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Everything posted by TelluriumCrystal
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[1.12.x] Toolbar Controller (for modders)
TelluriumCrystal replied to linuxgurugamer's topic in KSP1 Mod Releases
Steps to reproduce: Launch game Create and start a new career with default settings, renamed to "test" Close the tutorial window Open Toolbar Controller Attempt to hide any toolbar buttons (does not work) Attempt to unhide already-hidden toolbar buttons (toolbars reappear, cannot be re-hidden) Here's my player.log from doing the above plus opening the Tracking Station to see if that did anything new: https://www.dropbox.com/s/ogxia6x1u05znwi/TCbug_Player.log?dl=0 -
[1.12.x] Toolbar Controller (for modders)
TelluriumCrystal replied to linuxgurugamer's topic in KSP1 Mod Releases
I don't believe so, but I do have a lot of mods, so it is certainly possible. Here's my modlist exported from CKAN: [x] Science! Continued (xScienceContinued 6.0.1.2) AlphaMensae's Modular Launch Pads (ModularLaunchPads 2.5.3) Astrogator (Astrogator v1.0.0) Astronomer's Visual Pack (AstronomersVisualPack 3:v4.13) Astronomer's Visual Pack-8k Textures (AVP-8kTextures v1.13) AtmosphereAutopilot (Fly-By-Wire) (AtmosphereAutopilot v1.6.0) B9 Part Switch (B9PartSwitch v2.20.0) Breaking Ground (BreakingGround-DLC 1.7.1) ClickThrough Blocker (ClickThroughBlocker 1:2.1.10.18) Community Category Kit (CommunityCategoryKit v112.0.1) Community Delta-V Maps (CommunityDeltaVMaps 2:2.8) Community Resource Pack (CommunityResourcePack v112.0.1) Community Tech Tree (CommunityTechTree 1:3.4.4) Community Terrain Texture Pack (CommunityTerrainTexturePack 1:1.0.4) Contract Configurator (ContractConfigurator v2.2.1.0) Contract Pack: Bases and Stations Reborn (ContractConfigurator-KerbinSpaceStation 2:3.7.3) Contract Pack: Clever Sats (ContractConfigurator-CleverSats 1.4) Contract Pack: Exploration Plus (ContractConfigurator-ExplorationPlus 2.0.1) Contract Pack: Field Research (ContractConfigurator-FieldResearch 1.2.2) Contract Pack: Kerbal Academy (ContractConfigurator-KerbalAcademy 1.1.10) Contract Pack: Research Advancement Division (ResearchAdvancementDivision 1.2.1) Contract Pack: Tourism Expanded (TourismExpanded 1.0.2) Contract Pack: Tourism Plus (ContractConfigurator-Tourism 1.5.2) Crowd Sourced Science (CrowdSourcedScience v6.0) Cryo Tanks (CryoTanks 1.6.5) Cryo Tanks Core (CryoTanks-Core 1.6.5) Cryogenic Engines (CryoEngines 1:2.0.6) Cryogenic Engines - Near Future Aeronautics (CryoEngines-NFAero 2.0.6) Deployable Engines Plugin (DeployableEngines 1.3.1) Distant Object Enhancement /L (DistantObject v2.1.1.11) Distant Object Enhancement /L default config (DistantObject-default v2.1.1.11) Dynamic Battery Storage (DynamicBatteryStorage 2:2.2.5.0) Environmental Visual Enhancements Redux (EnvironmentalVisualEnhancements 3:1.11.7.1) Ferram Aerospace Research Continued (FerramAerospaceResearchContinued 3:0.16.1.1) GravityTurn Continued (GravityTurnContinued 3:1.8.2.3) Harmony 2 (Harmony2 2.2.1.0) Heat Control (HeatControl 0.6.1) Hide Empty Tech Tree Nodes (HideEmptyTechNodes 1.3.2) Kerbal Actuators (KerbalActuators v1.8.5) Kerbal Atomics (KerbalAtomics 1:1.3.3) Kerbal Atomics - Other Mod Support (KerbalAtomics-NTRModSupport 1.3.3) Kopernicus Planetary System Modifier (Kopernicus 2:release-1.12.1-139) KSP Community Fixes (KSPCommunityFixes 1.23.0) KSP Rescue Pod Fix (KSPRescuePodFix 1.6.4.14) KSPBurst (KSPBurst v1.5.5.1) Making History (MakingHistory-DLC 1.12.1) ModularFlightIntegrator (ModularFlightIntegrator 1.2.10.0) Module Manager (ModuleManager 4.2.2) Near Future Aeronautics (NearFutureAeronautics 2.1.1) Near Future Electrical (NearFutureElectrical 1.2.3) Near Future Electrical Core (NearFutureElectrical-Core 1.2.3) Near Future Exploration (NearFutureExploration 1.1.2) Near Future IVA Props (NearFutureProps 1:0.7.1) Near Future Launch Vehicles (NearFutureLaunchVehicles 2.2.0) Near Future Propulsion (NearFuturePropulsion 1.3.5) Near Future Propulsion - Xenon Hall Effect Thrusters (NearFuturePropulsion-XenonHETs 1.3.5) Near Future Solar (NearFutureSolar 1.3.2) Near Future Solar Core (NearFutureSolar-Core 1.3.2) Near Future Spacecraft (NearFutureSpacecraft 1.4.3) Outer Planets Mod (OuterPlanetsMod 2:2.2.10) PAPI Lights (PAPILights 0.5.0.6) Parallax (Parallax 2.0.4) Parallax - Stock Planet Textures (Parallax-StockTextures 2.0.0) Parallax - Stock Scatter Textures (Parallax-StockScatterTextures 2.0.1) Parallax for OPM (Parallax-OuterPlanetsMod v1.0.1) Patch Manager (PatchManager 0.0.17.6) PlanetShine (PlanetShine 0.2.6.6) PlanetShine - Default configuration (PlanetShine-Config-Default 0.2.6.6) Procedural Parts (ProceduralParts v2.4.3) Procedural Parts - Hazard Tanks Textures (HazardTanksTextures 1.0) Procedural Parts - MainSailor's Procedural Textures - Essential Textures and Flag (MainSailorTextures-Essentials 2.0.0.0.1) Procedural Parts - MainSailor's Procedural Textures - Fairings Textures (MainSailorTextures-Fairings 2.0.0.0.1) Procedural Parts - MainSailor's Procedural Textures - Historic Textures (MainSailorTextures-Historical 2.0.0.0.1) Procedural Parts - Ven's Revamp Style Textures (VensStylePPTextures 1.1) RCS Build Aid (RCSBuildAid v1.0.6) Real Antennas (RealAntennas v2.1.1) Real Plume (RealPlume 2:v13.3.2) Real Plume - Stock Configs (RealPlume-StockConfigs v4.0.8) RealChute Parachute Systems (RealChute v1.4.8.3) ReStock (ReStock 1.4.3) ReStock+ (ReStockPlus 1.4.3) Rocket Sound Enhancement (RocketSoundEnhancement 0.9.6) Rocket Sound Enhancement - Default (RocketSoundEnhancement-Config-Default 1.2.4) Routine Mission Manager (RoutineMissionManager 1:0.4.0.2) SCANsat (SCANsat v20.4) Scatterer (Scatterer 3:v0.0838) Scatterer Default Config (Scatterer-config 3:v0.0838) Scatterer Sunflare (Scatterer-sunflare 3:v0.0838) Science - Full Reward! (Continued) (Science-Full-Reward v5.2) SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.14.0) SpaceTux Library (SpaceTuxLibrary 0.0.8.4) Staged Animation (StagedAnimation v2.0) Station Keeping (StationKeeping 1:0.2.2.3) Stockalike Station Parts Expansion Redux (StationPartsExpansionRedux 2.0.10) Stockalike Station Parts Expansion Redux - Internal Spaces (StationPartsExpansionRedux-IVAs 2.0.10) Toolbar Controller (ToolbarController 1:0.1.9.8) Trajectories (Trajectories v2.4.3) TUFX (TUFX 1.0.5.0) TweakScale Redistributable (TweakScale-Redist v2.4.6.18) Waterfall Core (Waterfall 0.9.0) -
[1.12.x] Toolbar Controller (for modders)
TelluriumCrystal replied to linuxgurugamer's topic in KSP1 Mod Releases
I'm having some strange behavior with Toolbar Controller 0.1.9.8 on KSP 1.12.3. Setting mods to be hidden in the manager menu doesn't seem to hide them properly, and backing out to the main menu and loading the save again seems to have duplicated toolbar items. Relaunching the game appears to fix it but trying to hide and unhide buttons causes the same issues. Here's the KSP.log (as an aside, how the heck is this thing 6 MB?): https://www.dropbox.com/s/nyhfn28oeqrh2dz/TCbug_KSP.log?dl=0 -
That would actually be an interesting way to set up the game economy. As it is, the game functions more or less like the KSC is a private company, while your model has it functioning much more like a government organization. I'm not sure which Squad is going for, but I think it's an idea worth exploring. Perhaps someone could come up with a mod for this?
