KolourBlynD
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Everything posted by KolourBlynD
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Hey-low Dev! So after a small hiatus from KSP, I came back to play around a bit in game and, without any new additions to mods, found that ATM is causing some very weird behavior on my PC; For some reason ATM is causing a ridiculous amount of load on my CPU, causing loading of a single texture, regardless of size, to take up to a few minutes to load, as well as crippling any other processes. If I take ATM out, KSP loads as normal, within a few minutes altogether. Oddly enough I'm almost certain that ATM had already ran before trying to play recently, so it doesn't seem to be caching anything correctly; even after restarting the process over, the behavior continues from the very start. Any ideas as to what might be occurring? Is there something I can do to limit ATM's load on my CPU? ATM alone is causing a temperature increase of about 30 degrees centigrade, which seems a bit much for the mod's processes imo.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
KolourBlynD replied to sirkut's topic in KSP1 Mod Releases
Hey sirkut, is this new revision still working on fixing some of the odd behaviors with spaces occurring during extensions? I've actually got the current revision working in .24.2, and it even works better than the past mod update, but pistons/extensions seemingly move through itself while extending the opposite way, causing odd spaces to appear. -
Cool beans; Reverting the Steam install didn't seem to break the loading process, but now KSP locks up and doesn't allow the player to access certain buildings and such, as well as fails completely to fix right-clicking, so I'll be waiting patiently for mod updates... again. Edit: Sooo... I did another .24.2 patching, which now loads and works correctly.... I'm unsure what is or isn't an issue with this update, so I think mod devs might still need to look into the compatibility of their mods, unfortunately.
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To you and anyone else having odd camera/CoM issues, the culprit is RealChute; It has been updated to 1.2.2.2 which should resolve any issues you are having, but you need to delete/destroy any crafts you have in a save that was using RealChute parachutes before continuing to play. It's been talked about there that the symmetry of the parachutes seem to be causing some sort of craft-destroying bug.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
KolourBlynD replied to TaranisElsu's topic in KSP1 Mod Releases
That's kind of part of the challenge for using TAC and rescue missions; You have to be able to close the gap between the vessel and the Kerbal quick enough before their EVA suit gets too polluted with waste. I've had no problems getting this mission done with TAC, even on the first try. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
KolourBlynD replied to InfiniteDice's topic in KSP1 Mod Releases
No updates on the Space errors, huh? -
Hey Nathan. So the Huey Rotor in KAX is conflicting with DREC since it apparently spins faster than any other rotor, causing DREC to heat it up to combustion, however instead of exploding, it glitches the temperature, resetting it over and over. Potentially something you might need to speak with Keptin about.
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
KolourBlynD replied to InfiniteDice's topic in KSP1 Mod Releases
Yeah I had the most up-to-date version, as far as I know, as I installed not but 4 days ago, and the updated zip seems to be dated back to May 5th. I know that I might be a bit "whiny" in my posts, but it's definitely the most recent Skillful that is causing issues, at least when combined with the following mods: Toolbar ATM B9 BoulderCo DeadlyReentry Engineer EVE mod Firespitter HullCameraVDS KAS KAX Kethane KWRocketry Infernal Robotics HotRockets NavyFish Docking RealChute RSS Romfarer SH_mods <-- IVAs SmokeScreen TAC LS TouhouTorpedo <-- IVA TreeLoader Kerbal Alarm Clock Universe Replacer If you know of one of these that are possibly causing incompatibilities, I'd like to know, but uninstalling the current version of Skillful fixed all of my problems with my crafts and debris. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
KolourBlynD replied to InfiniteDice's topic in KSP1 Mod Releases
Hey ID. Any idea why now with Skillful installed, anytime I rendezvous with something and come out of time warp near the target, the orbits suddenly "sync" up? As in the target craft suddenly takes on the same orbital as my active vessel? I'm not using the IFFtags on the crafts, does that cause any problems with them "saving" with Skillful installed? Edit: Also is there possibly a way to use the weapons without having the entire combat/save system in place? With the current issues I'm having with Skillful, I won't be able to really do much else apart from war-type missions, as any other launch I do seems to affect the save in ways that I seem to be unable to fix; even quicksaves seem to get corrupted for some odd reason, failing to load randomly. If I chose to do so, what is the correct uninstall procedure for Skillful? I assume I will have to change out craft files beforehand, but is there anything else that I need to do? Edit2: Forget about my inquiry for uninstalling, seems to be simply delete the Mod and take out crafts using those parts. I would like to notify you ID that indeed Skillful is causing something weird to be occurring whenever physics seems to be calculated and applied to crafts NOT equipped with IFFtags; after uninstalling the mod my previous rendezvous problem ceases to exist. Also my issues with debris and flags seemingly disappeared along with Skillful as well, so I hope you can address this in a future update, but as it stands it would seem you should probably suggest to those willing to use the mod to only install using a fresh install, and possibly only for saves in Sandbox that will focus on war games. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
