BigFatStupidHead
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Posts posted by BigFatStupidHead
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This is really very nice. I am certainly going to try it out.
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On 16-10-2016 at 4:53 PM, Sigma88 said:
try removing only
exportBin = true
and leaving the rest
No good I'm afraid. And I'm out of time for tonight; I also tried exportBin = false but that is worse. Good luck!
edit: for now I have commented out update = true, which I guess means that no changes are being made to the Mun?
Also, @GregroxMun, Laythe, and only Laythe, has the stripey texture problem that many OPM users (including me) on Linux suffer from. Do you know offhand what is different about what you did to it? Thanks!Converted the .dds to .png and flipped it vertically. Linux doesn't use .dds properly. -
5 minutes ago, Sigma88 said:
it runs on windows (afaict)
you'll need to start removing bits untill you find the culprit. I don't have any quick way to test it on linux sorry
try renaming these textures:
map = RevampedStockSystem/PluginData/Mun_Surface.png
normals = RevampedStockSystem/Textures/Mun_Normal
texture = RevampedStockSystem/Textures/Mun_Color
(remove the underscore _ from the texture name, both in the cfg and in the actual texture file)
I found the problem. This section...
Debug { exportBin = true update = true }
... is no good. Remove it and the mod loads fine.
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8 minutes ago, Sigma88 said:
could you try deleting the "Material" node from the cfg?
inside the PQS node, remove the whole
Material
{[...]stuff[...]
}
No good. Mun.cfg still stops things from loading. Does it work in Windows? I'd try myself but haven't downloaded it yet and the store is down for maintenance.
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31 minutes ago, Sigma88 said:
I bet there's a case sensitivity issue somewhere
I pulled the Kerbin directory out of RVSS and KSP loaded up correctly. Something is going wrong in there.
Everything else looks great!
Edit: Something is wrong in Mun.cfg; KSP loads properly if I remove it. I can't see anything obvious that is doing it though.
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2 hours ago, drkillgreedy said:
I am wondering if I can get some help getting it to work? i used a fresh install of kerbal space program 1.2.0.1586 the newest version of kopernicus and v.0.5 of Revamped Stock Solar System. the loading screen works but when the game starts the screen is all black except for the cursor and the loading notification the music is playing but then it just hangs there forever. i am running ubuntu 16.4 l.t.s. any help woul greatly be appreciated.
11 minutes ago, GregroxMun said:Try another Kopernicus mod. If it still doesn't work, ask in the Kopernicus thread.
You know, I just had the same error using RVSS on Linux. OPM loads up a-ok though. I'm going to try fiddling around for a bit and see if I can figure something out...
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That's some fine-lookin' revamp you got goin' on there, GregroxMun. Real purdy-like.
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Great that you put this together, Angel-125. It's good to see an accomplished modder like you take interest in a venerable mod like HL airships. Seems like it is time once again to go ballooning on Duna.
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36 minutes ago, 5thHorseman said:
One important thing with this mod, you MUST use the "all" tab that Contract Configurator added, and the folder-like structure it uses. Also, that delay (which was never even a full second for me) is only the first time you start, as it generates all the contracts.
An important addendum. Thanks for the info.
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7 hours ago, eloquentJane said:
This mod will be incredible with KR&D. That one uses science points in order to upgrade existing parts. I'm going to use this mod in conjunction with that for my new long-term career (which will involve, amongst other things, a very extensive Eve program).
That sounds like a good way to do things.
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Yay, finally released! Thanks!
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Yay! Thanks for the update.
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Ooh ooh ooh! This sounds really good. I'm going to try it out ASAP.
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4 hours ago, Tokamak said:
How would you feel about me tossing that into the next release, so I don't have one more thing to research and fiddle with?
Absolutely good with that. I missed making a .cfg for the dry workshop. Here's one now.
@PART[TIdryworkshop]:NEEDS[Snacks]:AFTER[Snacks] { !RESOURCE[Snacks]{} RESOURCE { name = Snacks amount = 100 maxAmount = 100 } }
Snacks.cfg can be downloaded on my Github. Just drop it into the Tokamak directory.
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I whipped together a life support MM config for Snacks!
@PART[TIinflato1]:NEEDS[Snacks]:AFTER[Snacks] { !RESOURCE[Snacks]{} RESOURCE { name = Snacks amount = 500 maxAmount = 500 } } @PART[TIinflato2]:NEEDS[Snacks]:AFTER[Snacks] { !RESOURCE[Snacks]{} RESOURCE { name = Snacks amount = 380 maxAmount = 380 } } @PART[TIinflatoFlat]:NEEDS[Snacks]:AFTER[Snacks] { !RESOURCE[Snacks]{} RESOURCE { name = Snacks amount = 50 maxAmount = 50 } }
The numbers are entirely made up and probably need adjusting.
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I used MechJeb when I first started flying, because I knew nothing on how to fly rockets. It helped me learn a lot in those early days, but I don't need it any more. Recently, I had been using Gravity Turn to teach me more about that very specific manoeuvre. Both are wonderful teaching tools, and I would readily recommend both to someone learning to fly.
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This sounds pretty interesting. The link suggests that ISP is on par with SRBs, so I'm not following how it can be used as an ion thruster.
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I like using my rockets to to fly my planes to far off planets, where I fly them. In fact, one of my very first missions was to fly on Duna. KSP could use more exo-plane parts.
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This looks very nice! Is there a way to set internal tanks to a given ratio? (ie: if I want a tank with 3 parts Liquidfuel to 1.4 parts oxidizer)
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Quite nice. The only thing I would change is to have what data is displayed be configurable. (For example, I don't foresee that I ever would be interested in the coordinates, and would rather turn them off.)
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Hey @RoverDude, I suggest you add a small data transmitter to the avionics package. It can not be launched in a game where signal is required for probe control, and the first antenna piece is in a later research node.
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1 hour ago, SpaceMouse said:
Wouldn't be Kerbal without silly warnings! I'm not great at GIMP and actually have issues getting text to look right in game. Might add something like a power supply on top to continue the very loose inspiration by PC components..Maybe add greeble from an old-style microwave oven? A rotary analog timing dial and oven door...
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2 hours ago, SpaceMouse said:
Was gonna keep this semi-secret but here's the updates to the EM drives. The original will probably get re-scaled to .625.
Also, the radiators on the original will probably change once again. these are a bit better but I'm still not fond of them.
New one has a huge magnetron liquid-cooling and.... not much else. I added some capacitors as greebles. Anyone have other ideas?Maybe put some warning labels on it? "Warning! Contains Dark Magic!"
"This end up." with a double headed arrow.
I guess serious warning labels would work too.
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For inspiration on how to make Explodium exist only as an oceanic resource, as well as some neat pumps, you should check out Karbonite.
[1.2.1] Outer Planets Mod (2.1) - Active development has moved, see first post for new thread
in KSP1 Mod Releases
Posted
Odd question here. I run on linux, and so I have the stripey planets problem because OpenGL hates .dds files. When I started KSP up today though, KSP properly loaded the OPM textures. No more stripey planets. Even on a clean install with only OPM and Kopernicus, I no longer have stripey planets. What happened? Does anyone have any idea how my linux KSP suddenly runs OPM correctly?
My computer has ghosts.