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It might actually be an out-of-memory situation. Even though KSP is supposed to be able to use up to 4GB of memory it can get buggy with as little as 3GB. I know I had very similar issues when I was running out of memory on my Mac a while back (I'd load a vessel and it would be invisible/missing parts). Could you try the following: 1. Backup your KSP folder 2. Remove the biggest part mod you have 3. Launch KSP, start a new sandbox game, and launch a large rocket (take note of your memory usage) 4. Try to reproduce the bug by quicksaving and quickloading excessively (noting memory usage after each save/load cycle) Edit: Also, a list of the mods you have installed would be useful.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
TelluriumCrystal replied to cybutek's topic in KSP1 Mod Releases
I have linked this mod to recurring lag spikes here: Support Thread This might be unique to the OSX version as I am also running Kerbal Engineer 1.0.11.3 on my PC and have not come across this issue. Any thoughts? -
Consistent Lag Spikes
TelluriumCrystal replied to TelluriumCrystal's topic in KSP1 Technical Support (PC, modded installs)
After removing several mods and relaunching the game, it would seem that the likely culprit is Kerbal Engineer. I will test it one more time with nothing but Kerbal Engineer installed to be sure. I am now 100% certain that Kerbal Engineer 6.2.12 1.0.11.3 is the cause of the lag spikes. I'll bring this to the mod author's attention, and hopefully it won't be too hard to fix. I use Kerbal Engineer quite a bit, so I really hope it isn't an unsolvable issue. Regardless, this issue is now technically solved. Thanks for making me test the individual mods Malah; being the lazy person I am I probably wouldn't have tried that. -
KSP: 0.25.0 OSX Problem: Consistent lag spikes Mods installed: Active Texture Management (Release 3-8) BOMPs (revived) Chatterer (0.7.1) Raster Prop Monitor (0.18.3) Kerbal Engineer (6.2.12) EDIT: My bad, it was 1.0.11.3 KW Rocketry (2.6d2) SCANsat (8.0) VesselView (0.6 RPM) Reproduction steps: 1. Launch the stock Kerbal X on low graphics settings (so as to not have any noticeable graphics-related lag). 2. Notice the lag spikes that consistently and relentlessly repeat. 3. Launch the rocket and note that the spike length seems proportional to vessel part count. Log: Dropbox Link Note that after the launch KSP was using exactly 2.42GB of ram, which suggests that it is not a memory issue (or at least not one related to the lack thereof). If any additional information is needed to help me rid myself of these rather annoying lag spikes I would be happy to provide it. SOLVED: The culprit was Kerbal Engineer 1.0.11.3. Removing this mod stopped the lag.
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Given the incredible effort put into this I can't help but feel disappointed that I am limited to using it only on landers (I know I'm not actually limited, but my brain requires me to impose such restrictions). So if you're still looking for suggestions for a next project I would recommend making the command bridge of a large interplanetary vessel. The kind of thing that would be launched up in multiple parts and pieced together in orbit. Having a decent-sized bridge (with enough room for around 4 kerbals and 1 commander) with this level of detail would be a dream come true for me.
