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Everything posted by Kaa253
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The Linux compatibility thread!
Kaa253 replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Hi styckx, I note your comment about the "fix" not being required. I am currently using the fix and having (almost) no problems with 54 mods installed. I thought I needed it for version 0.24.1 but I am afraid I cannot really make a conclusive assessment. Anyway, just wanted to say I am following with interest and appreciate you reporting your findings. -
I also did eventually work this out. Maybe it was more obvious in an earlier version of MCE but for newcomers to MCE2 for 0.24, we cannot find this information elsewhere. May I suggest it be added to the OP and/or the HowToInstall.txt? Oh, and by the way, in my new save I am losing the race for funds .... it is really wonderful! Thanks.
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Thanks Starstrider. You are absolutely correct (of course)! I have removed the useless MM script from my last post because I wouldn't want to be responsible for anybody falling into the same trap and copying my stupidity.
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I have just started a new career (going to try Mission Control Extended on a hard level) and I have decided to come back to including RemoteTech. I first used this mod when it was version one (~KSP 0.17?) and it has always been one of my favourites, principally because it gives me a reason to establish a system wide comms network. However, I gave it a rest for a while as I had too many issues with vessel duplication bugs in KSP v0.23 as some of you will recall. Reading through the recent posts here I have realised that I play RT2 somewhat differently from most. I make a few config changes as follows (I hope I have them correct for the current version of RT2, as I said, just started play testing again.) So, just in case anyone is interested.... 1. As in RT1, I add the SPU to all the manned command pods, that means I cannot transmit science data back from manned pods without having a valid connection to KSP. I have just confirmed that RT2 appears to still respect the original "local control" mode. If I have done it right, the following MM script ... WRONG! I have not done right. Pointless MM script removed. Thanks to Starstrider for pointing out my error. The code that requires science transmissions to have a connection is indeed in the antenna... cool! Once upon a time Chatterer respected this. I wish it would again. 2. I use additive, multiple antennas and no signal delay. I have never been into the delay because I imagine myself as the probe computer not as the kerbals back at KSP. I don't use the RT2 computer much as I (proudly, & another story) use MechJeb's Smart A.S.S. Changed lines in my settings are currently based on what worked in KSP 0.23. RangeMultiplier = 0.5 EnableSignalDelay = False RangeModelType = Additive MultipleAntennaMultiplier = 0.3 So I have upgraded the realism with the additive and the multiple antennas and downgraded the realism with the no delay. I simply enjoy it that way. Cheers ps. is there any way to drop the command capable crew number a little to say 3 or 4 rather than 6? I think it used to be available in the settings file.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Kaa253 replied to rbray89's topic in KSP1 Mod Releases
I get this too on Linux 64 bit with 7-3 so I deleted terrain.dll. I do see these unusual effects on Linux 64 bit too, however, I suspect they are seen in the Windows version of KSP as well? After all, every pre-release after 7-3 are WIP development versions. Still, if anyone can confirm the Linux and Windows versions come out looking much the same I would be interested to hear about it. On Linux we have only OpenGL. Windows has a DirectX option, yes? -
The Linux compatibility thread!
Kaa253 replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
@styckx. As I posted in the bug thread. In the KSP input settings control you can assign the numpad keys to your action keys. This in effect swaps the alpha-pad keys with the numpad keys with respect to the way they should be set up. I am finding it difficult to re-train myself to initiate actions on the numpad and enter numbers into MechJeb etc., with the alpha keys, but at least (if I remember) it fixes the problem of actioning staging events whenever I want to type a new value into a MechJeb window. In truth, I really wish this bug could be addressed soon by a hot-fix. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Kaa253 replied to rbray89's topic in KSP1 Mod Releases
As I understand it... You cannot install packs such as Astronomer's into the Overhaul versions, the Overhaul versions are in early development and they only produce atmosphere effects on Kerbin, the other planets are not working yet. If you are interested only in playing KSP and not interested in helping to test the future of EVE then do not install the Overhaul versions. The 7-3 version is working as it should for 0.24.2. Anybody can please correct me if I am giving Playful the wrong advice. -
Confirmed for 0.24.2 on Linux 64 as well. After much pain I have learned my lesson. Leave the version of KSPAPI that came with each mod in place even if it is throwing a compatibility warning. Follow nebuchadnezzar's advice, he won't steer you wrong
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The Linux compatibility thread!
Kaa253 replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
It looks like the offsets are still unchanged to me. -
You are correct, I don't really have any inkling. I did two things, both of which I would have thought would not make any difference; (a) yes I played without MM and then reinstalled it and ( I had removed the out-of-date KSPAPIExtensions.dll (version 1.6.0.0) from the Plugins folder so I put it back in. KSPAPIExtensions version 1.6.0.0 is not getting loaded according to my debug log as Procedural Parts provided version 1.6.2.0 of the same dll. Perhaps if you put a recent version of KSPAPIExtensions somewhere in your GameData path it will help. I am a Linux 64 bit user which is probably not relevant. Oh... I see KSP version 0.24.2 this morning. Here we go again............ Edit: All-right. I have updated every one of my mods for which I could find an 0.24.2 version update. Two of them installed KSPAPIExtensions version 1.6.3. I still have the out dated 1.6.0.0 version sitting in the MFT Plugins folder and it generates an incompatibility message at KSP startup but from my log I believe it is actually not being activated? Despite all that MFT appears to be working correctly in 0.24.2.
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I thought so too. But somehow I got it working again. At one point I accidentally deleted Module Manager , that stopped it working very effectively.
