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Everything posted by Korb Biakustra
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[0.23.5] Kerbal Space Industries [26APR14] [MFD 1.2]
Korb Biakustra replied to Hyomoto's topic in KSP1 Mod Releases
Hope we'll get a fix for the VV issue soon! I noticed the SCANSat problem too and I agree with Tiron, nothing really annoying: you know the plugin is installed because it actually works (although I understand you'll want to fix it). By the way, do we need to put a MapTraq (SCANSat part) to get position of the ship on the MFD map, or is it unnecessary? -
Doesn't Bitbucket allow large files? This is a naive question, I'm not a coder, please don't hurt me. :<
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That would be terrific. May I recommend using Hastebin instead of Pastebin? Less bloat, no captcha, lighter website, and so on. Actually I think this is close to what I wanted to suggest (feature 1), if I understand correclty (if not, then I'm sorry NathanKell). No autoselection of which files to install, but just fixed install order. First mod listed first mod installed, and so on. You have to create your modlist carefully before sharing it with others, but when done, you know your bunch of mods will automatically install flawlessly on every machine even though some mods in your list are meant to alter files of previous ones in the list. My ranking suggestion is also for manually setting a sequence for mods detected in GameData. For instance I currently have ActiveTextureManagement, SoundTrack Editor, TextureReplacer, and the Renaissance Compilation. When updates will be published, I don't want to update Renaissance Compilation first. And the sequence will always be the same, so it could be useful to set it up once and then just hit "Update all" button every time there is something new. Absolutely, but the idea is that you will forget the sequence quite quickly if you do not play KSP often nor follow the forum on a regular basis. For me, KSP is a succession of long breaks and periods of playing frenzy. So most often, I just have no idea what my "GameData\Folders" are about when I come back to the game, and so I have no idea whether mod 1 should overwrite mod 2 or the other way around. But yes, NathanKell modlist seems to be very close! Glad you like it! Exactly! Locking files is some sort of "read-only" feature, built-in your application. The "patch" idea was for configuration files: their content may be edited by users depending on their needs, yet new updates can change the content too and add new options. What would be useful would be a diff manager (initial version, user version, updates), but that would probably be very tricky and a lot of efforts for not so much benefits. Sorry for my English, these last days have been crazy and tiredness is not improving my already not-so-good-English.
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I'm speechless. The wait is killing me. I have been looking for that since, well, since approximately 1924 when I realized KSP mod community was so productive. Keeping track of updates or new mods is so difficult that I always end up giving up and having a totally outdated/broken installation.A few ideas, don't know if they are technically feasible, or even smart, but as you asked: 1. Possibility to manually assign priorities to individual mods, later used when auto-updating/auto-redownloading/auto-reinstalling all mods. This would be very useful for mods or part of mods that overwrite part of the files of other mods. A "ranking" or whatever column would be displayed, and unique numbers could be set for each individual mod to sort the download/installation order. Mods without ranking value would be treated normally, perhaps alphabetically, but after ranked ones. 2. Add possibility to manually add an URL associated with a mod, for those not on Spaceport or those hosted in weird ways that will prevent automation of updates. That way, one could at least use a key+click combination to reach the forum thread and check version, or any repository. Automation is of course ideal, but I'm sure some mods will always be difficult to automatically update. In case of forum.kerbalspaceprogram.com thread, your application would recognize the URL and check for "Last OP edition", thereby providing a dirty way of warning the user that there is something new. 3. Some sort of patch manager for mods, I-have-no-idea-how. What I am thinking about is mods like TextureReplacer that are most often customized by users using the combination of textures they like the most, or even configuration files. Perhaps a "simpler" way would be to right click on a mod an get a list of files in its GameData\Folder, with option to lock them to current version despite future updates. That would work for texture files, but would be trickier for configuration files if the new versions bring new features. 4. If no mod version information is detected in the mod, display date of last local update. In conjunction with feature 2, this would be very useful. Anyway, be the ideas feasible or not, dumb or not, thanks for this great initiative. I guess I'll keep one more tab open for days and refresh it regularly to check for updates and download links.
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I do use ATM, thanks for the answers! I suspected it to be the cause but when removing it, I couldn't launch the game anymore due to RAM usage. I do use RC! When would be that incoming update? :> I'm eagerly looking forward to playing with ALCOR.
