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KSP2 Release Notes
Everything posted by phoenix_ca
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BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
phoenix_ca replied to shaw's topic in KSP1 Mod Releases
Well this is downright infuriating for me now. Sometimes a texture is applied (head texture for Bill Kerman worked), but sometimes it isn't (suit textures worked, I changed a few and they promptly stopped working all-around again; head textures for Jeb and Bob stopped working again, for no damn reason, I changed nothing relating to those in the config). There's no rhyme or reason to it that I can discern. Edit: More fun, it doesn't even work with a clean install. Or a clean config: http://pastebin.com/Lz7znbEJ The behaviour I'm seeing now is that TR is completely ignoring my settings in the CustomKerbals array. They are assigned all textures as if they were generic, even though I have explicitly declared otherwise. Edit: This makes no sense and it's hurting my brain. I need a drink. Edit 2: This all seems to have been caused by hard tabs. I'm so bloody used to my environments in Linux and OS X (in which I have soft tabs enabled for Geany and TextMate 2 respectively), that I forgot to enable soft tabs (again) in Notepad++. Now excuse me while I go curse parsers and their goddamn annoying existence being so bloody imperfect. -.- -
It doesn't seem to be. I tried texture switching with my FusTek parts and they did fine. ---- Is there any way to get the LOD window back up after I close it? Having it as a permanent resident on my screen is somewhat trying at times (and it's a 27" screen...sooooo many addon windows...). Compared to ATM with quasi-aggressive settings I'm getting about 200MB less memory use with this thing. Quite impressive. I'd expect even more if you start using some judicious DXT compression. But hell, I can enjoy full textures with far less chance of crashing. That's pretty impressive, and I'd say worth the trade-off in some texture-pop-in (though I'm fairly sure getting rid of texture pop-in means one hell of an advanced/smart bit of streaming...at least I've never heard it referred to as an easy task >.> ). Seriously, I'm impressed. I would've thought that to do this with any sort of efficiency it'd have to be done on Squad's end and have them actually put Unity's asset streaming to work. But you did it as a freaking addon. In short: Such savings. Much textures. W...*gets killed by someone who hates doge meme*
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[0.24] - Magic Smoke Industries DevHelper v0.6
phoenix_ca replied to sirkut's topic in KSP1 Mod Releases
That'd be because it's actually called SceneJumper. Derp. -
I suppose one could try this for MM: @ATMOSPHERIC_RESOURCE_DEFINITION[JoolHelium3]:FINAL { @abundance = 0.00003 } Replace abundance with, whatever. If I'm not mistaken, pure He-3 fusion in 2.5m and 3.75m reactors is crap though, meaning its only really useful in small reactors. On top of that, it only produces charged particles in that state so forget about using it for thrust. Which is ass-backwards from a gameplay perspective.
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[0.24] - Magic Smoke Industries DevHelper v0.6
phoenix_ca replied to sirkut's topic in KSP1 Mod Releases
No and no. If you want that, you need SceneSwitcher. This is only for use when launching the game. -
Yes but unfortunately Near Future defines a different resource named "HydrogenGas". So it's incompatible with LiquidFuel, unless you (a) change all of the HydrogenGas references in parts to LiquidFuel or ( add HydrogenGas to the Plasma Thruster fuels. The former is fairly easy with an MM patch, but unless you get more specific and edit each part individually, weird things will happen with the amount and maxAmount values (IIRC it also has a different density value compared to LiquidFuel). For the thrusters, those are defined in the ElectricEnginePropellants config. Honestly though, I wouldn't bother with using the HydrogenGas parts from Near Future combined with this mod, as they functionally overlap with a lot of things. Xenon and Argon tanks are definitely worth keeping, and the large batteries are nice. ThF4, UF4, and UraniumNitride all have ALL_VESSEL flow. It shouldn't matter where you put tanks. Though if having problems you could try using TAC Fuel Balancer for a workaround.
