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Everything posted by draeath
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Yep, no matter what I did they remained disabled. They do behave correctly once you're in game, though - it's just during the initial game config that it misbehaves.
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Don't know if this is intended, but the temperature scaling and fatal/comatose settings in difficulty are greyed out and not manipulable when starting a new game. You have to go into settings after-the-fact to tweak these. This wasn't intuitive, I spent almost 15 minutes looking for bug reports and nosing about in the config file before I went back in after-the-fact and saw the controls were enabled. If it *is* intended, I might suggest drawing an explanatory label somewhere on the panel when the controls are disabled.
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Is there a command line argument I can use to simplify startup? As I use RSS, I have to do the whole "File -> Load Bodies From File" every time I fire this up, and it gets a little old. (it would actually be nice if it would load this file by default if it was present - maybe offer that as a configuration item somehow) EDIT: I'm an idiot. Just backing up and replacing the bodies.ini in the KSPTOT directory does what I want. And to save any other RSS users the trouble, here's the generated bodies.ini with current versions of everything.
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Constant crashing
draeath replied to TampaPowers's topic in KSP1 Technical Support (PC, unmodded installs)
Did you get the whole output_log.txt? It stops right at the important part: "========== OUTPUTING STACK TRACE ==================" -
So, uh, this is still happening. Is this file actually needed?
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What's EL? I'll have a look to see how it was handled.
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That's gotta be it, thanks!
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Anyone know what mod might be adding this? I've gone a bit mod-happy and this is my last outstanding issue. When I open the map while in a flight, this icon shows up in the toolbar. It flickers (like it's hiding and redrawing) once or twice a second. It doesn't seem to do anything when clicked or right clicked (except the little aircraft symbol on it turns blue the first time it's clicked). It doesn't seem to be a huge deal, but something may be wrong under the covers and I'd like to get rid of the thing if it's going to be cranky. If you need a mod list, I can provide, but it's not small (30k module manager patches at load, for instance).
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Trying to add this into CKAN and I'm finding I can't - your releases on github do not have a "latest" tagged release. Any chance you can do so? If you do, I'll be happy to submit it for you. Else, someone will have to manually keep the .netkan updated with the download URL and mod version. Here's what I had written up, if you like: { "spec_version" : 1, "identifier" : "FreeEVA", "$kref" : "#/ckan/github/taniwha-qf/FreeEVA", "name" : "FreeEVA", "author" : "taniwha", "abstract" : "Control over KSP's automatic orientation of EVA facing", "license" : "GPL-3.0", "ksp_version_min" : "1.0.2", "ksp_version_max" : "1.0.4", "resources": { "homepage": "http://forum.kerbalspaceprogram.com/threads/95076" } }
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
draeath replied to AlphaAsh's topic in KSP1 Mod Releases
I'm hoping for remote-tech integration myself- 872 replies
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
draeath replied to Ven's topic in KSP1 Mod Development
AVC is whining that you've got 1.8.5 hiding somewhere. Where'd ya sneak off with it? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
draeath replied to BahamutoD's topic in KSP1 Mod Development
BTW, caught the cause of this 'lag' on the CKAN side - the 'v' in the version numbering was changed and that was tripping it up - "v0.8" sorts before "0.9" An override was added that should have dealt with this. May have to be changed again if you change your version notation again -
[1.4.3] [(Re^4)visited!] Science Revisited 1.7.0
draeath replied to zekew11's topic in KSP1 Mod Releases