KolourBlynD replied to InfiniteDice's topic in KSP1 Mod Releases
Hey ID! So I have a bug report for you; Apparently with the current save/load system, anything within the 10Km range of the KSC during launch will reappear in the air during loading while in flight. It was firstly observed using flags on the HQ buildings and such, then observed the same behavior with Debris (Launch Clamps at Launchpad.) My assumption is that, without the IFFtag installed on a "craft" such as debris and flags, such objects will "save" along with the active vessel, then "load" in the same orientations as if they were parts of the active vessel in flight. (I'm kind of aware this is almost repeating what I said before, but now I'm pretty sure the IFFtags are what cause the issue, since anything with the tag won't be affected.) I'm guessing the fix would have to incorporate some sort of check between the craft files part count and the "saved" craft part count, so that when a craft state is saved, the crafts themselves won't "add" new pieces to the craft. Either that or simply reduce the "save" radius to something like 1Km around the IFFtags, but use a system similar to Romfarer's Lazor mod to extend the loading of crafts within a scene, so that crafts outside of the 1KM radius would load up their own IFFtags. Again, suggestion without complete understanding, but suggestions nevertheless. Edit: More to add to the report, this time a different issue regarding ordinance launching into orbit. From what I can tell, once the rockets reach beyond the atmosphere, they lose all their launch capabilities and seem to be "weightless" and fail to physically fall back to Kerbin once they are released. I have no idea why this is occurring; I did quicksave before re-entry from orbit, which I think is causing a glitch with the fairings I'm using, causing them to "shrink" near the base. Tested the rockets on the launchpad before launch and they seem to work fine. Edit2: Also probably worth mentioning is that sometimes, at random, when reverting to the SPB/VAB from anything using arms, the game will crash because of a "Write to location 00800000" causing an error, which usually I hear happens due to RAM issues, but it doesn't seem to matter even if I'm just testing a rocket out with 3 parts and no other crafts nearby... will need to investigate my RAM usage during the next crash. -
Hey Nathan! Back again. So after some deliberate testing, I have at least narrowed down the part in question that seems to be giving me heartache, the Huey Main Rotor I have from the KAX pack. Essentially what seems to be happening is after activating the part, the rotors start to spin, which from the dev Keptin states actually rotates physical rotors. So the problem I talked about before, the flight was relatively slow, no more than maybe 50-70m/s surface, but the rotor was set to 100%. The rotor itself without any throttle seems to reach very hot, so this issue can occur on the ground as far as I know, but I haven't tested that. However I should mention as I did with the others, Firespitter propellers don't seem to have any issues with heating, regardless of throttle, and I'm not sure they are physically rotating, as they don't heat up unless throttle is applied... any ideas?
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
KolourBlynD replied to InfiniteDice's topic in KSP1 Mod Releases
Hey ID! So I have actually gotten past the original temperature issues (Seemed to be a rocket pod placed too close to the wing, causing them to catch fire once they launched,) but now I have a different issue that might or might not be Skillful related. So I have started using KAX at the same time as Skillful, to add some neater models, and the Main Rotor part included, the Huey Main Engine, seems to be in a constant heating loop after activating it. It may be an issue with the part itself, but maybe Skillful might need to integrate those parts as well. Also I have yet to figure out what is causing the odd Flag behavior I'm noticing with this mod installed; It would seem that, during the first timely "load" of the parts near the KSC, it causes the flags nearby, probably within the 10KM object range, to suddenly appear in the air, then fall to their doom. I'm willing to bet that this is because they are saved along with crafts during the "save" phases, then get repositioned around my active vessel during the "load" phase in the positions they were when they saved. I assume this could be fixed, so long as Flags can be separated from crafts when Skillful determines what to save, but since my understanding of the system in question is limited, I'm just throwing out ideas. -
Hey Nathan! So I came across a weapons mod, the Skillful mod from InfiniteDice, and I have had some issues related to heating that may or may not be attributed to using Deadly Reentry along with it; Skillful as you may know uses a "Temperature" based damage system, where parts can catch fire and explode and such, and seems to conflict with your own Temperature system. Usually what happens is I'll be flying along, when suddenly parts will either catch fire and explode or "Reach G-Limit," when the G-meter reads under 5G. So in my endeavors to figure out what is actually causing what, I've come to both your thread, as well as ID's, to see what I could potentially do to alleviate this, as well as notify you of the incompatibility that might be related to the two mods.