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[0.24] - Magic Smoke Industries DevHelper v0.6
phoenix_ca replied to sirkut's topic in KSP1 Mod Releases
Okay, wacky bug happening during general use. Installed mods (okay way more, but of note): DevHelper, TAC LS, Ship Manifest, CLS. (All latest versions.) Set DevHelper to load a save and the VAB scene. Build a Mk1 pod and launch it. Upon EVA'ing the kerbal inside, the kerbal will bring the expected amount of TACLS resources with, and then immediately lose them (and ability to store them). Similarly, this can cause an error in Ship Manifest as well. Error: in drawGui. Error: Operation is not valid due to the current state of the object at System.Linq.Enumerable.Single[KeyValuePair`2] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.Single[KeyValuePair`2] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0 at ShipManifest.ManifestController.get_Vessel () [0x00000] in <filename unknown>:0 at ShipManifest.ManifestController.drawGui () [0x00000] in <filename unknown>:0 Something screwy is happening with how you load the scene, I think. Loading to the Space Center instead doesn't cause this problem. -
Well all I did was select a Mk1 pod and launch it from the VAB. Give me a sec though. I might've jumped the gun. I think the source of the problem may actually be with DevHelper. Edit: Yes, on further inspection I think that's it. Using DevHelper to load straight to the VAB causes the issue. I'll go bother sirkut about this. But if you want to repeat the error you can probably do it just by installing DevHelper and setting it to load a save, load the VAB scene, and then just build a Mk1 pod and launch. Edit again: Or not. Seems it's still happening, in a situation where the TACLS bug isn't. Doubtful they're related, just happened to be correlated. I should kick myself for conflating correlation as causation. (Also, this is why I despise debugging software.)
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BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
phoenix_ca replied to shaw's topic in KSP1 Mod Releases
With great difficulty. At least that's my experience with TR so far. :/ I've been trying to use custom suits for Jeb, Bill, and Bob, without success. I have a directory in Suits called KSP_Orange_Suit, so the file structure looks like this (please ignore the wonky rendering here; take a look at a raw quote: /Suits/KSP_Orange_Suit/EVAhelmet.png /Suits/KSP_Orange_Suit/EVAtexture.png /Suits/KSP_Orange_Suit/EVAtextureNRM.png /Suits/KSP_Orange_Suit/EVAvisor.png /Suits/KSP_Orange_Suit/kerbalHelmetGrey.png /Suits/KSP_Orange_Suit/kerbalMainGrey.png /Suits/KSP_Orange_Suit/kerbalMainNRM.png In the @Default config, I've tried various permutations of the CustomKerbals section/array, with all the interpretations I can think of based on the comments in the file (please ignore the wonky rendering here; take a look at a raw quote instead): Jebediah Kerman = DEFAULT [KSP_Orange_Suit] Bill Kerman = DEFAULT [KSP_Orange_Suit] Bob Kerman = DEFAULT [KSP_Orange_Suit] OR Jebediah Kerman = DEFAULT KSP_Orange_Suit Bill Kerman = DEFAULT KSP_Orange_Suit Bob Kerman = DEFAULT KSP_Orange_Suit OR Jebediah Kerman = DEFAULT KSP_Orange_Suit Bill Kerman = DEFAULT KSP_Orange_Suit Bob Kerman = DEFAULT KSP_Orange_Suit OR Jebediah Kerman = DEFAULT [KSP_Orange_Suit] Bill Kerman = DEFAULT [KSP_Orange_Suit] Bob Kerman = DEFAULT [KSP_Orange_Suit] None of those replace the suits Bill, Bob, and Jeb wear. They all still get assigned the suit files in the /Default/ folder. Ideas? Edit: Should I only ever be putting suit textures in /Suits/ ? Is that the root of the problem? Because that'd be annoying, if /Default/ actually takes priority for suits no matter what. -
No windows open at all. Here's a copy of the settings (raw XML, eek!): <?xml version="1.0" encoding="utf-8"?> <config> <rect name="ManifestPosition"> <xmin>0</xmin> <xmax>323</xmax> <ymin>0</ymin> <ymax>288</ymax> </rect> <rect name="TransferPosition"> <xmin>0</xmin> <xmax>0</xmax> <ymin>0</ymin> <ymax>0</ymax> </rect> <rect name="RosterPosition"> <xmin>0</xmin> <xmax>391</xmax> <ymin>0</ymin> <ymax>350</ymax> </rect> <rect name="SettingsPosition"> <xmin>0</xmin> <xmax>391</xmax> <ymin>0</ymin> <ymax>350</ymax> </rect> <rect name="DebuggerPosition"> <xmin>465</xmin> <xmax>981</xmax> <ymin>431</ymin> <ymax>791</ymax> </rect> <bool name="ShowDebugger">0</bool> <bool name="RealismMode">1</bool> <bool name="LockSettings">0</bool> <bool name="VerboseLogging">0</bool> <bool name="AutoSave">0</bool> <double name="SaveIntervalSec">180</double> <double name="FlowRate">100</double> <double name="MinFlowRate">0</double> <double name="MaxFlowRate">100</double> <string name="PumpSoundStart">ShipManifest/Sounds/59328-1</string> <string name="PumpSoundRun">ShipManifest/Sounds/59328-2</string> <string name="PumpSoundStop">ShipManifest/Sounds/59328-3</string> <double name="PumpSoundVol">3</double> <string name="CrewSoundStart">ShipManifest/Sounds/14214-1</string> <string name="CrewSoundRun">ShipManifest/Sounds/14214-2</string> <string name="CrewSoundStop">ShipManifest/Sounds/14214-3</string> <double name="CrewSoundVol">0</double> <string name="SourcePartColor">red</string> <string name="TargetPartColor">green</string> <string name="TargetPartCrewColor">blue</string> <bool name="EnableScience">1</bool> <bool name="EnableCrew">1</bool> <bool name="EnablePFResources">1</bool> <bool name="EnableCLS">1</bool> <string name="DebugLogPath">Plugins\PluginData\</string> <double name="IVATimeDelaySec">5</double> <bool name="ShowIVAUpdateBtn">0</bool> <bool name="AutoDebug">1</bool> <bool name="EnableTextureReplacer">0</bool> </config> CLS 1.0.4.1 installed too. It's possibly related somehow to a TAC LS bug I'm experiencing at the same time. When any Kerbal goes EVA, they take the expected resources with them but those are immediately lost.
