-
Posts
1,292 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by JonnyOThan
-
There seems to be a lack of good career mode tutorials for the modern game, so I made some! These focus on contract selection, progression, and science returns without being too tedious. Episode 1: * Small hopper rocket * Suborbital flight & science from space Episode 2: * First orbital flight & science from high space * Some notes about the Archives tab in R&D Episode 3: * Mun flyby * Picking up those extra few points of science when you need them Episode 4: * Using a rescue contract and the klaw to achieve rendezvous, crew transfer, and docking contracts * Rather subpar planning I plan on making some more of these, covering Mun/Minmus landings and a trip to Duna. I'd love to hear any feedback, questions, or suggestions! Thanks! EDIT: I haven't gotten around to editing this yet, but I did an alternate episode 4 for a minmus landing: https://www.twitch.tv/videos/1468188204
-
[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
JonnyOThan replied to nightingale's topic in KSP1 Mod Releases
Another note...the reputation reward/penalties seem way out of line. Like most of the contracts offer 1 star reward for completion and -60 for failure. The failure maybe is OK, but the reward for completion is less than your basic parts testing contract.- 699 replies
-
- career
- contract configurator
-
(and 1 more)
Tagged with:
-
[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
JonnyOThan replied to nightingale's topic in KSP1 Mod Releases
Well, they're still tourists...so I can't fire them. Unless I fire them into the ground or the sun.- 699 replies
-
- career
- contract configurator
-
(and 1 more)
Tagged with:
-
[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
JonnyOThan replied to nightingale's topic in KSP1 Mod Releases
I had a contract to take 3 tourists on a moon flyby (ksrss). My ship had an engine failure on ascent, and during the abort sequence 1 of the tourists was killed but I recovered the other 2. The contract was failed, but the two tourists I recovered are still in my roster.- 699 replies
-
- career
- contract configurator
-
(and 1 more)
Tagged with:
-
Contract Pack - Research Advancement Division - v1.2.1
JonnyOThan replied to Morphisor's topic in KSP1 Mod Releases
Any idea if this is compatible with Kerbalism? -
@ensou04 want to call your attention to this post if you missed it: RSE seems to be removing a lot of the smoke and particles from SRB Waterfall Effects Edit: nvm, now I see you had liked the post!
- 777 replies
-
- 1
-
- sound replacement
- plugin
-
(and 2 more)
Tagged with:
-
[1.8.x] DE_IVAExtension - For All the Stock Pod IVAs!
JonnyOThan replied to DemonEin's topic in KSP1 Mod Releases
The configs are in ASET\ASET_Props\Misc\LifeSupportMonitor. It looks like there are setups for Kerbalism, TAC-LS, and USI. You can look at those patches and maybe figure out how to set one up for the life support system of your choice. It doesn't need to be placed in that folder; I'd suggest dropping it directly into GameData or another folder for your own custom patches. -
[1.8.x] DE_IVAExtension - For All the Stock Pod IVAs!
JonnyOThan replied to DemonEin's topic in KSP1 Mod Releases
There's dozens of us! -
[1.8.x] DE_IVAExtension - For All the Stock Pod IVAs!
JonnyOThan replied to DemonEin's topic in KSP1 Mod Releases
Does this occur without RP-1? Does this occur with a completely minimal craft (just a probe core) on the launchpad? Your logs after reproducing the issue may be useful - often a cause of bad performance is exceptions being thrown every frame. I haven't used DE's PCR myself but it could also well be a problem with RPM. -
Check the files in here. Looks like they add cameras to explicit part names: https://github.com/linuxgurugamer/HullcamVDSContinued/tree/master/GameData/HullCameraVDS/MM_Scripts It would probably be reasonable to add a patch that adds a camera to any part with a docking port module that doesn’t already have a camera module.
-
Heads up, I just noticed that the JSI folder bundled with VesselViewer contains a bad copy of MiniAVC.dll.
-
[1.8.x-1.12.x] - RasterPropMonitor (adopted)
JonnyOThan replied to JonnyOThan's topic in KSP1 Mod Releases
New release! https://github.com/JonnyOThan/RasterPropMonitor/releases/tag/v0.31.6 Reworked parachute actions: --Clicking the "Deploy" button now sets the minPressure to minimum, safety mode to "unsafe," and arms the chute. In other words, it tries to immediately deploy the chute. --Clicking "Arm" simply arms the chute --Clicking "Disarm" disarms the chute and sets the safety mode to "when safe." Added timewarp button support Added an example patch for DE_IVAExtensions to put timewarp buttons in the IVA The "Warp To Next" button will: If you have a maneuver node, will warp to it If you have an upcoming SOI change, will warp to PE or the new SOI, whichever is earlier Otherwise warps to AP or PE, whichever is earlier -
IIRC it's actually inside the VV release zip file, but people get thrown off that both RPM and JSIPartUtilities end up in the same folder so they skip copying one or the other.
