-
Posts
1,148 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by BananaDealer
-
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
BananaDealer replied to stupid_chris's topic in KSP1 Mod Releases
We got that little misunderstanding sorted out already, you might wanna wish to read the following posts before blindly rushing to the defence. That said, the things you say are true... Misdirected, but true. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
BananaDealer replied to stupid_chris's topic in KSP1 Mod Releases
Dammit, why does nobody ever read... Go to the SDHI thread. I posted how to fix the issue there. It's on one of the last pages... -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
BananaDealer replied to stupid_chris's topic in KSP1 Mod Releases
I... wasn't being passive aggressive... Sorry. I see what the problem is now... Now if only KSPx64 was less crashy... Edit: On a less serious note- that penguin of yours is making me dizzy... -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
BananaDealer replied to stupid_chris's topic in KSP1 Mod Releases
We know of this problem. A lot of people have been experiencing it, both with and without RealChute. I'm trying to get to the bottom of it. Are you using the latest version of RealChute? That's 1.2.2.2. It's supposed to "fix" the issue... -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
BananaDealer replied to stupid_chris's topic in KSP1 Mod Releases
Bug persists with 1.2.2.2. I'm not sure what mod is the root of the problem. Though it doesn't seem to be directly caused by RealChute as it pops up without it as well. And with only RC it doesn't show its' ugly head... I'm really confused since no mod I can think of that might be causing this (FAR, DRE, RC...) seems to be the problem maker... -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
BananaDealer replied to stupid_chris's topic in KSP1 Mod Releases
Well yes, FAR makes major changes to the way aerodynamics work in KSP... -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
BananaDealer replied to stupid_chris's topic in KSP1 Mod Releases
No, nevermind... Removed RealChutes and the issue persists... -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
BananaDealer replied to stupid_chris's topic in KSP1 Mod Releases
Updated to 1.2.2.2. Still experiencing the symmetry bug... Once a craft hits 3,000 meters, it either falls apart or the CoM gets offset and it loses control shortly after... -
[WIP] Loading textures only as required
BananaDealer replied to Faark's topic in KSP1 Mod Development
HGR, Shuttle Engines, mostly. Those two I can remember since the bug's persistent in .24... Also Procedural Fairings- the inside of the fairings is black. That's not much of a problem but still... I think there were others as well but I can't remember them right now... -
[WIP] Loading textures only as required
BananaDealer replied to Faark's topic in KSP1 Mod Development
That's a different bug, the part textures getting not prepared properly at start up; resulting in "naked" models... I've already given screens for the black textures a while ago. -
[WIP] Loading textures only as required
BananaDealer replied to Faark's topic in KSP1 Mod Development
That's a known bug. It's been around since v3 and it's not just with SSE parts. I've posted about it a couple times now (literally in the post above yours)... -
[WIP] Loading textures only as required
BananaDealer replied to Faark's topic in KSP1 Mod Development
Finally managed to get it stable-ish... Still crashing at times, but not too often. Old bugs are making their comeback however. There's still "missing" black textures and textures fail to get prepared sometimes, resulting in this: -
Yeah... The ION engine prices are way off for the current budget system. Their ISP is probably off as well, compared to the "new" stock Ion engine. I'm thinking of removing them with the v2 reboot anyway, since they're mostly unnecessary with Interstellar and all... You can just go in the config files and edit them to something more affordable if you want to...
-
[WIP] Loading textures only as required
BananaDealer replied to Faark's topic in KSP1 Mod Development
Ok, so I got LoD to work with my x64 install. As far as I can tell there was a problem with KSO textures causing the crashing. That or the x64 version of LoD still implements ome sort of memory restriction... I'm now getting the good old VAB crash at times, usually when selecting a new part from the editor... -
Yes. I'm currently working on a sort of reboot. The mod in its' current state works in .24 (both versions) since it's just experiment data and some parts. I'm planning for a release of v2 some "soon". If everything goes as planned it's gonna include a bunch of custom contracts. that will implement the pack's experiments.
-
LLL - Lack Luster Labs - Development Thread
BananaDealer replied to Lack's topic in KSP1 Mod Development
Yep. I'm testing right now due to my own problems with the LoD mod. Determining which one's the bad egg from a folder of 50 something mods is not fun... Especially when a lot of them haven't been patched to .24 yet... -
Yes, it's a RealChute issue. Sumghai knows. Stupid Chris knows as well. It's gonna get fixed once Sumghai releases the next update... For now, just add this to either part, replacing the existing modules (which has the same names). MODULE { name = RealChuteModule caseMass = 0.35 timer = 0 mustGoDown = true cutSpeed = 0.5 spareChutes = 5 secondaryChute = true // Main chute PARACHUTE { material = Nylon capName = mains_packing_bag parachuteName = RC_triple_canopy preDeploymentAnimation = RC_triple_chute_semi_deploy deploymentAnimation = RC_triple_chute_full_deploy preDeployedDiameter = 2.5 deployedDiameter = 50 minIsPressure = false minDeployment = 900 deploymentAlt = 700 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 6 } // Drogue chute PARACHUTE { material = Kevlar capName = cone parachuteName = RC_canopy2 preDeploymentAnimation = RC_chute2_semi_deploy deploymentAnimation = RC_chute2_full_deploy preDeployedDiameter = 3 deployedDiameter = 6 minIsPressure = false minDeployment = 30000 deploymentAlt = 2500 cutAlt = 1000 preDeploymentSpeed = 1 deploymentSpeed = 3 } } MODULE { name = ProceduralChute textureLibrary = RealChute type = Cone currentCase = Combo currentCanopies = Main chute, Drogue chute currentTypes = Main, Drogue } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } }
-
[WIP] Loading textures only as required
BananaDealer replied to Faark's topic in KSP1 Mod Development
Still no luck on getting LoD 3.2 to work with KSPx64... Here's the latest output_log: https://www.dropbox.com/s/2wejiecza4jfux9/output_log.txt And here's the log from the LoD folder: https://www.dropbox.com/s/x9papu709ycfdci/LoadOnDemand.log Also for some reason- I'm lacking the config file in the folder... Edit: Also no luck with getting things to work with KSPx32. Output_Log: https://www.dropbox.com/s/gntw9w47e6932cr/output_log.txt LoD log: https://www.dropbox.com/s/eu94d2fi7gfaqc1/LoadOnDemand.log For reference, the game loads without LoD on High Res. x64 at least... -
Which half of the time bugs out the game or won't work cause their bootsrapper is a piece of... ugh... Yeah... The launcher also gives you some added options like changing resolution setting before you start loading the game. Not to mention a borderless mode...
-
Not bad. As for my input on the animation nonsense- the "latest" build you directed me to seems to be working fine, or as good as you'd expect. As far as I can discern at least. Still getting a random decoupler bug or the animation sometimes plays off in editor but then stops. I'm guessing it's to do with the x64 version or something...