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Everything posted by smunisto
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I see. So I guess if I am using PNGs as source for my NavBall, converting them to DDS with DDS4KSP with the option "Generate Mipmaps" turned off should be enough?
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
smunisto replied to cybutek's topic in KSP1 Mod Releases
Well, I never thought pictures speak more than an output log, but here: https://bg3.biz/cloud/index.php/s/Itfe2iTJ2cBtziR That's the craft. Pic is taken with regard to another issue(Planetshine Exception flood and disappearing auto-shrouds on stock and non-stock parts), but I did use the same craft(in a different game instance) when the issue with KER appeared. The problem was that after I put it in orbit, it turned out I will not have enough dV to actually land on Minmus due to inefficient ascent and too much wasted dV. What it had enough dV for though was just enough for a free return pass-by Minmus. And by just enough it means it would be left with 14 dV after the ejection burn from Kerbin(so little for a Mainsail, that if I reduced the engine thrust output via the menu slider, it wouldn't ignite). So, I made a maneuver node for the ejection burn from Kerbin and that is when I noticed the KER exceptions. After a few switches between the Map and Flight scenes parts of the UI disappeared(for example I got only the maneuver dV bar, no dV and time to node reading), the time acceleration bar was empty, instead of the regular triangular indicators of time warp level, etc. After this I restarted the game. When I came back, everything was normal again and KER was not spitting up exceptions. So I thought it was one of those moments where the rounding errors come in effect and this affected KER somehow, because the orbits and maneuver nodes were "twitching" in their favorite way when the maneuvers are too tightly planned(within less than 1 m/s) -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
smunisto replied to cybutek's topic in KSP1 Mod Releases
Seems like I am having some trouble with KER. The craft that produced it was quite funky, and getting the desired orbit was very hard - It's basically a Mainsail stuck to a 2m pod. And I had to set up a free return from Minmus, the margin was less than 0.3 m/s dV. Maybe KER got confused due to the rounding errors? Here's the output_log -
I can report the same thing, it is filling up the log with this exception, and I have the feeling it may be breaking something with the fairings, maybe?! On scene change, sometimes, the fairing part of the stock heat shield (and other fairing parts - in the following screenshot, the crew capsule usually has an automatic "fairing" part that makes it appear sitting flush when something is attached to its bottom node) disappears and I can't make it reappear. Output log: https://www.dropbox.com/s/g78bn2vshyixs6t/output_log.txt?dl=0
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Following the guidelines: KSP: 1.0.2 Windows 32bit Problem: Sometimes after game restart/scene change fairing parts disappear, log fills with MissingMethodException: ConfigNode.SetValue - the second is actually related to PlanetShine it seems, but I don't know if it is related to the first one. What actually happens is this: After a craft reload/scene change back and forth, sometimes the fairing on the stock heat shield disappears. As you can see, the modded capsule lost its "fairing" too (it does get a fairing that makes the bottom look flat and to sit flush with a part attached to its bottom. I have no idea if it is actually connected with the PlanetShine exception in the log, I just decided to check it after I saw how my craft looks. I am pretty sure the fairing thing is a known issue by someone, because I remember seeing such a report in a mod thread(maybe), but, kill me, I couldn't find it. Mods installed: Well, took a screenshot: Reproduction steps: Haven't been able to successfully determine the steps for reproduction of the bug, has happened twice to me so far for the past 20 or so gameplay hours. Log: Output_log.txt
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Will TextureReplacer read textures(be it skybox or navball) properly, if they are dds instead of png/tga/whatever? EDIT: Nvm, note to self: Always do the thing you suggest to others - read a bit before asking stupid questions. I converted Oinker's skybox textures to dds and they work just as before. The NavBall textures work normally as DDS too.