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[kOS] The Automated Mission Challenge
TelluriumCrystal replied to TelluriumCrystal's topic in KSP1 Challenges & Mission ideas
The challenge is officially back in business! I may be a bit sporadic about checking for entries, but I should get around to grading an entry within 3-4 days at the most. Also, does anyone know if the current version of Sensor Reporter works with the new kOS? -
[kOS] The Automated Mission Challenge
TelluriumCrystal replied to TelluriumCrystal's topic in KSP1 Challenges & Mission ideas
Sure, I'll try to get around to modifying the main page later today. Sorry for the late response, I've been a bit busy of late with school and my new hobby (astrophotography), so I haven't been checking the forums as often as I used to. -
Or you could have more than one ongoing mission at a given time (ex: send a resupply mission to the Mun base while the Jool express is entering Joolian orbit).
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[kOS] The Automated Mission Challenge
TelluriumCrystal replied to TelluriumCrystal's topic in KSP1 Challenges & Mission ideas
I don't even know what polynomial and linear time are. My programming knowledge only dips into the intermediate levels. You might have better luck asking around in the kOS mod thread. -
Get lost hopelessly in underground caverns. Discover lost city of atlantis buried deep underground in a massive cavern. Fight through enemies guarding it to access ancient technology and use a beam of light (beacon anyone?) to escape into the ocean. Return to your benign home on the surface. Acquire sleep. That seems epic enough for my standards.
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Actually we would probably just see some sort of news headline like this the next day: Classified US Satellite Shoots Down ICBM! In all seriousness though, some sort of space-based antimissile system would be the best defense against ICBMs, and the traditional military should be able to intercept bombers and other threats. It's the terrorists we have to worry about...
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Would we be able to send man to mars soon? Or is it impossible?
TelluriumCrystal replied to ThatKerbal's topic in The Lounge
Keep in mind that once asteroid mining starts up (and it will hopefully do so in the next 10-20 years), we'll likely see a sudden drop in the cost of many raw building materials. This will, in turn, allow for the cheaper construction of toilets for everyone. Plus if we spend all our time and resources trying to achieve equal living conditions on this planet and end up getting hit by an extinction-level NEO because we weren't prepared for it, then would we really have accomplished anything? -
Would we be able to send man to mars soon? Or is it impossible?
TelluriumCrystal replied to ThatKerbal's topic in The Lounge
"Science isn't about why. It's about why not!" ~Cave Johnson Joking aside, I think a more realistic Mars mission would consist of several robotic craft that would be launched ahead of the main mission to set up a base camp. Then the astronauts would arrive, finish setup, and live on Mars for the next 1-2 years. Later missions could last even longer, eventually establishing permanently manned outposts. One of the primary avenues of study that would likely take place while on Mars would be how people react to living on it. Similarly to how the ISS studies humans living in zero-g, Mars would be an excellent testbed for low-g. Not to mention that often the best way to learn how to do something properly is to actually get out there and try to do it. -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
TelluriumCrystal replied to damny's topic in KSP1 Mod Development
No, not map coordinates, an actual navigational GPS. The one that tells you which direction to drive/fly to get somewhere. Like this one: -
[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
TelluriumCrystal replied to pizzaoverhead's topic in KSP1 Mod Releases
More ideas: - Allow songs to be selected as a planet's "theme" and they will play whenever you're doing stuff on their surfaces - Songs can be assigned to certain events, such as reentry, burns, launch, and Rapid Unexpected Disassemblyâ„¢ - Allow for multiple songs to be assigned to each category - the program will select one at random, but will never play the same one twice in a row- 779 replies
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I'll have to watch that video. When I went to look at the center of lift it was off to the side a bit. Removing and replacing the procedural fairings seemed to remedy it a bit. Here it is now: I think it just might work this time...
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Noob questions: 1. What is the aerodynamic center? The CoM is currently centered pretty much right in the center of the heat shield. Actually after reading Ferram's reply it should be stable as is. 2. I haven't the slightest clue how to use the flight analysis tool. Are there any tutorials anywhere? I feel like I would benefit a lot by learning how to use it.
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Ferram, I am curious as to how I might go about making reentry capsules that want to face the correct direction (heat shield down) during reentry. Here's one I made for a small rover I built: During reentry testing it flipped itself around nose first, despite me desperately trying to keep it facing heat shield down, once it hit the thicker layers of the atmosphere. As you can imagine, this resulted in Rapid Unscheduled Disassemblyâ„¢. Any advice would be greatly appreciated!
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