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I just discovered ALCOR so I cannot reply to the poll, but I have issues with the textures: I have a fresh install of RPM, ALCOR with IVA patch (everything seems to be in the right place in \ASET\, four folders in there for IVA patch, lander capsule, props and external camera), and MFD (Hyomoto directory in GameData). All are newly installed, so no overwriting issue I guess. I'm using Modulemanager 2.0.3. Does anyone know what is happening? I have tried without MFD but same results. I rebuilt another ship with ALCOR and surprisingly the navball became blue instead of white in the screenshot, but still very fuzzy, like half of the buttons.
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BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Korb Biakustra replied to shaw's topic in KSP1 Mod Releases
Yep, I edited my message yesterday to say I got it working. But perhaps you missed so, again, thanks for the help! The helmet was confusing because for this suit, it didn't come with a normalmap. I've tried adding the normalmap of the white helmet, but it was screwing up things. Then I realized the blue helmet png file was done so that it doesn't need any normalmap, all information is in the same file. Does anyone know about the compatibility with PlanetFactory (Sido's Urania system)? The game was working with both UniverseReplacer and PlanetFactory, then I replaced UR with TR, and got crashes before the main menu. I had to remove PlanetFactory to make it work. Yet, I think my installation of TR is less intensive than my previous installation of UR (many HD packs). -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Korb Biakustra replied to shaw's topic in KSP1 Mod Releases
It seems my EVE was not up to date, thanks! Apparently it was caused by EVE being outdated, not Renaissance (which I downloaded today). I redownloaded it an re-overwrote EVE though, in case there were some EVE specific files in the artwork package. As for the suits, I did as you described after your edition. I just tried both methods, but ended up using the one you described. Thing is the helmet shows up properly in space, but the suit and jetpack are the default white versions. By contrast, on Kerbin ground, the suit is the one I'd like to use in space (the jetpack doesn't show up of course when on Kerbin ground). I'm not sure I understand the procedure with normal maps, nor where to get them. What should I add to my suit4 directory? [Edit] Think I got it, doing some tests right now. Well, got it working! Thanks a lot for your help. -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Korb Biakustra replied to shaw's topic in KSP1 Mod Releases
I am trying to assign a special EVA suit to Jebediah Kerman, but I may be confused about how to do it. Could anyone help me? Here is the EVA suit and helmet I'd like to use for Jeb, made by Sido: What I first did, thanks to the kind help of somebody on IRC, was to create a \TextureReplacer\CustomKerbals\Jebediah Kerman\ path, in which I put: It didn't work (Jeb was wearing white EVA suit and helmet when in orbit, and orange IVA suit when on Kerbin ground), so I tried that (and deleted \TextureReplacer\CustomKerbals\Jebediah Kerman\): And edited @Default.cfg to "Jebediah Kerman = Head3 Suit4" in the CustomKerbals section. It didn't work either but there is some progress: on Kerbin ground, Jeb wears the right suit; in orbit, Jeb wears the right helmet, but still the white EVA suit. Any ideas? I'm not sure how to make it work. By the way, I installed Renaissance Compilation to use some new celestial bodies' textures for TextureReplacer (I'll try to convert my Sido and Spacex34 UniverseReplacer packs later), and I get some strange glow around bodies deprived of atmosphere, like in the picture below. Is that normal, like some kind of sun particles bouncing on the bodies? Where does it come from? P.S. Are TextureReplacer and PlanetFactory incompatible? Yesterday I was using UniverseReplacer and PlanetFactory (Sido's Urania system) quite well, and today, after replacing UR by TR, the game crashes just before the main menu appears. I had to remove PlanetFactory to make it work again. -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Korb Biakustra replied to shaw's topic in KSP1 Mod Releases
The question likely has been asked a million times before, but I arrive here with 78 pages to read and "Search" did not yield any relevant results: what's the step-by-step procedure to recycle UniverseReplacer textures to make them work with TextureReplacer? I currently have all my textures in UnvierseReplacer\Textures\Planets, and \Moons, \Skybox, and \Kerbals. Compiling the best texture packs I found was already a hassle, so I'd like to keep them all with TextureReplacer and then maybe add some new features like helmet reflexions and so on. -
Custom Control Pad + Sneak Peek video
Korb Biakustra replied to L.J. Silver's topic in KSP1 Mod Releases
Bring it to Windows 8 non-RT too please, those touch devices with regular desktop OS are getting more and more numerous. And I have one, while not having anything on Android or iOS, so I'd be jealous if I couldn't enjoy CCP because of that. -
Could you please summarize the reasons why you move forward from regular KSPMM, and what the differences are? I've read the planned features list but as I'm not a KSPMM user right now, it's difficult to perceive what's new. I always wanted to used KSPMM but got crashes on both my machines, so I gave up some time ago and remained frustrated, this alpha is some sort of hope for me!