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[1.1.2] K2 Command Pod: Two Kerbal stock-alike pod (v1.4)
smunisto replied to jfjohnny5's topic in KSP1 Mod Releases
The only thing that bothers me about the K2 is that it is not proportional to Kerbal actual size, while all crew pods more or less are. It is more an immersion break, than a real hassle, but it just bugs me sometimes when I EVA and see that the Kerbal on the hatch is almost as wide as the pod. -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
smunisto replied to Paul Kingtiger's topic in KSP1 Mod Releases
It is always a nice idea to read the last few pages before you post. Paul explained this in at least 3 of his last 10 posts and also just a few above yours. The wedges are not balanced for the new thermal system. -
[1.8.x] KerboKatz - SmallUtilities - 18.10.2019
smunisto replied to SpaceTiger's topic in KSP1 Mod Releases
Hey, good job on the mod. I have a question - will I break anything if I leave only the Temp Gauge disable dll and delete the rest? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
smunisto replied to rbray89's topic in KSP1 Mod Releases
The KSP output_log is not dependant on whether it works or crashes. It records everything until the moment of the crash, which in your case sounds like you just run out of memory. -
My proposition for the "Pretty lines" project: Green line - active connection currently, goes all the way from the source of the signal to Kerbin. Notes: Depending on overhead for calculations and time to implement required can be shown for active vessel only/all vessels with antennas and something to transmit(i.e. not active for just a probe with an antenna, like most of the satellite contracts)/toggle-able option for active vessel only/all vessels with antennas and something to transmit. Again depending on resource utilization - needs balancing for checks per unit of time Yellow line - If no active connection is possible right now, but was/will be in the future - nearest possible connection that would be used when(and in case) it comes within LoS again. Notes: Depending on overhead for calculations may be too resource intensive to calculate future craft coming in range, so most likely should only calculate for signal re-translation craft within antenna range, but currently out of LoS. Example: A retranslation satellite which is orbiting the Mun, but is currently out of line of sight of your active vessel. The no-red-line-but-red-marker-on-vessel-thingy: I propose no active red lines, there is no actual use for them in my proposed system. Instead an all-vessels/active vessel marker should be shown above the actual vessel icon within map view. Notes: I even have a picture in my mind regarding how the icon should look: https://bg3.biz/cloud/public.php?service=files&t=AhsQRQpbsK36UeK Crudely drawn, but with transparent background. Blinking above active/any vessel with no active connection. Perhaps if implementing lines is already done as code, putting an icon over the vessel icon instead of drawing a line should not be hard. ________________________________________________________________________________________________________________________________ Additive antenna range: All up for it. But perhaps people come here for the simplicity, so maybe do it as something of an "Antenna Diversity +" menu option, or even a separate download.I was planning to download some of the old packs containing antenna models(maybe I will even check up with RT and see if its license permits it), making the textures dds, fixing the CFGs and using them as additional diversity for antennas, which I would tweak to my tastes. By initial calculations this would mean about 1-2 more antennas. One to go between 88-88 and DTS and one to go after 88-88, after I reduce the range of 88-88 further to make it more of a retranslation choice, rather than "Send one to Duna, cover Eeloo" thing.
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I am coming to third the non-working USI configs. Specifically - Karbonite textures are missing as a whole(and they seem to be cached by ATM), while MKS/OKS don't even get cached - the only cache folder I have is of the assets, no parts folder. Which explains what is eating up my RAM without even B9 and KW Rocketry installed. Perhaps RoverDude changed something on his side, or you need to look into ATM, Rbray?
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
smunisto replied to Starwaster's topic in KSP1 Mod Releases
Like all things SQUAD in the past when they decided to implement people's mods in KSP - the heating model they implemented is half-cooked with blood still dripping out of it. Even at 120% heating and FAR the only way to actually get in danger of running out of Ablator or destroy your craft with overheating is if you intentionally do it. DRE, like FAR and some other mods, will always offer a much higher quality of implementation than stock. You can also paraphrase the previous statement as: "It will make the game harder than Stock", rather than "SQUAD sucks".- 5,919 replies
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Amazing! Finally a new thing to replace TAC-LS. I want to hijack your thread and ask whether you plan to update the CKAN version of USI-LS - or should I keep updating it manually? Also - any plans for the rest of your mods, like Karbonite showing up there?
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Hey, toadicus, I just installed your little gem of a mod. It makes me so happy that someone decided to implement a real distinction between the antennas in the game. I have dabbled with RemoteTech before, but unfortunately it passes my "Too much work, not enough fun" line and falls into the category of such mods. I will admit I have not launched any craft with your mod yet, so I may have missed it, but: Would it be possible to add visible lines/conical figures(complying with the transmit/receive degree spread from the antenna) within the Map view? From what I got, not it just pops up an error if you have no receivers in range. I think it would make the mod easier to use, while at the same time keeping the simplicity of operations it offers. And I have two more questions, for anyone who might answer(apologies if they have been answered before): Is it possible to make networks of sats? A simple example - Mun stationary orbit satellites. Can a craft on the far side of the Mun transmit data if it is in direct view of a satellite in orbit over the Mun, which is in direct view of Kerbin? How long can such a chain be, is it limited by the code, or I can chain it all the way from Eeloo(we are ignoring the current antenna ranges completely, for the sake of the question)? And last question: What does the "Fudge" percentage option do? Is it antenna angle spread, failure rate or something else?
