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Everything posted by Kaa253
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@Kobymaru I have downloaded your dll and I will give it a try if I get a chance.
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@Cawdeen & @mikegarrison reported recently some issues with crew transferring to different vessels, docking, etc. I left a lander (LEM) in orbit of minmus with no crew. When the next crew arrive to re-use the lander I am finding that they immediately consume all the supplies left on the lander and all the supplies in their own (CSM) vessel as well. It seems like LS is assuming that the crew have been in the lander vessel the whole time it was left in minmus orbit and now it does a catch up, resulting in sup: = -49 days. @RoverDude, I have a lot of mods installed and the vessels are non stock but I have saved the quicksave and player.log if you want them.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Kaa253 replied to rbray89's topic in KSP1 Mod Releases
EVE and SVE are both great. You might also enjoy Scatterer if your operating system and RAM can handle all 3 at once. My belief (correct me anyone if I am wrong) is that Astronomer's packs are all out-of-date and they don't work. You don't need Astronomer's pack if you run SVE as they are intended to provide the same things. -
This just happened to me too. Two kerbals returned to the runway and still staying as tourists. IsGrouchy state was false (correct?). OldTrait was equal to Tourist (this should not happen?). Type and Trait were both in state Tourist. Fixed by editing quicksave file as per above method. Oh, in case it is relevant, they did not run out of supplies. I think they may have run out of EC but when they went grumpy the LS status reported they had negative hab values.
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People who joined back in 2011: are any of you still here?
Kaa253 replied to Panichio's topic in KSP1 Discussion
Started playing in early 2013 and joined the forum in time to just barely miss the great forum wipe - by a few days I think. Version then was 0.17. I think I saw an earlier demo version but I only jumped in when I realised that KSP was playable on Linux. I never boot my windows partition, I should delete it forever. I still play every day but I don't post much. KSP just gets better and better all the time, many thanks to Squad and the wonderful modding community. -
parts [1.2] Karibou Expedition Rover [0.3.0]
Kaa253 replied to RoverDude's topic in KSP1 Mod Releases
I know this pack is not updated yet but the Karibou Rover does not scavenge supplies for the pilot. Seems a bit sad that she is doing resource logistics for the whole base but nobody brings around a plate of noms! Github issue raised. I put in KER_RoverCab.cfg... MODULE { name = ModuleLogisticsConsumer } -
I know this all too well. This update looks intriguing and I am keen to try it. Would it be appropriate to add Hab support to selected parts of Nertea's stockalike station mod? parts http://forum.kerbalspaceprogram.com/index.php?/topic/82833-105-stockalike-station-parts-expansion-06012016-105-update-and-bugfixes/&page=1. I think so. I see that LSModule.cfg contains suggested values.
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I am running a similar Linux system too and I have this same result. If I rebuild the ocean again and again I see similar strange effects until occasionally it comes back looking correct and beautiful. Unfortunately I see a significant memory leak occur at every ocean rebuild. I cannot see any error messages in the log (that is after renaming the aforementioned shader file). A few bugs yet to iron out I presume. When it is good it is gorgeous! Well worth the wait.
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I am finding that this is working correctly for drawing the planets but I am getting no flares for vessels, debris etc. The only thing I see that may be related in the logs is the following... [CODE]AddonLoader: Instantiating addon 'FlareDraw' from assembly 'DistantObject' (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Distant Object Enhancement v1.6.3 -- Unable to find situation 'ORBITING' in my known situations atlas (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Distant Object Enhancement v1.6.3 -- Unable to find situation 'SUB_ORBITAL' in my known situations atlas (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Distant Object Enhancement v1.6.3 -- Unable to find situation 'ESCAPING' in my known situations atlas (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Distant Object Enhancement v1.6.3 -- Unable to find situation 'DOCKED' in my known situations atlas (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Distant Object Enhancement v1.6.3 -- FlareDraw enabled[/CODE] I do have vessels that are orbiting (and also some docked) but I see no flares for them at reasonable distances. What is my known situations "[U]atlas[/U]"? Can I inspect this atlas somehow? Does it refer to some specific data block that should be in my persistence file perhaps?
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Kaa253 replied to Ven's topic in KSP1 Mod Development
I had to trim out the small radial solar panel part as it was not working in space. Very odd as it worked fine on the launch pad. During launch the sun exposure decreased going up through the atmosphere (i.e. opposite from normal). I was able to leave the TRReflection effect on it. This was a case of no good luck using Linux by the way. -
[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
Kaa253 replied to DMagic's topic in KSP1 Mod Releases
Same here. There is no DMagic.dll in the download zip -
Yes, an update would be much appreciated.
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I'm a physicist so FORTRAN, MATLAB and Python some but Unity looks to me like it is written in Chatterer's Kerbal. I actually tried looking over the source last week. Still, if I can find time I will look at it again. Maybe I will spot something.
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Motokid600 thanks for starting this thread. I am seriously bugged over this! All I can add is what i posted in the DOE thread on July 1 ... "I don't know if it is a clue that helps at all but it seems to me that the vessel name tags and therefore also the mouse ray vector, when you seek and find a vessel (at any range), are indeed pointing to the correct position where the vessel flare should be being drawn. Also, when the camera recedes from a close range vessel showing a flare in the wrong position that when the camera reaches a point sufficiently distant the flare converges on the correct position." So to my install (Linux/OpenGL) it appears that the flare position calculation is from a camera position somehow offset (maybe ~100 km) from the true vessel / camera position. Planet positions may be appearing correct because the parallax baseline between the true camera position and the erroneous camera position is usually going to be fairly short compared to the planet's distance.
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GitHub Issue logged already. Just a note here in case anyone else may be looking into a similar problem. I must preface the following by saying that I am doing a career game play through here with lots of installed mods and not a full bee shake-out testing so if the "bug" I encountered is not the fault of USI-LS I apologise for possibly posting in the wrong place. With CTT in career mode I learned Storage Technology - Logistics - Short Term Habitation. Thereby bypassed Recycling and Hydroponics. I got a very unstable game with lots of USI-LS named NREs in the logs and frequent lockups at scene changes. I had trouble accepting it as possible to be really due to this mod due to a long record of trust worthy performance from all RoverDude products! I tried uninstalling other mods but the problem did not go away. Eventually, I realised a possibly unusual career development path had been followed and so proceeded to learn both early tree techs which open the Nom-O-Matic units. So far this appears to have fixed the problem! If this information helps anyone else then good. Otherwise, until someone can reproduce (sorry, my bad, I did not save a useful log file) it is not a "bug" but something that perhaps warrants investigation. Or maybe CTT could be adjusted to make the path I followed unavailable (i.e. add a requires all in place of requires any?) Edit: One day later and I am not so sure that this is not perhaps a case of general out of memory issues.
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I don't know if it is a clue that helps at all but it seems to me that the vessel name tags and therefore also the mouse ray vector, when you seek and find a vessel (at any range), are indeed pointing to the correct position where the vessel flare should be being drawn. Also, when the camera recedes from a close range vessel showing a flare in the wrong position that when the camera reaches a point sufficiently distant the flare converges on the correct position.