Shadow Wolf TJC
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@JonnyOThanYes, I did check, and I found it woefully underdeveloped (like one-of-two-sizes-fits-all underdeveloped) for the variety of FTL technologies that might be present in not only science fiction in general, but with all the mods that we currently have that do add FTL options, with only one tech node (plus a second one if BlueShift is present) covering all forms of FTL travel, whether it's more balanced and limited forms, like Jump Gates and Jump Drives from ESLD's Jump Beacons, or more "broken", like the standalone Alcubierre Warp Drive mod's, well, inner-system-capable Alcubierre Warp Drives, or more in-between, like Hyperdrives that could only be used safely at the edges of solar systems. Again, like I said before, perhaps this might be better saved, at least for now, for a different mod to tackle, that does expand on the sci-fi elements in a manner that would've been more faithful towards the KSP experience, especially the science experiments (which I'd imagine our real-life scientists would've wanted to carry out before they'd consider certain FTL technologies mature enough to see wider acceptance, if such sci-fi concepts as Tachyons, Wormholes, Hyperspace, and Quantum Manipulation, were real), which I'm surprised nobody had ever thought about doing a mod for up until now (at least to my knowledge).
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Since some mods, like Interstellar Technologies and Blueshift, both current and futuristic, include technologies that I doubt that Skyhawk is equipped to deal with (such as, say, Kugelblitz Black Hole Drives, or different varieties of FTL travel that seem less OP than others, such as Jump Gates when compared to Alcubierre Warp Drives), I'd like to suggest some additional tech tree nodes (some for futureproofing reasons) for some additional sci-fi technologies as the following: Alternatively, I suppose those additions to Skyhawk's tech tree (along with the Community Tech Tree) could instead be saved or reserved for some other future mods that would indeed add sci-fi technologies such as these.
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Progress has been slow, but here's an idea for a tiny little change to the start of SkyhawkScienceSystem.cfg that would force Skyhawk to load after the Community Tech Tree mod (which could be modified to include other tech tree mods such as Un-Kerballed Start, CSI Tech Tree, or Kiwi Tech Tree Overhaul): @TechTree:AFTER[CommunityTechTree] // <-- Adding this should force Skyhawk's tech tree to load after Community Tech Tree. { RDNode { id = start title = #autoLOC_501020 //#autoLOC_501020 = Start description = #autoLOC_501021 //#autoLOC_501021 = The technology we started out with. cost = 0 hideEmpty = False nodeName = node0_start anyToUnlock = False icon = RDicon_start pos = -2600,1340,0 scale = 0.6 } ... More discoveries and breakthroughs to follow...
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I'm curious as to how much RAM your PC has. Mine has around 16GB RAM, and I'd consider that to be on the low end for a demanding game as even baseline KSP. (If you're curious and/or don't know better, know that exceeding your RAM capacity would usually cause your system to have to use data storage to make up for its shortcomings, which may very well result in a slower, laggier gameplay experience.) I'm also curious as to how big (in MB or GB) your GameData folder on your KSP installation is. Personally, I'd be uncomfortable at having a GameData folder that's at least 20GB large (and have once had a GameData folder that was at least 45GB large before I had to do some massive mod pruning). Oh, and for the record, the Bluedog Design Bureau (or BDB) is, by far, the largest parts pack available on CKAN, at a massive 2GB in size (whereas many other parts packs rarely exceed 100MB in size). If, like me, you're only here for newer gameplay experiences (such as provided by, say, TAC Life Support, Konstruction, advanced engines that would blow even Ion Drives out of the water in terms of isp, or even just new science experiments), then you may want to cut out this mod (or at least the parts that you wouldn't care much for, such as all those spacecraft replicas).