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
Kaa253 replied to RoverDude's topic in KSP1 Mod Releases
Yes it is heavily DRE ruggedized. Kind of makes sense for a lifeboat. Burning up is nearly impossible as excessive g-forces will kill your kerbals first (Edit: standard DRE + FAR - no idea how RSS would turn out). -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
Kaa253 replied to RoverDude's topic in KSP1 Mod Releases
Something I just found is RasterPropMonitor spamming my log with... RasterPropMonitorComputer: Running on a part with no IVA, how did that happen? It happened as the capsule is not inflated yet but it has internal mk1PodCockpit. Since i don't really need an advanced navigation system in a lifeboat I have edited the mk1-patch.cfg provided with RPM to read... @PART [*]:HAS[@INTERNAL[mk1PodCockpit],!MODULE[LifeBoat]] { MODULE { name = RasterPropMonitorComputer } @INTERNAL { @name = mk1PodCockpitRPM } } ...will see if I have edited that MM config script correctly and if it helps. However, I suspect it was not the thing causing my CTD problem. -
The Linux compatibility thread!
Kaa253 replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
I find that the 0.24.1 update does not appear to have changed the "offsets". I am a little disappointed that the update did not fix the number pad bug. Perhaps I should blame myself because I didn't think to report the issue on the bug tracker. Maybe it is not too late to make a report. -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
Kaa253 replied to RoverDude's topic in KSP1 Mod Releases
Just letting all aware of the possible existence of a bug. If I put more than 6 of these on a craft it crashes KSP to the desktop on the scene change to the launchpad. I don't see anything that I can associate with this in the log file. It may be a conflict or problem with another mod and possibly KAS which has not yet been updated to KSP 0.24.1. After KAS and all the other mods I use are properly updated then if it still occurs I might follow it up (i.e. do a proper diagnostic set of tests clean un-modded install etc., etc.) but just at the moment I couldn't be bothered (I have had a hell of a time with broken things after the 0.24 to 0.24.1 update and I just want to play the new career mode and not spend all my time debugging stuff.) -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Kaa253 replied to Nereid's topic in KSP1 Mod Releases
Thanks, even better. I will wait. -
I have no understanding of it. I have two other mods which use KSPAPIExtensions and while trying to sort out an unrelated problem I happened to notice the following in my debug log... [LOG 13:55:00.388] [PartMessageService] version 1.6.0.0 at /home/kaa253/KSP_linux/GameData/ModularFuelTanks/Plugin/KSPAPIExtensions.dll won the election against Version: 1.6.0.0 Location: /home/kaa253/KSP_linux/GameData/ProceduralFairings/KSPAPIExtensions.dll I just assumed (rightly or wrongly) that this indicates only the copy with the highest version number is actually getting loaded. As Procedural Parts would have been installing a third copy of the exact same version I decided it might be fine to just leave it out. So far it does seem to be fine.
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I have never tried MCE. I thought it was on the verge of becoming obsolete. Now I am playing the vanilla contracts I can appreciate the sentiment expressed above by Sunshine. I will definitely be giving MCE a try. I like to build space stations and bases. It seems from what I have read here that MCE will give me a reason for doing that, so far as I can tell, 0.24 does not.
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I copied my 0.23.5 Procedural Parts (i.e. version 0.9.14) folder across to my 0.24 install. I deleted the old KSPAPIExtensions contained in the Plugins folder. I already have KSPAPIExtensions.dll downloaded on 21st July from another mod so I don't need it here. I replaced the ProceduralParts.dll with the newly compiled version in this post. It works and so far (with only minimal testing) I am not seeing any runtime errors in the debug log. If it starts throwing exceptions or anything I will post again. Fingers-crossed.
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Kaa253 replied to Nereid's topic in KSP1 Mod Releases
Hi. I installed this yesterday - it is good fun I got it off Curse as I cannot establish a connection to nereid42.de Is the link on the OP broken? I would like to use the FAR extension. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Kaa253 replied to rbray89's topic in KSP1 Mod Releases
Today I tested again. I confirmed that 9-2 was failing to load but it is irrelevant as you have moved on. x64-Release loads without errors in the debug log. I now see where you are going with this. I got some really beautiful scenes, wonderful and exciting work! I also got the other, shall we say "WIP results", such as the opaque blue effect and the unfinished lighting. A _Visibility value in the range as already reported (i.e. ~0.00000005) allows viewing underneath the atmosphere overlay with it still turned on and I had no problem at all using alt-e to enable and disable the atmosphere and/or various terrain effects. I do find the terrain materials can in some scenes produce a rather bland result (see the comparison made in the last two screenshots); but it is after-all a WIP. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Kaa253 replied to rbray89's topic in KSP1 Mod Releases
Oops. Yes, I am terribly sorry, I spoke too soon. I am not sure about that as I now cannot reproduce the message I got one time at the top of my log file about KSP switching to the fallback shaders. At the moment I have rolled back to EVE 7-3 in combination with ATM 3-3 and Proot's pack and everything is fine. I believe I do have a problem somewhere as earlier I was trying EVE 9-2 + ATM 3-3 + Astronomer's Beta pack and then I did not have the city lights and the log reported something about Atmosphere.dll unable to locate EveManager. It is very late on this side of the world and I am obviously too tired to do a sensible diagnosis. Tomorrow I will step up progressively to EVE 9-2 but this time without any config/texture packs installed, at least at first. I am a bit confused by the change from "Clouds" to "Atmosphere" so that is likely a way that I may have broken it. I will try to let you know how it goes.