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Hrm. When I EVA'd a kerbal, the debug window opens with this: Error: in drawGui. Error: Operation is not valid due to the current state of the object at System.Linq.Enumerable.Single[KeyValuePair`2] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.Single[KeyValuePair`2] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0 at ShipManifest.ManifestController.get_Vessel () [0x00000] in <filename unknown>:0 at ShipManifest.ManifestController.drawGui () [0x00000] in <filename unknown>:0 Unfortunately I'm having a lot of trouble reproducing it. It happened a couple times and then stopped.
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[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
phoenix_ca replied to dtobi's topic in KSP1 Mod Releases
The refinery uses the stock ModuleGenerator to work, so safe to say yes, it'll work. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
phoenix_ca replied to ferram4's topic in KSP1 Mod Releases
If you don't want Editor Extensions (I don't use it because it adds wayyyyyy too much; for one, I have a much easier time using the stock visual representations of symmetry than I am with trying to interpret a number of degrees in text) you can just use Scene Switcher. When you switch between SPH and VAB it keeps whatever you were building at the time.- 14,073 replies
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Well now I don't understand the question (mostly because, planets being round, there are no edges). The best way to orient your receivers is pointing directly at the transmission source, be it a transmitter or relay. In the case of thermal receivers that means pointing the side of the thermal receiver at the power source.
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Even with 64-bit Windows, the OS is going to eat a substantial chunk of memory for itself (can be upwards of 1GB on Windows), and it'll cause any program that goes past what's left to crash. You can't get around that unless you have more RAM to give Windows its...rather substantial amount of breathing room required (seriously it eats more memory than any OS I've ever used). Technically on a 64-bit system a 32-bit process should be able to address 4Gb (that's gigabits not bytes) of system memory. Derp derp. See Faark's post below.
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[0.25] PartCatalog 3.0 RC8 (2014-10-08)
phoenix_ca replied to BlackNecro's topic in KSP1 Mod Releases
It's my understanding that that mod will lead to textures only being loaded in the VAB/SPH for the currently open page. All that would really get loaded upon entering the VAB/SPH are the command modules, and after that you can just use Part Catalog. And a future version of that mod should disable loading of full textures in the parts menus all-together. -
I'm (almost) clueless when it comes to C# and IDEs (all my experience is with interpreted languages, mostly Python), but I do know that having a framework that does all the little stuff you're going to do for every freaking bit of code you write is...useful to say the least. Good job. If I ever motivate myself into actually writing a KSP plugin, I'll be starting here, that's for sure.
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[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
phoenix_ca replied to TriggerAu's topic in KSP1 Mod Releases
Uhhhhhh...yeah. Some better text would be a good idea (maybe "Priority" instead of "Icons"). Also, removing this part from the Making Your Own Icons page as it's misleading (and what made me think it wasn't implemented): -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
phoenix_ca replied to sirkut's topic in KSP1 Mod Releases
This next update sounds like a doozy. I think I'll just...not use IR until it's released. Starting a new game and all. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
phoenix_ca replied to ferram4's topic in KSP1 Mod Releases
Sure, except both are out-of-date by about two versions of KSP, and the download link for one of them is dead. I've been contemplating making one myself. It'd be an excuse to learn C# at least.- 14,073 replies
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- aerodynamics
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