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[1.12.x] Near Future Technologies (September 6)
Shadow Wolf TJC replied to Nertea's topic in KSP1 Mod Releases
If this is what I suspect it is, the level required depends on game difficulty settings, which might be changed in-game, right? (Normally, since I'm going for a playtest-focused career playthrough, I just set the required levels to be as low as possible, to be as lenient as possible.) -
[1.12.x] Near Future Technologies (September 6)
Shadow Wolf TJC replied to Nertea's topic in KSP1 Mod Releases
@AmanitaVernaYou were right! Compressing the 200+MB .log file into a .zip file had shrunk it down to a little less than 8MB in size. Anyways, here's the file download for those who'd like to view the .log file for further troubleshooting (which I'll probably delete later to make room for other files as needed). -
That seems like a good plan for a KSP modding newbie like myself to try tomorrow, after some nice shuteye. Thanks, and good night. <(zzz)
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[1.12.x] Near Future Technologies (September 6)
Shadow Wolf TJC replied to Nertea's topic in KSP1 Mod Releases
@CheesecakeFor starters, my KSP version is the most recent one (1.12.5 I believe). As for the log, do you know where I could possibly upload a 284MB log file for others to view (assuming they would even have the patience to sort through such a ludicrously-large log file)? -
Alrighty then! I'll apply these changes, and then tomorrow, I'll go and see if KSP would no longer crash because of this mod. Thank you kindly, @Aelfhe1m and @JonnyOThan. For now, I'd say good night.-{zzz)
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[1.12.x] Near Future Technologies (September 6)
Shadow Wolf TJC replied to Nertea's topic in KSP1 Mod Releases
Is anyone available to help me diagnose this fatal crash-inducing bug? I'll also include some snippets of the 200+MB .log file (I've got dozens of mods installed, if not at least 100) that mention the part 'reactor-0625' in the hopes that they would help further in troubleshooting the problem: -
I figured as much, though I'm still personally pretty annoyed when some mods list particular tech trees as their sole dependencies, locking out other mods in the process. For example, the following mods list the Community Tech Tree as a dependency: Interstellar Fuel Switch KSP Interstellar Extended Grond's Micrometeorite Shield Mod Interstellar Technologies - A KSPI-E Expansion Fuel Wings (due to having Interstellar Fuel Switch as a dependency) I've also noticed that a bunch of other mods that also list the Community Tech Tree as a dependency, though they merely make their own changes to the tree, whereas the mods mentioned above don't necessarily focus on making changes to the tech tree. On the other hand, it seems that no other mods besides Skyhawk Kerbalism depends on Skyhawk Science System. And yet I just have so much appreciation for how Skyhawk organizes particular branches of technology, such as cryogenic engines, hypergolic engines, traditional kerolox engines, solid fuel engines, nuclear propulsion, nuclear power generation, aerodynamics, science, etc., with accompanying text descriptions to add some enjoyable humor throughout the tech tree. Perhaps I do, indeed? And perhaps I should focus on figuring out by myself how to get Skyhawk to play nicely with the Community Tech Tree mod, starting with loading Skyhawk after Community Tech Tree, so that the Community Tech Tree could be overwritten, and that any other mods that depend on the Community Tech Tree could have their parts' tech requirements moved to appropriate Skyhawk tech tree nodes? With that said, however, I do wonder if the dev team in charge of maintaining Skyhawk wouldn't mind if someone were to develop and upload a mod that would help Skyhawk play nicely with the Community Tech Tree. (I sure hope so. )
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Rational HydroDynamics 1.1 [Apr 23, 2021]
Shadow Wolf TJC replied to JadeOfMaar's topic in KSP1 Mod Releases
Actually, I did have the following mods installed via CKAN: Firespitter Firespitter Core Firespitter Resources config However, I didn't see on CKAN that Rational Hydrodynamics would conflict with any of those Firespitter mods. Therefore, I didn't expect them to conflict. Maybe, though I've got dozens of mods installed, if not over 100, so it'll take quite some time to find those problematic mods. Sorry. I didn't notice while looking through your mod's files. (It probably doesn't help that, while I may not be new to modding in general, I'm quite new to KSP modding specifically.) -
Much appreciated, both of you! @JonnyOThan @Aelfhe1m Anyways, I tried making the suggested changes to the code, but it seems I'm still experiencing crashes. However, I'll try one more time, this time commenting out all of the code that makes changes to the HabTech2 mod. --- B9PartSwitch - Fatal Error --- Fatal exception while loading fields on module ModuleB9PartSwitch on part Exception while loading fields on module ModuleB9PartSwitch on part Exception while loading fields on subtype PartSubtype 02 Exception while loading field tankType on type B9PartSwitch.PartSubtype No tank type named 'ht2_02' exists Please see KSP's log for additional details The code looked like this at the time: !B9_TANK_TYPE[ht2_02]:NEEDS[HabTech2] { } // Check this NEEDS as it used to be FOR @PART[ht2_questPod]:NEEDS[HabTech2] { @MODULE[ModuleB9PartSwitch]:HAS[#moduleID[tankSwitch]] { @SUBTYPE[02] { @name = Air @tankType = KSAir @title = #simplexresources_air } } } As you can see, I changed that FOR out for NEEDS, but it still resulted in a crash. Maybe HabTech2 is more dependent on ht2_02 than any of us might've believed?