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
KolourBlynD replied to InfiniteDice's topic in KSP1 Mod Releases
Hey ID, love the mod! I am noticing some odd behaviors, however, that I assume is related to using Skillful along with DeadlyReentry; Some of my aircraft, along with majority of my helicopters, will catch fire/explode during flight, sometimes due to rockets firing and sometimes due to "Reaching G-limit." I don't mean to pick apart the mod, but it seems to my own experiences that the problems usually stem from Skillful using a "Temperature" system for damage, which IMO is a bit OP even with the more recent tweaks; After a part on my craft catches fire, it seems to explode within a few seconds, and since the recent issues that people seem to be talking about is the over-heats, I would opt for a Skillful without Temperature-based damage. Of course I just recently got the mod, so I shouldn't be asking for anything, but maybe if you had the chance to work along with NathanKell, perhaps the both of you can integrate the same "system" so they won't conflict as often. I'll be posting over at D-Reentry to see what fixes might be in the works. Apart from that, however, the weapons and effects are incredibly fun to mess with! I guess there is one other "issue" that might be Skillful or might be something else; During my launches from KSC, after I reach about 5Km out, any and all Flags located near KSC will be "launched" into the air, in an orientation relatively similar to how they were when I was sitting at the runway. I'm not entirely sure why this might be happening, but I suspect it has something to do with potential "save-states" that are going on while using Skillful, causing the scene to "revert" the objects nearby to how they were at launch. Since there is not anything "breaking" during this, it's not really a big deal, however I imagine this might be messing up someone's "war." -
Hey Nathan, since it's been officially disclaimed that ModuleManager 2.1.0 might break some save files, is your ModuleManager you have currently working? It's recommended to hold off upgrading if you use old saves.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
KolourBlynD replied to sirkut's topic in KSP1 Mod Releases
Hey sirkut! Just stopping in to add some feedback, since it seems this was up for debate at the moment. So my KSP experiences with IR is mainly used for actuating cameras and "telescope lens" for deep space photography. It's really been a blast to see how well these parts have gotten with time, and how important it can be for moving a severely zoomed in picture... however with that said, with a minimum value of .1, it would seem that the animations are STILL too quick for acquisition of targets at ultra resolution scenes. Is this the set-in-stone minimum value of motion the parts can use at the current edition of IR? I see there might be a tweakable setting in the works, and I might say that both the box AND the VAB tweaks for speed could be the best option, but I'm a bit more biased towards using very low speeds, rather than high. -
For anyone trying to install Tingle's pack, WinRAR does NOT work. Maybe a full unlocked version does, but the trial version will not recognize the files, even though you can open them and see what files are inside. You must DL and install 7Zip in order to truly unzip the files for use. As a suggestion to Tingle, you might want to make this completely clear to other players, as I wasn't aware the two programs differ in this way and wasn't sure if it was the pack or the software.
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This doesn't really make as much sense as you seem to think, but I can see where you got the ideas from. Considering how Bac9 is really putting a lot of effort into the 3dmodelling developments of the game (compare buildings from .20 & .21,) I wouldn't jump off from one article saying he's not a part of Squad. Could be he's still on his Vacation week before the article, or possibly that he was unavailable to talk about his works because there is a lot to be done. Ultimately unless Bac9 pulls a Fish and straight up comes out on Twitter or whatever and posts a comment about leaving, it's probably safe to say he's still developing for Squad.
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I can't seem to find any information regarding this, but after switching crafts, Mechjeb loses a bunch of menus, like DeltaV, Orbit, and Surface info; all information readouts are actually gone when I switch back, however, Mechjeb's Smart A.S.S. still works. Is anyone else experiencing this, and if so is there a fix out there?
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Can anyone, for the purpose of archiving, possibly post some links to the information regarding Bac9? I wouldn't mind personally looking into this to see who's who on this argument, and making sure this isn't just a rumor. Regardless, it's been clearly noted on the Forums by Dev C7 and Ted that .21.1 has some issues they are working out regarding loading of scenes and memory restrictions, so hopefully when they work this out, Bac9 and Squad can bring better parts to the game. As it stands now, however, it's probably best to run KSP with a few parts as possible.
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I just wanted to post here that, without this mod, KSP just isn't the same... and it makes me sad that I might have to play without it, due to memory constraints! However, I am going to try this again and see if my now newly revamped GameData folder can support any more plugins without causing the inevitable crashes from too much crap the KSP folders have. lol