-
@DY_ZBX if you scroll back through this thread, there are many people with similar issues because they didn't install JSIPartUtilities, which is a dependency of VessselViewer but is not included in RasterPropMonitor. Your video doesn't drill into the JSI folder so we can't tell for sure. You need to post your ksp.log file for us to help further.
-
You need RasterPropMonitor for the IVA stuff. But VesselViewer on its own should also have a button in the toolbar where you can see the wireframe view of your rocket. If you want more help you'd better post your ksp.log file so we can make sure stuff is installed properly.
-
woot! I decided to use half-width for <b> since those are usually the name of the part and have longer strings. Still serves to visually separate them pretty well. https://github.com/linuxgurugamer/VesselViewer/pull/20 I also fixed the issue where the part selector/disco mode menus would be duplicated for each time the flight scene was entered: https://github.com/linuxgurugamer/VesselViewer/pull/19
-
Im not so sure about that - the unity text control respects (some) HTML markup, which is why Kerbalism uses those tags. VesselViewer’s part picker is like an alternate view on the PAW, and showing the raw text with formatting markup isn’t a great experience. There certainly could be other mods that do the same thing. I think it would be reasonable to have VesselViewer either remove the markup, or try to turn it into the formatting markup that RPM understands (I need to check if RPM would respect that markup in this context). Thanks for the merge and release! Happy holidays!
-
Just put up a PR with a handful of fixes. I'd like to take a swing at the HTML stuff from kerbalism too. https://github.com/linuxgurugamer/VesselViewer/pull/18
-
[1.8.x-1.12.x] - RasterPropMonitor (adopted)
JonnyOThan replied to JonnyOThan's topic in KSP1 Mod Releases
Please attach or upload your entire log file -
KOS had a similar problem where it was including the waterfall mesh in the vessel bounds calculation: https://github.com/KSP-KOS/KOS/issues/2942 I've noticed that VV also does something crazy when you use the stock large drill part, presumably for a similar reason. And KOS had problems with the scanner arm from Breaking Ground because it uses an invisible collider mesh - I haven't verified but I bet VV might have the same problem? EDIT: interestingly, it doesn't. So I wonder how VV detects and ignores that mesh? Ship with large drill: https://imgur.com/a/dzkWwEL All of these are things that would need to be fixed in VV. I might take a look..
-
[1.8.x-1.12.x] - RasterPropMonitor (adopted)
JonnyOThan replied to JonnyOThan's topic in KSP1 Mod Releases
Just pushed a new release. https://github.com/JonnyOThan/RasterPropMonitor/releases/tag/v0.31.5 Update compatibility to ksp 1.12 Merge PRs related to camera drag cube & ascending node calculation Fix ATMOSPHEREDEPTH variable Fix SAS mode strings in ASET MFDs Fix radial in/out swapping on SAS mode buttons Fix Mechjeb integration with latest MJ version -
[1.8.x-1.12.x] - RasterPropMonitor (adopted)
JonnyOThan replied to JonnyOThan's topic in KSP1 Mod Releases
Have you tried the latest version? I haven't, but I'm not aware of any issues. I do need to push out a new version to pick up a few things that have been fixed along the way. It's not dead yet! -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
JonnyOThan replied to Angelo Kerman's topic in KSP1 Mod Releases
You can make a MM patch that removes them: !SPACE_ANOMALY[tetrahedon] {} (note tetrahedron is spelled wrong in blueshift) -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
JonnyOThan replied to Angelo Kerman's topic in KSP1 Mod Releases
Are you supposed to be able to select a destination for discovered (randomly-spawned) jump gates? I'm just testing some stuff out and using the cheat-rendezvous tool, and I've never been able to get the destination selection to pop up. ok, so the destination selection button only appears if there are at least 2 available destinations. Also, on the latest version in 1.12 I teleported near a wormhole and it didn't seem to work properly...I just moved through the surface until hitting something solid inside. On further investigation I'm running a frankenbuild of galaxies unbound, and the wormhole seems to be specifically set up for a specific destination that I didn't currently have loaded. New issue: is there supposed to be a constant effect when the gate is connected to something? I’m pretty sure I saw that in previous versions but I don’t see it now. There is an effect that plays when you change the destination, but then it ends and there’s nothing. -
[1.8.x-1.12.x] - RasterPropMonitor (adopted)
JonnyOThan replied to JonnyOThan's topic in KSP1 Mod Releases
!!! you're right! I'm so sorry! I think the MAS initialization error is the key here, but I don't have any experience debugging that stuff. I'd guess that this cockpit is missing the MASFlightComputer part module, which should be easy enough to add with a MM patch. From my experience with RPM, a lot of modders confuse things that should be part modules with things that should be internal modules. Here's a post describing it: Confirmed, looking at your ModuleManager.configcache, some cockpits have the MASFlightComputer module but the mk1 inline doesn't.