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Rational HydroDynamics 1.1 [Apr 23, 2021]
Shadow Wolf TJC replied to JadeOfMaar's topic in KSP1 Mod Releases
Seems this mod might not be playing well with other mods' parts in general, save for a select few. Here's an example of what I had found in my latest KSP log (after it had crashed while loading): [LOG 06:05:22.007] PartLoader: Compiling Part 'NearFutureElectrical/Parts/FissionReactors/reactor-0625/reactor-0625' [WRN 06:05:22.044] PartLoader Warning: Variable rationalBuoyancy not found in Part [WRN 06:05:22.046] PartLoader Warning: Variable rationalPressure not found in Part [WRN 06:05:22.050] PartLoader Warning: Variable lpgLF not found in Part [WRN 06:05:22.053] PartLoader Warning: Variable lpg not found in Part [WRN 06:05:22.057] PartLoader Warning: Variable SSS_Tier not found in Part [EXC 06:05:22.206] NullReferenceException: Object reference not set to an instance of an object FlightGlobals.get_VesselsLoaded () (at <4b449f2841f84227adfaad3149c8fdba>:0) ModuleDockingNode.FindNodeApproaches () (at <4b449f2841f84227adfaad3149c8fdba>:0) (wrapper dynamic-method) ModuleDockingNode.ModuleDockingNode.<SetupFSM>b__142_1_Patch0(ModuleDockingNode) KerbalFSM.FixedUpdateFSM () (at <4b449f2841f84227adfaad3149c8fdba>:0) ModuleDockingNode.FixedUpdate () (at <4b449f2841f84227adfaad3149c8fdba>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) That was just one example of countless mods being affected. Methinks default settings should be given to miscellaneous parts as a failsafe? -
Well, that explains alot. I take it I'm on my own when it comes to testing if this mod would really need BDB as a dependency? And sorry for the apparent rudeness, but time is in short supply for me, so I don't always have time to check if the current mod maintainers are really the same people who developed the mod.
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[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
Shadow Wolf TJC replied to Dr. Jet's topic in KSP1 Mod Releases
If you wish to maintain this mod in Dr. Jet's absence, then I'd like to add one more bug report: Note: Too many warnings were displayed when I received this error message in-game. The rest would've been posted to the game log, but it tends to exceed over 100MB in size, making it all but unreadable for me. Anyways... --- B9PartSwitch - Serious Warning --- B9PartSwitch has encountered a serious warning. The game will continue to run, but this should be fixed asap. Initialization errors on ModuleB9PartSwitch (moduleID='DegratationRateSwitch') on parts ChopShop.SSP1small, ChopShop.SSP2, etc. subtypes 'level1', 'level2', 'level3', 'level4', 'level5', etc. Found more than one matching module. Hopefully, some answers could be found for those among us modders, both old and new (I'm the latter), who'd be interested in maintaining this promising mod for modern-day KSP1. -
Interesting. Thanks for the information about what that line was supposed to do. I'll consider replacing that FOR with NEEDS or AFTER, and then trying to load the game once more, before having to consider uninstalling the mod. By the way, I'm only recently starting to learn how to develop mods for KSP, but I don't know where to find an in-depth guide on how to make mod patches like these. Any idea where to look?
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I'd also like to mention that, apparently, SimplexResources - CryoTanks B9PS.cfg tries to modify the B9 Tank Type "ht2_02" from HabTech2 with empty brackets, which I have reason to suspect is causing the "ht2_02" tank type to become "undefined", causing a fatal error, which causes KSP to crash. !B9_TANK_TYPE[ht2_02]:NEEDS[HabTech2] { } // Check this NEEDS as it used to be FOR @PART[ht2_questPod]:FOR[HabTech2] { @MODULE[ModuleB9PartSwitch]:HAS[#moduleID[tankSwitch]] { @SUBTYPE[02] { @name = Air @tankType = KSAir @title = #simplexresources_air } } } For the time being, I've commented out the line with the empty brackets, though if any more such fatal errors pop up, then I may have to uninstall this mod.
