head forward inside the mesh. When installed with Reviva the regular AP+ X-1 IVA will load but as soon as you switch to Warbirds IVA the portrait goes away and all IVA's get disabled until new/revert flight. I opened an issue on the Warbirds github and posted logs. https://github.com/theonegalen/WarbirdCockpits/issues/4
  7. Sorry, I forgot to mention I'm using the old Warbirds Cockpits, the last one Galen released, because the newest version doesn't seem to work for me even on a clean install with only WC, Reviva, and a couple of other IVA packs supported by Reviva to test Reviva support. @JonnyOThan I'm working on getting you some logs for that as well. I also added possible solution to the Reviva github issue.
  8. Yeah sure, and thank you! I've been doing some digging and it seems related to how they added their x-15 and x-1 cockpits into the game by cloning the the Mk1 and Mk1inline and then swaping the cockpit internals and giving the mk1CockpitInternal to their X-1(modified AP+ x1cockpit), example in spoiler. I've also noticed a pattern, it seems like any of the MAS MFD's or HUD works(think it's the MAS one, the one in DE and RPM but not ASET or KSA) Including the MAS MFD in the "DE + MAS" cockpits which along with the HUD still work while nothing else does. Logs: https://www.dropbox.com/scl/fo/dtkup0tr9n30whqsr1sp3/h?rlkey=5idlxf4uj250403l55noozbam&dl=0 Will also try to attach to github
  9. Not sure if this has been mentioned before, but the RO/RP-1 X-1 cockpit is it's own part which doesn't point to the x-1 cockpit from AP+. It's cfg internals points to the mk.1 cockpit. I'm not sure if it's what's causing my issues but I don't have any of the X-1 cockpits available Reviva, which is understandable, and the lights and some of the instruments don't seem to work. Not sure if this mix up is causing the lights and instrument issue or not, still doing research and testing, pics and logs to follow.
  10. Any plans for Kerbalism support?
  11. I know this is a complicated question for using your mod in ways it's not meant to be and so might not have an easily attainable answer or be possible at all, so please don't stress trying to figure this out, but any help would be much appreciated. I'm trying to use your mod and Simplex Kerbalism, and take them interstellar. This is presenting many challenges, one of them is decontamination. I know there is a setting to decontaminate while not at KSC, which is a fall back, but I'm trying to get the RDU to work with Kerbal Health. I essentially want to make it so that it's still difficult to decontaminate and can't be done anywhere willy nilly, but still able to go interstellar and never return. I'm working on a heavily modified Sickbay.cfg for the Hitchhiker RDU right now because it isn't in Simplex. I was looking at your Kerbalism patches and I'm guessing you have your own coded decontamination feature and if so what do you think would be the best way to get the RDU to jack into it to act as if they were at the KSC. Edit: Disregard, found solution.
  12. I can't for the life of me get the texture to load. Edit: Using version 2 on the space dock before the bitmap texture was added seemed to work.
  13. ColdJ this mod is well... Iceman cold! This is awesome, I just don't have words for how appreciative I am to have full working planes for my play through with military patrol contracts and many others that are flight related.
  14. I might be able get you some quality video of them flying around on my rig, just about to download and try them out now.
  15. Nah this link is broken, which is the one most people will naturally go to after your un-updated CKAN version doesn't work. They'll come here and go to the back page and look for the last build posted just in case, only to find your dead link.
  16. If you search the CurseForge KSP section it's there, link is just broken for some reason. The CKAN version if you'll notice is the previous version before the "BlackOut" edition, which says it's the version that makes it work with 1.12.4+. Not sure if he just forgot to "press the button", but I'm going to be honest with you @zer0Kerbal not using and then insulting the people who do use the most popular, and also only dedicated mod manager for the game you're modding is very unwise. Testing the CurseForge "BlackOut" edition now, will update with results.
  17. Whilst I understand not wanting to do the extra work, we all can use zip tools. The vast majority of us who use CKAN are not retards and I personally resent mod authors who imply as such when we have 100's of mods to manage and keep up to date. I'm not going to check everyone on of your and the countless other modders' threads, githubs, and spacedocks for updates every time I want to play KSP. That's why we use CKAN, not because we're stupid troglodytes like you imply, so please stop.
  18. Like the other person said, leaving an old mod up right before releasing a new conflicting one can cause someone to actually brick their save if they aren't careful. The problem is when you take it down you are running the risk of someone needing to reinstall your mod and effectively "bricking" their save until you release the new mod or update. It's a balancing act and I'm not going to try and act like it's easy or that I've done it, but after two years you're guaranteed to be causing more people problems than you were trying to prevent in the first place.
  19. The Communotron 16-S is working fine for me. Funny enough though it's the stock part with which the mod part I'm trying to fix is supposed to be balanced.
  20. How are the bandwidth rates determined for antennas? I have mod parts and the vast majority of them get proper data transmission balance, but a few are from much older and sometimes resurrected mods. Some of them have the same configs as the default starting antennas but have much different bandwidth data rates. I can't figure out how to tweak the balance for these antennas and would appreciate any help in trying to bring these parts into balance with new and updated mods. Edit: Solution found, it was that the antenna's get patched according to the id name or otherwise caught by a catch all cfg, there are instructions in one of the cfg's about adding modded and or deprecatted antenna patches.
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