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
smunisto replied to ferram4's topic in KSP1 Mod Releases
Probably not and I made the newbie mistake of not checking up with GitHub before posting. Apologies. EDIT: Unfortunately the newest GitHub dev version did not fix the issue for me. I managed to reproduce it with 100% success rate using the latest version(AeroPort, updated 8 hours ago), when right clicking a Procedural fairing(the mod), which is free-floating in the VAB - i.e. not attached to a node. I guess FAR tries to recalculate its parameters each time it changes and I guess something in the code of PF tells a free floating fairing to constantly update in order to search for craft dimensions.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
smunisto replied to ferram4's topic in KSP1 Mod Releases
Anyone else have occasional slowdown(as in a heavy FPS drop) when tweaking a part menu? For example it happens when I try to adjust the color of some projector/light part. A quick look at the Alt+F2 screen shows FAR is recalculating something and from the (I guess) normal 100ms it peaks to about 450ms. And repeats the process many times, until it finally settles back to 100ms.- 14,073 replies
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Something is borked with Smokescreen and HotRockets. I decided to switch and start using CKAN as means for updating the mods I have which support it, but.... So I manually removed my HR and SmokeScreen folders, refreshed CKAN, clicked HotRockets(I didn't choose SmokeScreen in CKAN on purpose, thinking it will pull its dependency by itself)...well, it didn't, even though I can see there is SS 2.6.0 uploaded to CKAN, and this is its latest version for KSP 1.0.x CKAN throws the following exception on everything I do - pressing a button, trying to sort and there doesn't seem to be a way to fix it anymore. Even the terminal spits the message. I can't even refresh the mod list: Unhandled Exception: CKAN.InconsistentKraken: Exception of type 'CKAN.Inconsiste ntKraken' was thrown. at CKAN.SanityChecker.EnforceConsistency(IEnumerable`1 modules, IEnumerable`1 dlls) at CKAN.RegistryManager.Save(Boolean enforceConsistency) at CKAN.KSP.ScanGameData() at CKAN.CmdLine.MainClass.Scan(KSP current_instance) at CKAN.CmdLine.MainClass.Main(String[] args)
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
smunisto replied to cybutek's topic in KSP1 Mod Releases
Yeah, I got that, but my question was actually what Mister Spock below you asked. I've always used FAR(even now, using the pre-release version of nuFAR), so I never aimed for 4500 m/s and I am used to not-soup atmo and proper ascent paths in compliance with FAR. I guess that nowadays building a rocket with an appropriate amount of dV in the atmo stages is more of a try-and-error process and heavy use of Chris's NRAP(at least that is how I see it). The above may be not true, but it seems logical to me, because now I need to "eyeball" a rocket for a certain payload(let's say 10t to 100x100km), since now KER's dV values in the VAB for atmo and vacuum differ too much from one another. And when you actually launch the rocket, the values start increasing and shifting per stage, according to the engines' ISP. I understand it is more accurate and this is the way to go and I fully support everything that brings KSP closer to realistic sim, I am just wondering how to properly use KER as dV build aid in its current iteration. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
smunisto replied to cybutek's topic in KSP1 Mod Releases
I have a question...I've been using KER ever since it came out, but only in 1.0 it occurred to me that I may have been living in a lie. So, while building a rocket, inside the VAB, I noticed that now(read - in 1.0) I need to actually use the "Atmospheric" button in order to get reliable atmosphere dV and thrust information about my rocket. The problem is, I don't remember ever having to use that button before, and the calculations were correct even without it. Now this is making me wonder about the correct usage of KER as a whole. I can't just build a rocket by looking solely at default or atmospheric stats. How is KER utilized in an ideal way? -
[0.25] [x] Science! v4.0 (2014-10-24) [Old thread]
smunisto replied to Bodrick's topic in KSP1 Mod Releases
The original post is by the original author, the versions for 1.0 are maintained by a different forum member, hence no options to update the OP, unless Bodrick himself does it. As has already been mentioned - perhaps Z will create his own thread with the 1.0 version of the mod and maintain it there. In any case, your first thing on the to-do list within any modding community is to read the last few pages of the mod threads you are looking for before asking questions.