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Sorry if I missed the information, but are there any plans for adding a planets alignment feature into Telemachus? With that plus a way to visualize current orbit or trajectory (real-time would be best, but even simplified version with a few updates each minute would be great), and Telemachus would become absolutely mandatory for 99% of players who have a second monitor available.
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Dual monitor support
Korb Biakustra replied to Seyvern's topic in KSP1 Suggestions & Development Discussion
That would be that I guess: http://forum.kerbalspaceprogram.com/threads/41299-Custom-Control-Pad-Sneak-Peek-videoIf anybody has some dev skills and can say if KerbCam mod could be slightly customized to recenter the ship on an ultrawide resolution spanning on two monitors, my almost-forever-lasting gratitude is available. -
Dual monitor support
Korb Biakustra replied to Seyvern's topic in KSP1 Suggestions & Development Discussion
And would it be possible to enable extrawide resolutions (spanning over two screens) but a setting to chose where the center of view is (i.e., the rocket and center of the main UI)? I think we can do that in Eve Online, and it allows having the ship at the center of the main monitor like in single-monitor mode, but several windows gathered on the secondary monitor. It wouldn't be mapview, but dedicating a monitor for all those mod windows would be cool already, especially for orbit statistics windows that give information similar to that of the mapview. Would it be tweakable by the mod community, or would it have to be officially supported by Squad? It seems partly doable with Kerbcam (the center of view can be changed and I can place my ship at the center of one monitor despite the KSP window spanning the two monitors), however the mod is made so that the ship is passive when the camera settings are changed, you cannot control it nor control the view using regular mouse inputs. You have to disable the Kerbcam controls to move/control the vessel again. I am wondering whether this restriction could be removed, as I think it was a feature just to make "reset to default" automatic when controlling the vessel is needed, but I don't see any reason why it couldn't work if the camera change was permanent. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
Korb Biakustra replied to TehGimp666's topic in KSP1 Mod Releases
Thanks Jib228. Sorry I missed that information. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
Korb Biakustra replied to TehGimp666's topic in KSP1 Mod Releases
I may have missed some information about it, but what about that Jebediah standing outside on Kerbin, 200-300 m away from KSC? 1. I don't know if only a few friends and I have seen him on our server, or if it is there for anyone playing with KMP, on any server. 2. It is normal and intended, or is it the result of a bug? 3. If intented, what it is for (does it help synchronizing new incoming players? Is it used to show a cursor near the KSC to notice if we're in the safe bubble or not?)? 4. Does each player see his own clone of that Jebediah in his own KSC safe bubble, or is that Jebediah the same for all players (i.e., if Player 1 takes control of Jebediah and put him in a rocket to send him on Eeloo because Player 1 is mean, will Player 2 see that Jebediah is not searching mushrooms anymore near the KSC?)? Thanks! -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
Korb Biakustra replied to TehGimp666's topic in KSP1 Mod Releases
Nothing impressive, but those kerbals were controlled by XaTriX and me. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
Korb Biakustra replied to TehGimp666's topic in KSP1 Mod Releases
I played with friends most of the night with my usual KSP installation, but it's full of mods. I've kept using stock parts anyway, but to make things cleaner, I've redownloaded KSP to have a fresh pristine installation for the next time. I have extracted KMP files where they should be, launched the game, added the server, and hit "Connect". However, it won't connect. I end up on the map view of Kerbin, with no KMP windows displayed. What is wrong? KMP is here at the main menu because I can add a server and try to connect. After several trials, I can confirm it works on the same server with my older installation full of mods, the problem occurs only with the fresh install. Are there any plugin dependencies? -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
Korb Biakustra replied to TehGimp666's topic in KSP1 Mod Releases
Dude, I wanted to thank you, but reading your post killed me of combined heart attack and brain ceisure. Excitement was too high. Sorry. -
Is there a way to make stock and custom suits coexist, even randomly? I want to install one of the cyan ones, but I'd like to keep the default white one too as it is the most realistic in my mind. If it was random it would be OK to me, but if it can be like in Leverlord's screenshot, then it's even better: only one Kerbal would have the blue suit, the first to go EVA. Let's say he's the commander. How to achieve it Leverlord please?
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Is there a way to get less data in the .csv files when acquiring raw data? I'm trying to scan Kerbin and I want to have the ability to compute a map with a scale and a grid, not only the texture without legend, but my .csv file is growing lightning fast, it's already 1.6 GB and the scanning is not completed yet. I'm sure I would obtain a map just as accurate with a third of the rows in the .csv file.