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KSP2 Release Notes
Everything posted by JonnyOThan
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
JonnyOThan replied to Gotmachine's topic in KSP1 Mod Releases
Er, what I was getting at is that KSPCF *fixes* a lot of the bad performance issues. -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
JonnyOThan replied to Gotmachine's topic in KSP1 Mod Releases
Is KSP Community Fixes installed in both of these cases? Try turning on the CommNetThrottling patch, which is disabled by default. -
This is on the roadmap as the first supported mod pack. It’s super awesome!
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[1.12.x] Toolbar Controller (for modders)
JonnyOThan replied to linuxgurugamer's topic in KSP1 Mod Releases
So...you didn't do this part: -
[1.12.x] Toolbar Controller (for modders)
JonnyOThan replied to linuxgurugamer's topic in KSP1 Mod Releases
Then posting said log might be a good idea..? -
[1.12.x] Toolbar Controller (for modders)
JonnyOThan replied to linuxgurugamer's topic in KSP1 Mod Releases
Go to settings -> compatible game versions and check 1.12 -
Yes, eventually. You can follow along on the roadmap here: https://github.com/pizzaoverhead/FreeIva/issues As you can see, SSPX is on the list - however it has a LOT of crewed parts and probably even more that don’t have internal models already that would need to be modeled from scratch. It’s probably at least 40 hours of work. If there’s a particular mod pack you’re interested in that isn’t already listed there, let me know!
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Either way: any modder who wants to can build in support to their own mod, but right now we're assuming that setting up other mods will fall on us, at least initially. You'll be able to unbuckle in modded parts, but there are no collider shells or hatch configurations set up so you'll either float off into space or won't be able to get through certain hatches.
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Yep! There's a settings.cfg file in the FreeIVA folder.
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Interior idea for KSP2
JonnyOThan replied to KSPEnjoyer's topic in Prelaunch KSP2 Suggestions & Development Discussion
“Adding another layer in unity” is a *massive* understatement of the work required for this. The IVA system in stock is already essentially that. To be able to move around, you have to build collider shells for every internal space, cut holes out of internal meshes and make sure everything lines up in every possible configuration. As far as advising ksp2 devs, the best thing they could do is make sure that all hatches are props (not baked into the model like several ksp1 parts) and internal models have holes cut out behind the hatches. Anything that looks interactable (seat harnesses, handrails, flight sticks, etc) should be a prop or at least its own gameobject. Modders can do the rest. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JonnyOThan replied to JadeOfMaar's topic in KSP1 Mod Releases
Empty cfg files are not unusual...there will be more explicit messages about what failed in patching. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
JonnyOThan replied to JadeOfMaar's topic in KSP1 Mod Releases
The cache file doesn't get created if there's an error during MM patching. It's worth fixing that, because it can make your load times much longer if MM isn't using the cache. -
@pizzaoverhead, @Icecovery and I are proud to announce that after 7 long years in the WIP section, FreeIva is finally ready for a full release! FreeIva allows you to get out of your seat in IVA mode and move around your ship - even between parts. You can buckle up in another seat in a distant part to transfer crew, or use a hatch from the inside to go EVA. All stock and DLC crewed parts, docking ports, and many adapters are supported. Controls Right-click to toggle the mouse between free look and pointer. Keys Action Setting Name Y Get out of seat (unbuckle) while on IVA UnbuckleKey W Move forward ForwardKey S Move backward BackwardKey A Strafe left LeftKey D Strafe right RightKey X Toggle Crouch CrouchKey Space Jump JumpKey Q Roll counterclockwise (when in low gravity) RollCCWKey E Roll clockwise (when in low gravity) RollCWKey Left Shift Move upwards UpKey Ctrl Move downwards DownKey F Open or close a hatch that you're looking at OpenHatchKey C Return to original seat Alt-G Toggle gravity Alt-Left-Click Grab or throw prop Left-Click Use prop Dependencies ModuleManager is required. B9PartSwitch is recommended for passable variants of some of the stock parts. Reviva is recommended for even more passable variants of some stock and modded parts. RasterPropMonitor and ASET props are recommended for the stock inline docking ports. CommunityCategoryKit is recommended to see all FreeIVA-supported parts at once. You can also type "freeiva" into the stock search box, but may get some false positives. Download CKAN is recommended. https://github.com/pizzaoverhead/FreeIva/releases https://spacedock.info/mod/3151/FreeIva Compatibility The following sets of parts have full support: All stock and DLC crewed parts and many adaptors Planetside Exploration Technologies. Reviva is recommended. Stockalike Station Parts Expansion Redux. Reviva is recommended. Buffalo 2 Kerbal Planetary Base Systems - Requires HabTech Props Modded mk3 cockpits: KermanTech, Ultimate Shuttle