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Personally, and no offense, but I get the feeling that it sounds more like YOUR problem than MY problem, since I personally don't mind if tech nodes have only just 1 or 2 parts to unlock (assuming I was just playing stock KSP with no other mods besides yours). Moreover, with the Hide Empty Tech Tree Nodes mod installed, not even empty science nodes would've been a problem for me either. Besides, I've discovered that BDB doesn't really seem to do much to innovate beyond the limits of what stock KSP does (besides having some different engines with different fuels, such as Hydrazine-powered or Cryogenic Engines, but even then, many other mods offer those as well). In fact, I'm willing to bet that your mod would've worked just fine without BDB, instead using only stock KSP+Expansions' parts, plus a few other parts mods that, unlike BDB, would've actually added new gameplay features to stock KSP (such that stock KSP endgame technologies, like Ion Engines, Nuclear Engines, R.A.P.I.E.R. Engines, and In-Situ Resource Utilization technologies, would've been made to look more like midgame technologies), mods like the following (many of which you may already be quite familiar with): I'll check later on my PC to see if your mod would indeed work fine with stock + all of these above-mentioned mods (and then some, which all add up to around 17.2 GB within my GameData folder), but no BDB mod, installed. (Also, feel free to add support to any of the above mods, if missing.) P.S.: Oh, and one last thing that I noticed is that your mod might be in conflict with the Community Tech Tree mod, since I'm seeing some messed-up nodes on the tech tree. It might be better for your mod to be able to work with the Community Tech Tree, if present, so that could be overwritten after having been loaded, since a few mods, like Interstellar Fuel Switch, FuelWings, KSP Interstellar Expanded, and Interstellar Technologies - A KSPI-E Expansion, all rely upon the Community Tech Tree mod as a dependency.
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Understandable X2. I've experienced those kinds of issues before when modding other games. I see. I suppose that exporting all of those textures that would've been shared among a wide variety of different parts to a "BDB core mod", which the other "BDB parts mods" would've needed to use as a dependency, would've been out of the question (at least for you)?
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And miss out on other gameplay-changing mods like Real Solar System, Tac Life Support, TweakScale, Procedural Parts, Ferram Aerospace, Airships, Sink'Em All, AtomicTech, and the Near Future and Far Future mods (just to name a scant few)? No thank you! Personally, as much as I enjoy Bluedog Design Bureau for how well-polished and expansive it is in terms of what parts it has to offer, I feel that it's more like an expansion of the same old parts that are on offer in stock KSP + its expansions, and not something really game-changing like the mods that I've mentioned before (besides making use of cryogenic engines, which is also common with many other parts mods out there). Therefore, if I would've had to drop some mods to get the game to load instead of crashing due to running out of memory, I'd much rather drop BDB than any of the other mods that I've mentioned before. Like I mentioned before, I'm personally looking out for more science experiments. However, what I might've forgotten to mention before is that I'm actually looking for more tasks to do in general beyond what the base game has to offer (in addition to doing more science experiments), such as colonizing space and exploring other star systems besides the home star system. I'm also looking for new gameplay challenges, such as dealing with the kinds of challenges that would've come with exploring a real-life-scaled home system, from exploring a real-scale solar system (which was why I had picked up Real Solar System), managing life support systems beyond the surface of the homeworld, and dealing with stuff that'll gradually break down over time (such as RTGs gradually growing weaker over time as their radioactive power source decays, or solar panels gradually growing weaker due to being exposed to too much solar radiation over time). How interesting. Were there any thoughts among the dev team about splitting this mod into multiple smaller mods for a more a-la carte style (like with the Near Future Mods)?
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There also seem to be science experiments within parts located in other folders besides the Science folder. For example, various probe cores also carry various experiments, including some that are unique, and can't be found within the Science folder, like weather or SIGINT, and I think I'd like to keep those as well.
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For now, I've removed the mod (plus all the other mods that depended on it) from my GameData folder via CKAN, though only after I made backups of all those mods beforehand for archiving (like I did during my Starbound modding days). Personally, trimming this mod down won't be as easy for me as anyone reading this might at 1st think, since while I may not care all that much about most parts (such as, in general, engines, fuel tanks, aerodynamic surfaces, structural parts, command pods, probe cores, etc.), one notable exception would be the science experiments. Those I personally enjoy quite a bit, and I'm hoping to port them over to a new derivative mod that I'd like to keep for myself... for now.
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Although I've played around with this mod for a couple months now, after starting to install more mods until I got to the point where the game isn't loading anymore, I've decided that I have no choice but to prune some of my biggest mods in an attempt to save my game. Unfortunately, at an exceptionally massive 2.0 GB in size when installed, this mod was easily singled out, which is a shame, since it added so many new science experiments to the game. (That, and it's been marked as a dependency for several other mods that I liked, including Skyhawk Science System.) However, perhaps this mod could be trimmed down in size? For starters, perhaps the core functionality of this mod could be split off into a core mod that the rest of the Bluedog Design Bureau gameplay experience would need to use as a dependency, while all those textures, 3d models, and such could be placed in separate mods, with options for using stock textures only (but original 3d models) for the highest performance experience, or for using original textures at low quality, or high quality, as desired by the player? Hopefully, this mod would be improved such that I could afford to play it once more. However, until then, I'll have to make do without it.