When you say this, what exactly do you mean by complements? Looking at the configs I don't see any nasty conflicts for sure, but I'm not really savvy on what the attributes mean. I'm thinking these just play together by virtue of what they do. How do they interact (in particular the difference between a physical return and a transmission)? Or, am I misunderstanding completely and I shouldn't use both mods at the same time? here's what I think happens... NMSG simply makes an experiment always worth the full value of the experiment, instead of the fraction it may have had before. This mod, then, turns around and just changes parameters for biome associations and such, and tweaks the coefficients for returned vs transmitted? My read then is that you might still need to repeat, depending on those transmission/return scalers, in that a transmission may leave a segment of science that may only be satisfied by a return, BUT you wouldn't gain anything from additional transmissions and a single return should fill the gap? Now, what I don't get. Why on earth would numeric instruments like the thermometer/barometer/gravimetric/seismic not have an xmitDataScalar of 1? I can understand the atmospheric analysis as that might involve keeping a physical sample (and in that case I would have actually scaled it more like the mystery goo or materials bay) , but these other things are just data. I really feel you should have gone all the way on those. It's easy to fix to be the way that I want, but should you ever update I'll have to remember to go back in and tweak it all again -
[1.1]Hullcam VDS - mod adopted by linuxgamer
draeath replied to Albert VDS's topic in KSP1 Mod Releases
CKAN should be fixed by now. ETA was around 1.5 hours after my PR went in. -
[1.1]Hullcam VDS - mod adopted by linuxgamer
draeath replied to Albert VDS's topic in KSP1 Mod Releases
You zipped up a bunch of spurious files (Thumbs.db and Thumbs.db:encryptable) - that last one specifically can cause some problems /w NTFS. If you're curious, I've got a PR in with CKAN to update the spec file for the new ModuleManager dependency, and a filter for those files, to stop it crashing users when they update -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
draeath replied to BahamutoD's topic in KSP1 Mod Development
Are you managing the mod for CKAN as well? That seems to still have v0.8.3 on it. if It's not you, I'll see if I can't figure out who to annoy to make sure they stay on top of it EDIT: oh dang, you just released 9.0 and 9.1, so it's not really lagging behind at all! Funny timing! Well, I put in a pull request to update the metadata. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
draeath replied to DasPenguin85's topic in KSP1 Mod Releases
I'll respect that decision, though I certainly don't like it. It's theirs (yours?) to make. Cheers. I'll be moving along then. Plenty of other mods around with decent licenses that don't hide behind clicks-for-revenue shenanigans. -
I'm trying to set up a skybox and I'm running into some terrible banding artifacts. I'm attempting to disable compression for the textures, because the raw files (and the .dds I'm writing) do not exhibit the banding out of game. (I've also tried DTX5/BC3 compression, which results in output that looks like what I see in-game - namely, crap. This is why I believe it to be compression at fault.) Can anyone give me some clues? I'm saving 4096x4096 images as RGB8 DDS /w no compression, and mipmaps (not sure if those are necessary for the skybox... probably not). I've also created GameData\TextureReplacer\Skybox-NoCompress.cfg as follows: SKYBOX_COMPRESSION_IGNORE { folder = TextureReplacer enabled = true OVERRIDES { TextureReplacer/Default/GalaxyTex_(Negative|Positive)(X|Y|Z).(jpg|jpeg|png|tga|dds) { mipmaps = false compress = false scale = 1 max_size = 0 } } } I'm using OpenGL, if that matters. If someone needs to examine the files, I've got them stashed here temporarily. Original files are some 6000x6000 PNG files in an archive named "SpaceEngineDemoSkybox.rar" - no idea these days where that came from, as the author didn't think to include a readme or such. Files date 2014-01-12.
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It would be nice if there was a way to acknowledge a particular warning. I don't really need to see the same warning about RandomMod-X.Y.Z. being build for KSP U.V.W. unless one of the version numbers involved changes. Perhaps a checkbox toggle on the 'Show Add-ons' dropdown? This is especially wanted when setting up a new pack of mods to play with, as you may end up starting the game several times in rapid succession and having several dialogs from KSP-AVC pile up on the loading screen is somewhat... irritating.
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[1.0.4] BoxSat vA.02f - Updated 09/16/2015
draeath replied to DasPenguin85's topic in KSP1 Mod Releases
Throw another voice in the pile that would love to see this maintained on CKAN. -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
draeath replied to SuicidalInsanity's topic in KSP1 Mod Releases
You should get this on CKAN!- 1,507 replies
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
draeath replied to RoverDude's topic in KSP1 Mod Releases
I don't see this on your catalog page - do you have any other projects unlisted that I might want?