IVA, and Mk3 Shuttle Mid-Deck Extra Docking Ports SDHI Service Module System Kerbalism Mk2 Expansion . Reviva is recommended. Mk3 Expansion. Reviva is recommended. Near Future Spacecraft, including Vexarp IVA layouts. ASET mk1-2 IVA. Use Reviva to use this IVA inside the mk1-3 pod. Artemis Construction Kit Shuttle Orbiter Construction Kit Mark IV Spaceplane System. Reviva is recommended for support in adapter parts. B9 Aerospace Universal Storage II ALCOR pod ProbeControlRoom HabTech2 Feline Utility Rover Tantares Starship Expansion Project KNES Mk3 Mini Expansion Starilex's mk1pod Needle IVA SABS IVAs ReStockPlus Bluedog Design Bureau NeistAir AirplanePlus SXT Kerbonov Warbirds Cockpits OPT Near Future Construction Cold War Aerospace Tundra Exploration Prakasa Aeroworks Exploration Rover System Keridian Dynamics The Martian Malemute Rover Coriolis Space Systems Heisenberg Airships DeepFreeze Near Future Launch Vehicles Lonesome Robots Collection Pathfinder RealChute's stack chute Cormorant Aeronology More coming soon! Planned supported mods are listed here: https://github.com/pizzaoverhead/FreeIva/labels/Mod Support. If you'd like to see something that's not on the list, just let us know! Support/Feedback Here on the forum or https://discord.gg/vBDzZAq3AF. You MUST include your ksp.log file with any bug reports. Legal stuff Source Code: https://github.com/pizzaoverhead/FreeIva License: GPL2 for code, All Rights Reserved for other assets
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[Released] Free IVA Alpha v0.2.1 [1.12.x] (2022-11-24)
JonnyOThan replied to pizzaoverhead's topic in KSP1 Mod Development
FreeIVA is back, again! This update should be pretty much fully featured for playing in stock. There are surely still some rough edges and not a lot of polish, but at least it shouldn't be so easy to just wander out of your ship into the void of space. Plus it has sweet new hatch models from @Icecovery! Controls: https://github.com/pizzaoverhead/FreeIva/wiki/Controls Support: https://discord.gg/vBDzZAq3AF Dependencies ModuleManager Notable Changes All stock and DLC crewed parts and docking ports (and several adapters) are supported Fixed many buckling/unbuckling issues You can now go EVA from most hatches that aren't connected to anything Added custom hatch props with clickable handles Added custom harness and seatbelt props with clickable buttons IVA colliders can now be built in regular MODEL nodes Sorted out collision layer issues Lots of other stuff https://github.com/pizzaoverhead/FreeIva/releases/tag/0.2.0 -
[Released] Free IVA Alpha v0.2.1 [1.12.x] (2022-11-24)
JonnyOThan replied to pizzaoverhead's topic in KSP1 Mod Development
Hold my beer. -
[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
JonnyOThan replied to Gameslinx's topic in KSP1 Mod Releases
You can disable stock scatters in the main menu settings screen.- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
JonnyOThan replied to Gameslinx's topic in KSP1 Mod Releases
I’ve asked before and heard that they’re only in the highlands- 3,158 replies
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Try verifying game files from steam. Also you definitely have restock installed.
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This exception means you either have something that was built for an incompatible version of the game, or you have a mod that is missing hard dependencies. If it's the latter, you should see "filenotfoundexception" nearby in the logs.
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PartTools Problem
JonnyOThan replied to DerinA21's topic in KSP1 General Mod Development Help and Support
Hmm, there’s probably a more detailed log somewhere that might have more info about why it can’t load those. By chance, are you in a country that uses comma as a decimal point? I think parttools uses locale-specific parsing and that can cause a problem. -
PartTools Problem
JonnyOThan replied to DerinA21's topic in KSP1 General Mod Development Help and Support
Look at the output console in Unity. I think what you describe can happen if you have certain mods installed that contain cfg files that are empty, or patches only, or something. -
[1.8.x-1.12.x] - RasterPropMonitor (adopted)
JonnyOThan replied to JonnyOThan's topic in KSP1 Mod Releases
Hero! -
Is there a reason you're using ksp 1.7? The error here is that Interstellar Fuel Switch is built for a later version of KSP. It does look like the CKAN metadata says it's for 1.4.2-1.9 but that seems to be incorrect (and it's a huge red flag that it crosses the 1.8 boundary). IFS 3.14.0.1 looks like it would probably work. But really, there's nearly no reason to not be using the latest version of KSP. Almost all mods that were built for 1.8+ will work on it.
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[1.8.x-1.12.x] - RasterPropMonitor (adopted)
JonnyOThan replied to JonnyOThan's topic in KSP1 Mod Releases
I changed the camera model (now it's a repainted Ant engine so you can tell the orientation better). Can you show a screenshot of the misc parts screen? Do you have restock installed? I wonder if it's interfering. Can you post your logs? -
KSA IVA Upgrade (Adopted) [some stock parts, BDB Apollo, SOCK]
JonnyOThan replied to JonnyOThan's topic in KSP1 Mod Releases
If I'm understanding you correctly, you can put lines in your vessels' craft file description like ag1=Stir O2 and it'll show up on the buttons/labels/whatever